The fact that you still need 10 food for the foreman is funny too because it's not like the automaton is eating the food. So you basically have this foreman yelling at a robot while eating 10 days of rations
It's even worse when you can't afford to lose your men out on scouting missions because you need them working on the essentials, but scouting is the only efficient way to replace dead people.
he is right, the game starts warm enough that you don't need it on. build the tents at the end of first work day. turn the heat on an hour before the first temp drop hits. you can grab all wood and steel the first two days even on hard.
Another approach is that because game starts warm enough, they don't need houses for a while (so generator needs to work at night). You can say it's a trade off coal for wood. Depends on your priorities for a game.
well, you have to build them at some point anyway. but getting your steel and wood reserves up will let you get things built and research going more rapidly. I tried arks on hard last night, got my ass whooped. didn't have enough steel and wood to get a 4th auto built and it caused a cascade of bad things as the temperature dropped. couldn't free up engineers to do more research to keep getting more tech unlocked. and events spiraled until hope zeroed out. I may have to apply the 24 hour shift in two research buildings and move up the beacon for arks on hard. the resources would help get my autos faster. I either had enough wood and no steel or vice versa. then I started having coal issues when the random event shut down one of my coal mines. I only had three autos and I needed 4. 2 coal, 1 wood, 1 steel. just to baseline the resources so I could make more.
I'm still struggling with the medium difficulty. Damn. I'm not into this type of games but the fact that this one has a good story, moral decisions and different outcomes because of those decisions keep me pretty hooked up.
I'm 3 years late, but I also struggled at first. So I started by playing on easy for a few games, then moves up to normal when I felt confident, now I'm playing on hard difficulty with little problems.
When i look at the game i also thought it was very complex and dificult, but if u play the game in the medium dificulty is not that complex and fairly easy, i learn it rly quicly and it was rly manageable the game dont overwhelm you and has a nice pace
[1] Don't rush the Workshop. Rush Gathering Posts first, because they get you more resources per person (plus fewer people get sick). This gives you a solid footing for the Hard game mode, and you get a Workshop up by the end of day 1 with 24 hour shift. (24 hour shift on one of your two Gathering Posts, too.) [2] Pull your Steam Hubs further from the center. You can fit much more housing around the Hubs if you give them a full circle around the Steam Hub to populate. [3] Children for Engineering is a 20% boost to Research, which is huge when you consider 160% is the max with 4 Workshops. Keep your people warm, and you won't need the medical facilities much until the final storm, so the Medical boost won't have much impact. Good tips in general, though.
You know you can rush 1 workshop, use emergency shift to exhaust 3 resourse piles + 1 lonely coal pile and then you will need only 2 gathering posts. 1 for 2 coal piles, 1 for 2wood 1 iron. The leftover iron could be picked up by automaton. When gathering post with coal gets empty just rebuild in on the second spot of 2 coal piles. It is enough at the early game to keep the gen running and as the last 2 coal piles get exhausted you can invest in other coal production buildings. This way you can research tech from the very start and have some manpower to use for food\lumber production. P.s. the downside of emergency shift so early on is that your discontent jump up but it's nothing that serious and you also need to turn the generator on at the first night so that your workers don't die.
you do not need the generator on until the first temperature drop. tents have livable heat level on their own without the generator. if you automate all of the resource production, you can send all of your workers home at the end and they don't really get sick. 1 infirmary with overcrowding and fully upgraded seemed to handle my hardmode needs just fine.
Great video! Other useful tips: Reserve the first 2/3 rings around the generator for housing. Place industrial buildings around that and any buildings that require no heat (resource depots, hunter’s huts) on the outskirts of your city. Also, scouts travel much faster to locations they’ve already discovered. You can speed up their progress by following established paths rather than sending them directly from the city.
I don't agree that beacons should be researched immediately. I did that once and the only result was that my two teams were sitting idle twirling their thumbs as there was nothing left to find until the story progressed more. On the first day you should have two labs, eight tents (on hard people get sick on the first night if they don't have a place to sleep) and 10 extra wood to start the next research project during the night after using the extended shift as you suggest. I found that a better use of my time before the first cold snap is to set up a small industrial base with two steelworks, two tree-cutting buildings and a coal thumper around one steam hub. This meant than when temperatures dropped no one had to run around gathering stuff outside the steam hub. At the end of the cold snap I had beacons and extra size teams researched and could then send both teams out. Also, as you state, the automatons are just stupidly over powered. What is the most ridiculous thing is that you can actually put them to do research and then you have around the clock research. At the end of the storm I had every single tech researched. At any rate, thanks for the video. I just finished a play through on hard with no child workers and accepting all refugees with no deaths (well, one death when absolutely no one was sick but the game suddenly said that someone died due to lack of treatment, some things are still a bit buggy).
