One more tip: If you're playing engineers, use only convicts in a workplace with a risk of strike, because convicts can't strike. You should have 75 convicts, because 75 is the higher number of workers on a double shift workplace. Actually, when you get penal colony, you should only order convicts, and not workers, because convicts are 2x cheaper to order. Using the motivation ability on the guard posts is completely safe, when you have 75 convicts, because they can't strike. Using penal colony won't give you the "bad" ending. Going beyond thay will.
A few differences of opinion, in no particular order. For reference, the stockpiles are 6 o'clock, and the cliff side and coal piles are 12. Day 1 builds. I put in three gathering posts. One where you placed it between the two wood piles, one between the wood pile and steel as clockwise as possible. I then pull up all the central ring road except the street connecting those two. I now have enough wood for the third gathering post on top of the one between the two wood. Use some temporary road sections to stretch it so it grabs the same steel pile as well. Workers go on wood, the steam cores, and some on the steel pile, just enough to pull up one steel and then switch them over to help build workshops (3 total) over the stockpiles going counterclockwise, and return them to collecting steam cores. For the camp layout, I consider the gap at 12 o'clock a trap, I the pub and cookhouse CW from the stockpiles, and then build tents along the shore line. This keeps people closer to the largest manpower draws. And with a bit of finagling you can cover up to 30 tents with just one chapel, and most of them with a single bathhouse. Two, resources. You don't mention it, but there is a pair of 2000 coal piles left for you. Depending on how 'finders-keepers' your foraging teams get? You'll be able to build all the steel composites you can use and have 20% to 30% of that left for the ventilation plants and bathhouse. You can use a dock for that, but you can easily research the charcoal kiln and make fuel on site. Wood, you have more than enough for 80 profiles, all your construction and research. Steel is the only must import resource. For Docks, two upgraded or one advanced dock with four or three steam reloaders is quite sufficient to keep steel flowing in at least as fast as you use it. One fishing dock, upgraded to an advanced shipping dock handles regular food fine. I save hearty meals to appease the worker strikes. Three, I go heavy on research, getting another 15 engineers before my first worker, but then by day three I have just a bit of leftover steel and coal, otherwise it is the dock and sawmills, so I'm not manpower stretched. Four, don't rush the shaft. I prefer to get it done at the last minute, and spend the time stockpiling components. Then I can keep construction up to cap the hole ASAP. It is quite possible with rushing motivation up, (Repatriation of Bodies is a huge boost that I use early), to finish the generator with full upgrades before the first snowfall, on just standard and short shifts only. Supercharge tech and spending 5 steam turbines to get 20% done in an instant is huge for making time like that.
Pretty much a flawless guide, though you don't talk about a couple of risky/questionable events Foragers will encounter in the Frostlands. One other tip you don't state explicitly is that 24 Hour Shift is *AMAZING* on Workshops (reminiscent of how having Automaton Engineers effects research in the base game). If you ever do want to get back into making videos, Frostpunk playthroughs would make for some great content. You get to have fun playing and explaining what you're doing, and editing would be minimal. =^[.]^=
One more tip:
If you're playing engineers, use only convicts in a workplace with a risk of strike, because convicts can't strike. You should have 75 convicts, because 75 is the higher number of workers on a double shift workplace. Actually, when you get penal colony, you should only order convicts, and not workers, because convicts are 2x cheaper to order. Using the motivation ability on the guard posts is completely safe, when you have 75 convicts, because they can't strike.
Using penal colony won't give you the "bad" ending. Going beyond thay will.
A few differences of opinion, in no particular order. For reference, the stockpiles are 6 o'clock, and the cliff side and coal piles are 12.
Day 1 builds. I put in three gathering posts. One where you placed it between the two wood piles, one between the wood pile and steel as clockwise as possible. I then pull up all the central ring road except the street connecting those two. I now have enough wood for the third gathering post on top of the one between the two wood. Use some temporary road sections to stretch it so it grabs the same steel pile as well.
Workers go on wood, the steam cores, and some on the steel pile, just enough to pull up one steel and then switch them over to help build workshops (3 total) over the stockpiles going counterclockwise, and return them to collecting steam cores.
For the camp layout, I consider the gap at 12 o'clock a trap, I the pub and cookhouse CW from the stockpiles, and then build tents along the shore line. This keeps people closer to the largest manpower draws. And with a bit of finagling you can cover up to 30 tents with just one chapel, and most of them with a single bathhouse.
Two, resources. You don't mention it, but there is a pair of 2000 coal piles left for you. Depending on how 'finders-keepers' your foraging teams get? You'll be able to build all the steel composites you can use and have 20% to 30% of that left for the ventilation plants and bathhouse. You can use a dock for that, but you can easily research the charcoal kiln and make fuel on site. Wood, you have more than enough for 80 profiles, all your construction and research. Steel is the only must import resource.
For Docks, two upgraded or one advanced dock with four or three steam reloaders is quite sufficient to keep steel flowing in at least as fast as you use it. One fishing dock, upgraded to an advanced shipping dock handles regular food fine. I save hearty meals to appease the worker strikes.
Three, I go heavy on research, getting another 15 engineers before my first worker, but then by day three I have just a bit of leftover steel and coal, otherwise it is the dock and sawmills, so I'm not manpower stretched.
Four, don't rush the shaft. I prefer to get it done at the last minute, and spend the time stockpiling components. Then I can keep construction up to cap the hole ASAP. It is quite possible with rushing motivation up, (Repatriation of Bodies is a huge boost that I use early), to finish the generator with full upgrades before the first snowfall, on just standard and short shifts only. Supercharge tech and spending 5 steam turbines to get 20% done in an instant is huge for making time like that.
I don't play this game, but nice to see you nerd out about strategy games.
following ur tips, super easy.. i finished 12 days ahead, thanks
Dude i love this content so much never give up
Thanks man, I'll try my best to keep making videos
Video starts 4 minutes in
Pretty much a flawless guide, though you don't talk about a couple of risky/questionable events Foragers will encounter in the Frostlands. One other tip you don't state explicitly is that 24 Hour Shift is *AMAZING* on Workshops (reminiscent of how having Automaton Engineers effects research in the base game). If you ever do want to get back into making videos, Frostpunk playthroughs would make for some great content. You get to have fun playing and explaining what you're doing, and editing would be minimal. =^[.]^=
7:28
@@TheLPRnetwork Well, shoot! Dunno how I missed that. Thanks! =^[.]^=
Awesome tips!! I was able to finish 15 days earlier!
Solid guide sir, thank you
Hello my dude
😝 Promo-SM.