Curious how you manage you food, we have similar play style.I kinda rage quit if I see a single person die. Rushing beacon is expensive that early. Just the road to the beacon is like 12-14 wood.
damn bro u should do a vid, thanks for the tips. i beat it on easy and don’t know htf i did it. lost hella people too. want to try again with better success
Great video, however notes about Tip #1: 1) You didn't leave enough wood to get tents for *everyone* on night #1. In hard difficulty you'd surely get several deaths come morning. In fact you will get them even if you only bump people needs to hard and leave all the rest on normal. Even pure normal needs tents otherwise you roll the dice on a lot of sick. 2) You didn't leave enough engineers for a medical post. On hard, or even only on people needs bumped to hard, you must get one come the morning of day 2, and afterwards you'd need another, or to sign overcrowding. Sick _may_ stay under 5, but on hard that needs luck. 3) Gathering huts have little (but not zero) insulation, and are much more efficient in manpower than gathering directly, so some allocation of materials in days 1+2 should be towards them as a priority. So on hard, the above limits you to 1 workshop on day 1, but allows preserving workforce from death and sickness, and boost production. At day 2 you can get the second if you aggressively go to overcrowding in your laws so you can work with a single medical post and save engineers for the 2nd workshop. Now 15 engineers are maxed across the 2 workshops+1 med, or 1 workshop+2meds until you get reinforcements. Later you can go more aggressive on workshop, though remember workshops have quickly diminishing returns.
workshops have standard diminishing returns at +20% after the first. so 100 - 120 - 140 - 160... but I also advocated that you switch the same 5 workers from workshop to workshop keeping them on 24hour shifts... this means you can have 24/7 workshop usage with only 5 engineers but arent having more than one shop active at once.
I do not disagree with 3,4 or even 5 workshops *eventually* , just that 3 can't be paced for the first day without sacrificing critical structures, also a medical post works normally around the clock, so you never want to take engies off posts when people needs are set to high, which is included in the higher difficulty. So you're left with 10 engies for workshops, even that only if you allow overcrowding, and you shouldn't use 24 hour shifts until later when you have good medical infrastructure, since 24h shifts roll a constant dice on injury for the few engies you have. Due to all this, you better off stick to 1 on the first day, prioritizing tents at least for part of the night to avoid the death dice roll, and a gathering hut or two to add that one level of heat to your gatherers. Leaving a medical post for the next day and for the final 5 engies do whatever since you now avoided the first few critical dice rolls. This isn't that important, just a slight tweak for the first tip.
I've played through Hard a couple times (refining my build), and I didn't have anyone die from lack of tents. Get Gathering Posts up for people to stay warmer while they work, and put the Generator on Overdrive at night to reduce the number of sick when they're not working. I get one death from the built-in event the first time you use 24-hr shifts, and that's it. NOTE: if you don't have a place to bury the dead, the corpse will cause people to get sick!
efficiency is 100, 130, 150, 160 for the 4 research hubs. but, child assistants, shrines or foreman can bump that and combined with a 14 hour shift, you will research about everything. plus the last few days opens up extra exploration that gives you 5 free technologies that you don't need to research. its an interesting trick that you found, but I think its is pretty unnecessary. I found full hard mode required getting steelworks and sawmills fast so the research never has to wait for resources was better/required.
Also after your scouts returns with much needed resources and you want to send them out again, a tip for getting them to arrive much faster would be to choose a location previously visited and journey from there. It will save your scout up to 20 hours especially for those longer journeys like 1 to 2 days!
These tips are really good. Once I took your advice and started treating discontent as a resource - I ran round the clock 24 hour shifts pushing research. I was able to beat hard mode easily when I was struggling with Normal before your tips. Rushing research > robots > order w/ foreman = great strat.
Man, I beat the game on normal and didn't explore Tesla city, seemed like a trap. I can't imagine how much easier it will be with all those steam cores...
That's the annoying thing about Tesla city, it's a dice roll whether or not your team can get inside. There's nothing you can do to help, you just have to press the button and hope. If you are going to do it, and your scouts have any resources you want, I recommend calling them home to collect that first, then send them in. If they go in fully laden and then die, you lose everything.
Was watching another tips and tricks for 10 minutes and they still hadnt started playing the game. 2 mins in an already youve given me 2 pro tips. 10/10. LIKED.
Did not expect this game to be so good, despite all the recommendations. What really impressed me - apart form the art direction and polish - was the storytelling. Both by one's own actions and through narrative. Thought I'd play this for a coiple of hours. But ended up really enjoying each scenario, despite how challenging it can be.
I've never been hanged. I've been stuck on A New Home for a few days but having a blast. Always banished, hope gets too low around Londoners mostly. Discontent raises, or I x3 too fast and don't micro enough. Next play today is x1 or pause. Hope I get it.
I’ve never played a game like this before. It deserves its own genre. Let’s call it a “Failure Sim” because you’ll become very familiar with failing repeatedly. If “Learning from Your Mistakes” was a college course, this would be it. Thank you for the tips, I’m about to start a fresh run with your pointers.
this genre isn't new. city builder games have been present since the early days of PC. Caesar I, II, III, IV; Pharaoh, Zeus, and so on. Frostpunk is indeed a hard game even at the beginning. New players may really struggle without help but don't worry, this game kicked by butt as well when I went in relaxed and didn't expect it to be super challenging. it's all good though, made me like the game even more.
I went to Tesla City but told my scouts not to enter because i was under the impression that i could just come back later, boy was i in for a surprise.
No problem mate works for every scenario i'd advice to do the same with another event. There is one on the right side towards the mountians where you will find a group of survivors attack by polar bears. If you attack either nobody get's hurt or your scouts get killed. And if they carry a couple steam cores and a bunch of resources you'll be....Less then happy about it happened to me first time.
I have yet to see anyone see the scouts survive entering tesla city. you sacrifice 5 scouts to unlock the outpost. if you chose to search the outskirts, you cannot get the outpost for steamcores.
@Nicodemus They occasionally survive the event. I've done the "A New Home" scenario five or six times and they've survived once. edit: happened again, I copied the text this time, just in case you were curious about the flavour text. :) "We've seen a thing or two in our lives, but nothing has ever frightened us as much as this blasted lightning. Until we figured out how to switch it off, that is. Now we'll be able to establish an outpost here."
Thanks for the district tip!! Really good idea, I was putting all the houses around the generator and only ised the hubs for automatond to recharge near the workplace. You save a ton of coal bu doing this, because if you upgrade the range on it the coal cunsomption rate skyrockets, you can have 2 automatons working on advance steam mines and you will run out of coal.
I don't believe that rotating workshops using 24h shift is the way to go. You are essentially getting 24 research hours per day using 3 shops with people dying all the time. Engineers no less. Extended shift is much, much better. 3 shops on extended shift will give you 42 research hours per day. That's almost double. With nobody dying. Which arguably is less stressful. Sure you have to man them, but even 2 shops gives you 28 research hours/day, and if nobody's dying then that's easy. They complain, but you just keep saying no since the penalty is so tiny. Good coverage with the fight arena and decent heating is more than enough to offset the discontent. In my last play through by the end I must have had somewhere between 15 and 20 shops running on extended. That's somewhere in the range of 210 to 280 research hours per day. Later in the game completing 2-3 techs per day. Not a single engineer dead. There's no way to do that with a finicky rotating death shift scheme. I get extended shift as my second law, and I keep all my workplaces on it at all times. Child shelters are cool, but you just get that the next day. Right? It's a free and easy effective 40% efficiency gain for everything - Standard 10h work day + 4h extended. Combine silly Faith shrines and it's a flat 54% effective efficiency bonus (That's right... 14h at 110% = effective 154%). Then comes your other bonuses on top of that. EZ peasy. Reliable. Baseline. No mad clicking skills required. I never activate the 24h shift for anything. It's madness. For me it's literally just that law I have to get before I can get extended shifts. Also imho hot houses are a waste of steam cores. They're a pain to keep heated for one. Hunter hangers need no heating. And no steam cores. Just a bit of space and a few spare citizens. They scale well to whatever situation you are in. Just build, man and forget. When you consider that one hot house takes up enough space to displace 4 dwellings, and each dwelling can man a hunter hanger, and each hunger hanger can feed a few dwellings... This changes things. Frostland is full of potential citizens. The trick is getting a good place for a good warm house for them. That's where the generator comes in. There is no trick needed for finding a good place for a hunter hanger. It's just there. The crater is full of ideally cold frosty space around the edge.
BTW I've pretty much confirmed to my own satisfaction that the extended shifts work better even on hard. It's a tricky bit until day 8-9 or so, but after that you can have a stable economy, hope and discontent using this system and do so much more research much quicker. And I still believe in my hunter hangers over hot house.
Nice vid but some things I don't agree at least for hard difficulty. Rushing beacon immediately to bring in more migrants aggravates your food shortage before you have a chance to stabilize production. I find going for sawmills immediately, then the hunter tech, then beacon would be more helpful because you want to jump start wood production to fulfill your first housing quest. You can't start with more than 2 labs because you only have 15 engineers, 5 of whom are in the med post. The resources from the extra lab could have been used to make another gathering post instead to keep people out of the cold and increase manpower allocation efficiency.
I just got the game free from the epic games store and im currently at day 35 using a law and order approach on my city. This game is definitely fun and unique. Second best game that ive played this pandemic since witcher 3. Thank you for the tips!!
yeah. On a hard level, you won't have any stocked wood at the beginning. So you'll have to collect it first. If you don't have gathering centers your workers will become sick very soon. + you need free hands (30 out of 60 to be exact) to harvest some food - so you don't starve. And during the first day, some of your people will become sick, so you'll need one medical house. All of which makes building a workshop, let alone three workshops, at the beginning a little bit unrealistic. Oh. You'd also need to built some tents before day three, so all your workers won't die. While an expedition costs 40/40 wood and steel + the cost of the exploration beacon. Which is also not helping with the workshop-first theme. all and all great tips if you play "story mode" though.
Personally, thing to do : -select 5 engineers, make them build the first research center. These same engineers will work on the balloon (i call it like that) right after. -rest of the people directly go to get resources. Before the first night, i d build tend and medic tent around the generator (medic,tent,tent,tent,medic) *this is very important if u try to have a 0 death run on hard difficulty. -build outpost next to the resources u want to gather but be methodical so that they don’t clutter ur district and leave some coal and iron scraps around (meaning try to get to mining them as fast as possible) the coal and iron scraps can be used in late game for emergency resources. -
People need to know this: - You can have more than 4 workshops for research. Every additional workshop increases research by 10%. Any idle engineer should be placed in a workshop and switch them to other jobs when needed. - Train your automatons to do engineering jobs when possible and set them to research. They continue research in the night. 2 should be enough if you need the rest in other places. By the end of the game you can have all the researches, even the ones you don't need.
I've watched ALOT of tip videos and I believe this is the first one to recommend the beacon so early. I think this go around I'm going to do as you suggest and build the beacon right off
Rushing beacon is the first biggest Nono when playing on survival. You will hardly have enough wood to send scouts out at the start. It should be secondary after getting medical facilities first and food the second on survival. Especially how easy your people get sick and dies if left untreated. Also the hunger strikes at survival will kill you much earlier than your first scout goes out scouting.
I agree with you on the workshop and the emergency shift of 24 hours that have the priority in the game. Anyway, be advised that doing so on the hardest difficulty in the refugees scenario , without any death for overwork, is next to impossible ;(
I actually beat A New Home with only one workshop for most of the campaign. I had to get a second one around day 20 I think but what I really needed was the entire Heating page researched, needed 3 automatons to keep coal going during the storm from 3 coal mines, and just getting a time of resource depots (I didn’t do bigger depots research until the storm.. derp) and just stockpiling a crap ton of food, about 3k to 4K food got me through with over 250 people at my base. Sadly most people died I had about 200 left alive by the end of the storm but I survived with over 1k coal and 3500 food left by the time the storm ended. Everything was left at default medium difficulty Also I beat it with only one scout team and I got the beacon really late at like day 10. So yeah I just needed like 6-7 steam cores maybeeee and saved the extra people at the places nearby and that was good enough to beat all objectives before the storm came With no outposts anywhere..
Replaying the game now on Steam & having to reread my tactics from a year ago. All I remembered was that having 3 automatons made it so I could survive the end game, they are OP as heck. Also the world map isn’t the ONLY way you get people. Towards the end of the campaign I had way too many people because they kept all coming in in huge waves via rngesus and showed up before the cold.
Going beacon first makes zero sense if you're going to emergency shift (which should have been activated before 1800 hours so you dont lose hours where they go to build). Go faster gathering, emergency shift during works hours, beacon when that is done. Beacon will finish just as works ends day 2, and you'll actually have enough steel to build it by then.
My first tip is to try to rush to upgrade to Level 4 so you can get the Engineer Automaton upgrade...you'll be able to do research throughout the night
Thank you for the tips, much appreciated. I played the main story 6 times and failed, twice on the 44th day. I tried so many tactics but never with research straight off the bat.
The issue I'm running into is the workers needing rest or needing treatment. If I have them gathering resources during the day and hunting at night, the next day they don't start gathering resources again until they rest. Is there a way to assign people different shifts for different jobs? For example, if I can only hunt at night, can I make the hunters sleep during the day? Plus, if I assign 5 workers to make rations but they're all 'in treatment' or 'resting from the hunt', can I assign other workers to make the rations instead? Is there a way to manage individual workers more efficiently? Why is the game even allowing me to add 5 workers to make rations when they are actually unavailable?
beacon first? seriously? interesting choice. faith side has a shrine that increases work efficiency everyday for basically free. and you don't need all of that medical laws and effort if you keep the people from getting sick to begin with.... automate coal steel and wood as soon as possible and keep everyone warm. hard is actually pretty straight forward if you pay attention.
Very valuable information's, and it's super true you need to establish the workshop and the beacon asap in order everything will run smooth, thanks for the rest of the info's that was more than helpful.
First game I played, I died after day 23, second game I played I finished no sweat even when I had to panic build resource buildings to stock enough to survive the storm, love this game so much even though I've only played a couple hours
Workshop is not the priority, at least not on hard difficulty. You will get nothing from workshop if you don't have resources for research. The building will stay idle for most of the time, while constant research is the key (even if you start it a bit later). Wood is the priority at the beginning, so a gathering post near a pile (preferably with steel). Then (in order) shelters, medic and kitchen. In the meantime you need some steel and coal. With this basic economy running, build a workshop and set it to 24h. Prepare for the 1st death! After that, it won't happen very often, if at all. Build additional workshops ONLY if you have free engineers. FYI: Basing this on more than 50h of play time and achievements' runs.
I never thought id be a person who likes management type games but it turns out i really enjoy trying to figure how to get everything working, but im horrible at real world management lol
I was doing so well, resources managed, heating could be better but no gravely ill and no deaths so far so good, I found an automaton while scouting, high hope, very low discontent.... then the event at day 15 hit and my hope took a giant hit, I chose order, people started rebelling, I couldn't get that under control and I was banished . _ . This game is brutal
Hey UE hows it going, waslooking for a nice tutorial vid on Frostpunk and stumbled uppon yours. I was quite surprise knowing your Division content. thx and keep it up
Something it took me forever to figure out…. RHE RESEARCH BECON FOR THR SCIENTISTS IS HIDDEN ON THE ROGHT SIDE OF THE UPGRADE TREE!!! Idk why they put it so far over in the tree but man that changed everything
10:20 Is that time on Hard difficulty? It's possible to get to Tesla city much quicker, I just managed to get there on normal difficulty on day 8 at about 1500 (3pm) and I'll have my outpost team there in about 1 day. Tomorrow I'm trying for under 8 days but I doubt it'll happen. :p
Yeah I realize that, I just enjoy seeing how quickly I can push through the scenarios... although I may be wrong but I think that resolving the Londoners issue before the full 15 day timespan will trigger the refugee waves (and the final storm).
Upper Echelon Gamers both my play through so far have killed me scouts. Although both times on normal at least I survived with over 600 peaple usually with around 200 idle by the time the storm hits. Seem normal?
I have never seen them survive. I just assume they will die and make sure they are empty of resources before I scout tesla city. if it is a dice roll, nice, one day I wont have to build an extra scout unit.
Vocals, if you automate your coal, wood and steel production with automatons, you can send all of your workers home. they don't get sick as often if they stay at home. they get sick going to work in the final storm and you burn extra coal heating their workplaces. I finished with about 621 people at the end of my full hard play thru. I lost 45 keeping the coal mines open, even though I had 20k coal and didn't need to keep them running. steam steel works, and a couple wall drills will give all the wood and steel you need with autos on them. max out coal mines and run autos on them. most of my workforce was hunting from the sky. I also automated my cookhouse.
1 insane tip automatrons are the best thing that you can dou with left over cores they can dou shit with out enything. Use that to mind coal asap and get upgrades mainly the engi automatrons one really helps speed things up. Osou dont think about 1 guy thing about how to effect will have the thing that hapend exaple . A automatron olmoust killd a civ you have a choice of slowing them down by 10% or litle bit of discount I whould choice lilte bit of discount. Becuze that 10% amongs 9 A. is 90% of effectiveness whitch is mutch worst then some mad man screaming. Think about them as just 1 guy vs around 5421 wood / steal / coal... Just a "small" tip... Wish you luck in frostpunk
Imo you are better off using child labour because with that you have more than enough workers for every job you could ever need, you end up with roughly 800 people. That then allows you to ignore all atonaton tech and instead spend every steamcore on upgraded hot houses and resource buildings. Also faith is by far the better of the two factions as it A requires far less imput, less building of structures ect and B provides far more hope allowing you to use extended shifts on everything without issue.
Bought it last Friday.. finish campaign on 3rd "real"try.. I'd say it still the same as other management games. Once you manage to have a great early game.. the rest of the game is easy. I kinda wish there is more complexity in the law and skill tree.
Can you help me with a thing? If I put more than 4 workshops, will it research even faster or the limit of speed research is up to 4 workshops? Thanks!
I've just finished playing the three current scarios on medium, but I've never used the coal mines. Are they essential on Hard, or just useful to have?
I just started playing this game last week and so far I like it. I tried the rotating workshop tip and I can't seem to get it to work. I have two and both show the same research working. Did 11bit nerf this through a patch?
I finished all scenarios on hard difficulty. And my favorite way to start is (applies on hard difficulty): 1. Child labour 2. Build 2 Gathering posts near resources (it will greatly reduce the amount of sick people and will allow for having only 1 medical house) 3. Build a workshop - (research faster gathering first because the faster you gather stuff the less people get sick gathering it) 4. Build houses after work day ends (if you dont build houses the first night a lot of people will die (tested)) 5. Research beacon 6. Build more workshops 7. Soup law -> Emergency shift -> extended shift Some a little more advanced tips: - Workshop has a relatively high natural insulance (or how you spell it) so it does not need to be near generator and by the time the temperature drops you will already have heaters. - You do not need to turn on generator right away. At -20 its completely fine to keep it off (unless you have automatons) - Automatons do not require heat so if you have automaton working in a building turn off all heating to that building
Angry Pancake I totally agree with your points, good job man! Now just for discussion's sake I'm interested if you'd rather let the children be engineers or docs if you'd go for child shelter and what kind of coal production you like the most (i know it depends on the ressources and mine spots etc, but overall I mean)? :) Is it likely that engineers die in 24h shift in the workshop? Thanks in advance!
I allways go for the engineering apprentices.. seems more viable to me. Coal is allways a problem in the game. Especially in mid game you struggle to keep it balanced but I like to go straight for Coal mines and upgrade to steam mines asap. Charcoal kilns are super bad economicaly and Thumpers need collectors which causes sicknesses. I build thumpers only when I am seriously running out of coal as a last resort. So far none of my engineers died in worshop 24hour shift (but i guess there is a small chance they die). Only deaths i got were in mines.
Angry Pancake ok thank you so much for your reply! It's very interesting to ask people what style they prefer, cause everyone has different ways to approach the survival.
24h won't cause direct deaths usually, but it's a dice roll for injuries, and high chances of losing efficiency to sickness. It's fine once sufficient medical infrastructure is in place, in moderation.
after so many defeat i win but refugee is another level you start with 0 resource and resource pile is small you need all resource building up in less than 7-8 day meanwhile temp is drop constantly
Just bought game how many of thise exploits lets say still works like thet with research prolly got patched so you dont abuse it like thet or where can i get good tips for playing it now without the new expansion
I love the idea of a red-faced foreman screaming at a giant robot and it somehow working 40% faster while he’s there.
Good one 🤣
The fact that you still need 10 food for the foreman is funny too because it's not like the automaton is eating the food. So you basically have this foreman yelling at a robot while eating 10 days of rations
Awww the big robot was lonely and needed a friend.
This game is brutally hard. I'll have a few days when things are looking up, and then I'll lose twenty people all in a row lmao.
then the DLC makes them all fucking strike. bastards.
The fucking weather always kicks my ass
It's even worse when you can't afford to lose your men out on scouting missions because you need them working on the essentials, but scouting is the only efficient way to replace dead people.
Bots talking to each other lmao
Bruh nothing like when u reach the -150°
Another tip. You can leave the generator off until the first frost. You can gather more wood and steel at the start
Sometimes people die if you don't turn it on so... Depends on the difficulty and what you do with your people.
if you start building 8 tents before 18:00 nobody dies. At least for me everyone survived, just a few of them became sick.
he is right, the game starts warm enough that you don't need it on. build the tents at the end of first work day. turn the heat on an hour before the first temp drop hits. you can grab all wood and steel the first two days even on hard.
Another approach is that because game starts warm enough, they don't need houses for a while (so generator needs to work at night). You can say it's a trade off coal for wood. Depends on your priorities for a game.
well, you have to build them at some point anyway. but getting your steel and wood reserves up will let you get things built and research going more rapidly. I tried arks on hard last night, got my ass whooped. didn't have enough steel and wood to get a 4th auto built and it caused a cascade of bad things as the temperature dropped. couldn't free up engineers to do more research to keep getting more tech unlocked. and events spiraled until hope zeroed out. I may have to apply the 24 hour shift in two research buildings and move up the beacon for arks on hard. the resources would help get my autos faster. I either had enough wood and no steel or vice versa. then I started having coal issues when the random event shut down one of my coal mines. I only had three autos and I needed 4. 2 coal, 1 wood, 1 steel. just to baseline the resources so I could make more.
I'm still struggling with the medium difficulty. Damn. I'm not into this type of games but the fact that this one has a good story, moral decisions and different outcomes because of those decisions keep me pretty hooked up.
Put it on easy.
It just takes time. You'll get it.
I struggled on medium, too. I put it on easy and had a lot of fun.
Im on normal PAIN
I'm 3 years late, but I also struggled at first. So I started by playing on easy for a few games, then moves up to normal when I felt confident, now I'm playing on hard difficulty with little problems.
there's soo much to manage in these games! I've gained a lot of respect for the people who enjoy these types of games and are good at it!
its only hard if you try to take on to much at once, pace yourself and its not that bad at all
i personally enjoy the challenge
I love these games, I’m just not good at them
Try rimworld!!
Put it on easy.
When i look at the game i also thought it was very complex and dificult, but if u play the game in the medium dificulty is not that complex and fairly easy, i learn it rly quicly and it was rly manageable the game dont overwhelm you and has a nice pace
[1] Don't rush the Workshop. Rush Gathering Posts first, because they get you more resources per person (plus fewer people get sick). This gives you a solid footing for the Hard game mode, and you get a Workshop up by the end of day 1 with 24 hour shift. (24 hour shift on one of your two Gathering Posts, too.) [2] Pull your Steam Hubs further from the center. You can fit much more housing around the Hubs if you give them a full circle around the Steam Hub to populate. [3] Children for Engineering is a 20% boost to Research, which is huge when you consider 160% is the max with 4 Workshops. Keep your people warm, and you won't need the medical facilities much until the final storm, so the Medical boost won't have much impact. Good tips in general, though.
You know you can rush 1 workshop, use emergency shift to exhaust 3 resourse piles + 1 lonely coal pile and then you will need only 2 gathering posts. 1 for 2 coal piles, 1 for 2wood 1 iron. The leftover iron could be picked up by automaton. When gathering post with coal gets empty just rebuild in on the second spot of 2 coal piles. It is enough at the early game to keep the gen running and as the last 2 coal piles get exhausted you can invest in other coal production buildings.
This way you can research tech from the very start and have some manpower to use for food\lumber production.
P.s. the downside of emergency shift so early on is that your discontent jump up but it's nothing that serious and you also need to turn the generator on at the first night so that your workers don't die.
you do not need the generator on until the first temperature drop. tents have livable heat level on their own without the generator. if you automate all of the resource production, you can send all of your workers home at the end and they don't really get sick. 1 infirmary with overcrowding and fully upgraded seemed to handle my hardmode needs just fine.
everyone is like "4 workshops,"
and im over here employing ever single engineer i can get my greedy hands on almost exclusively in my 15 workshops...
Here are MY top 1 tips for Frost Punk:
Number one: Execute all dissenters, no one can be discontent if there is nobody to be discontent.
wow
#logic
I love the way you think.
*Cue rollsafe meme*
That was Stalin's strategy lol
Great video! Other useful tips: Reserve the first 2/3 rings around the generator for housing. Place industrial buildings around that and any buildings that require no heat (resource depots, hunter’s huts) on the outskirts of your city. Also, scouts travel much faster to locations they’ve already discovered. You can speed up their progress by following established paths rather than sending them directly from the city.
I don't agree that beacons should be researched immediately. I did that once and the only result was that my two teams were sitting idle twirling their thumbs as there was nothing left to find until the story progressed more.
On the first day you should have two labs, eight tents (on hard people get sick on the first night if they don't have a place to sleep) and 10 extra wood to start the next research project during the night after using the extended shift as you suggest.
I found that a better use of my time before the first cold snap is to set up a small industrial base with two steelworks, two tree-cutting buildings and a coal thumper around one steam hub. This meant than when temperatures dropped no one had to run around gathering stuff outside the steam hub. At the end of the cold snap I had beacons and extra size teams researched and could then send both teams out.
Also, as you state, the automatons are just stupidly over powered. What is the most ridiculous thing is that you can actually put them to do research and then you have around the clock research. At the end of the storm I had every single tech researched.
At any rate, thanks for the video. I just finished a play through on hard with no child workers and accepting all refugees with no deaths (well, one death when absolutely no one was sick but the game suddenly said that someone died due to lack of treatment, some things are still a bit buggy).
Yeah after i saw that instantly okay this dude has no idea xD and I AM the new here x>D
I never get the beacon first. I usually go with faster gathering rate first, since the people are gonna be gathering at the start anyway
Curious how you manage you food, we have similar play style.I kinda rage quit if I see a single person die.
Rushing beacon is expensive that early. Just the road to the beacon is like 12-14 wood.
damn bro u should do a vid, thanks for the tips. i beat it on easy and don’t know htf i did it. lost hella people too. want to try again with better success
Great video, however notes about Tip #1:
1) You didn't leave enough wood to get tents for *everyone* on night #1. In hard difficulty you'd surely get several deaths come morning. In fact you will get them even if you only bump people needs to hard and leave all the rest on normal. Even pure normal needs tents otherwise you roll the dice on a lot of sick.
2) You didn't leave enough engineers for a medical post. On hard, or even only on people needs bumped to hard, you must get one come the morning of day 2, and afterwards you'd need another, or to sign overcrowding. Sick _may_ stay under 5, but on hard that needs luck.
3) Gathering huts have little (but not zero) insulation, and are much more efficient in manpower than gathering directly, so some allocation of materials in days 1+2 should be towards them as a priority.
So on hard, the above limits you to 1 workshop on day 1, but allows preserving workforce from death and sickness, and boost production. At day 2 you can get the second if you aggressively go to overcrowding in your laws so you can work with a single medical post and save engineers for the 2nd workshop. Now 15 engineers are maxed across the 2 workshops+1 med, or 1 workshop+2meds until you get reinforcements. Later you can go more aggressive on workshop, though remember workshops have quickly diminishing returns.
fam i got two fast build vidoes for this game.
workshops have standard diminishing returns at +20% after the first. so 100 - 120 - 140 - 160... but I also advocated that you switch the same 5 workers from workshop to workshop keeping them on 24hour shifts... this means you can have 24/7 workshop usage with only 5 engineers but arent having more than one shop active at once.
I do not disagree with 3,4 or even 5 workshops *eventually* , just that 3 can't be paced for the first day without sacrificing critical structures, also a medical post works normally around the clock, so you never want to take engies off posts when people needs are set to high, which is included in the higher difficulty. So you're left with 10 engies for workshops, even that only if you allow overcrowding, and you shouldn't use 24 hour shifts until later when you have good medical infrastructure, since 24h shifts roll a constant dice on injury for the few engies you have. Due to all this, you better off stick to 1 on the first day, prioritizing tents at least for part of the night to avoid the death dice roll, and a gathering hut or two to add that one level of heat to your gatherers. Leaving a medical post for the next day and for the final 5 engies do whatever since you now avoided the first few critical dice rolls. This isn't that important, just a slight tweak for the first tip.
I've played through Hard a couple times (refining my build), and I didn't have anyone die from lack of tents. Get Gathering Posts up for people to stay warmer while they work, and put the Generator on Overdrive at night to reduce the number of sick when they're not working. I get one death from the built-in event the first time you use 24-hr shifts, and that's it. NOTE: if you don't have a place to bury the dead, the corpse will cause people to get sick!
efficiency is 100, 130, 150, 160 for the 4 research hubs. but, child assistants, shrines or foreman can bump that and combined with a 14 hour shift, you will research about everything. plus the last few days opens up extra exploration that gives you 5 free technologies that you don't need to research. its an interesting trick that you found, but I think its is pretty unnecessary. I found full hard mode required getting steelworks and sawmills fast so the research never has to wait for resources was better/required.
Also after your scouts returns with much needed resources and you want to send them out again, a tip for getting them to arrive much faster would be to choose a location previously visited and journey from there. It will save your scout up to 20 hours especially for those longer journeys like 1 to 2 days!
These tips are really good. Once I took your advice and started treating discontent as a resource - I ran round the clock 24 hour shifts pushing research. I was able to beat hard mode easily when I was struggling with Normal before your tips. Rushing research > robots > order w/ foreman = great strat.
Man, I beat the game on normal and didn't explore Tesla city, seemed like a trap. I can't imagine how much easier it will be with all those steam cores...
Same here bud. I thought you could build it in the factory
That's the annoying thing about Tesla city, it's a dice roll whether or not your team can get inside. There's nothing you can do to help, you just have to press the button and hope. If you are going to do it, and your scouts have any resources you want, I recommend calling them home to collect that first, then send them in. If they go in fully laden and then die, you lose everything.
@@Commanderziff yeah, my team died. Still got the outpost option afterwards though.
@@Commanderziff just save the game before you explore it, if you mess up reload your save and you might get in without dying.
102 londoners lmao.
Me 26
@Jayson Glass i got 270 from my 3rd playthrough lol
@@madalinatriboi820 eu 360 dar nu joc pe hard, mulți au mierlit de foame la mine nu de frig :D
Don't worry, he pass the new order
Was watching another tips and tricks for 10 minutes and they still hadnt started playing the game.
2 mins in an already youve given me 2 pro tips. 10/10. LIKED.
Did not expect this game to be so good, despite all the recommendations.
What really impressed me - apart form the art direction and polish - was the storytelling. Both by one's own actions and through narrative.
Thought I'd play this for a coiple of hours. But ended up really enjoying each scenario, despite how challenging it can be.
How about building ONLY at nite if at all possible...so gathering does not take a reduction hit!
They hanged me liked chicken at the end.
I've never been hanged. I've been stuck on A New Home for a few days but having a blast. Always banished, hope gets too low around Londoners mostly. Discontent raises, or I x3 too fast and don't micro enough. Next play today is x1 or pause. Hope I get it.
@@cjhebert94 did u get it lol
They always tell me fuck u and bann me of thecity xD
If you want to conserve coal in the early game or whenever you're consuming too much, turn off your steam hubs for housing during work hours.
I’ve never played a game like this before. It deserves its own genre. Let’s call it a “Failure Sim” because you’ll become very familiar with failing repeatedly. If “Learning from Your Mistakes” was a college course, this would be it.
Thank you for the tips, I’m about to start a fresh run with your pointers.
this genre isn't new. city builder games have been present since the early days of PC. Caesar I, II, III, IV; Pharaoh, Zeus, and so on. Frostpunk is indeed a hard game even at the beginning. New players may really struggle without help but don't worry, this game kicked by butt as well when I went in relaxed and didn't expect it to be super challenging. it's all good though, made me like the game even more.
I went to Tesla City but told my scouts not to enter because i was under the impression that i could just come back later, boy was i in for a surprise.
Haha save before you enter if your scouts die load save untill they survive it's a randomized event.
Dave Vd thanks for the advice.
No problem mate works for every scenario i'd advice to do the same with another event. There is one on the right side towards the mountians where you will find a group of survivors attack by polar bears.
If you attack either nobody get's hurt or your scouts get killed. And if they carry a couple steam cores and a bunch of resources you'll be....Less then happy about it happened to me first time.
I have yet to see anyone see the scouts survive entering tesla city. you sacrifice 5 scouts to unlock the outpost. if you chose to search the outskirts, you cannot get the outpost for steamcores.
@Nicodemus They occasionally survive the event. I've done the "A New Home" scenario five or six times and they've survived once.
edit: happened again, I copied the text this time, just in case you were curious about the flavour text. :)
"We've seen a thing or two in our lives, but nothing has ever frightened us as much as this blasted lightning. Until we figured out how to switch it off, that is. Now we'll be able to establish an outpost here."
Thanks for the district tip!! Really good idea, I was putting all the houses around the generator and only ised the hubs for automatond to recharge near the workplace. You save a ton of coal bu doing this, because if you upgrade the range on it the coal cunsomption rate skyrockets, you can have 2 automatons working on advance steam mines and you will run out of coal.
I don't believe that rotating workshops using 24h shift is the way to go. You are essentially getting 24 research hours per day using 3 shops with people dying all the time. Engineers no less. Extended shift is much, much better. 3 shops on extended shift will give you 42 research hours per day. That's almost double. With nobody dying. Which arguably is less stressful. Sure you have to man them, but even 2 shops gives you 28 research hours/day, and if nobody's dying then that's easy. They complain, but you just keep saying no since the penalty is so tiny. Good coverage with the fight arena and decent heating is more than enough to offset the discontent. In my last play through by the end I must have had somewhere between 15 and 20 shops running on extended. That's somewhere in the range of 210 to 280 research hours per day. Later in the game completing 2-3 techs per day. Not a single engineer dead. There's no way to do that with a finicky rotating death shift scheme.
I get extended shift as my second law, and I keep all my workplaces on it at all times. Child shelters are cool, but you just get that the next day. Right? It's a free and easy effective 40% efficiency gain for everything - Standard 10h work day + 4h extended. Combine silly Faith shrines and it's a flat 54% effective efficiency bonus (That's right... 14h at 110% = effective 154%). Then comes your other bonuses on top of that. EZ peasy. Reliable. Baseline. No mad clicking skills required. I never activate the 24h shift for anything. It's madness. For me it's literally just that law I have to get before I can get extended shifts.
Also imho hot houses are a waste of steam cores. They're a pain to keep heated for one. Hunter hangers need no heating. And no steam cores. Just a bit of space and a few spare citizens. They scale well to whatever situation you are in. Just build, man and forget. When you consider that one hot house takes up enough space to displace 4 dwellings, and each dwelling can man a hunter hanger, and each hunger hanger can feed a few dwellings... This changes things. Frostland is full of potential citizens. The trick is getting a good place for a good warm house for them. That's where the generator comes in. There is no trick needed for finding a good place for a hunter hanger. It's just there. The crater is full of ideally cold frosty space around the edge.
BTW I've pretty much confirmed to my own satisfaction that the extended shifts work better even on hard. It's a tricky bit until day 8-9 or so, but after that you can have a stable economy, hope and discontent using this system and do so much more research much quicker. And I still believe in my hunter hangers over hot house.
I only picked this up today and i was miserably hooked thanks for the 1st tip made a huge difference and i cant stop playing
I'm at "New home" on hard mode and I reccomend researching resource gathering, heater core and building heating in that order.
i would recomend the same except to get the beacon first always.
Nice vid but some things I don't agree at least for hard difficulty. Rushing beacon immediately to bring in more migrants aggravates your food shortage before you have a chance to stabilize production. I find going for sawmills immediately, then the hunter tech, then beacon would be more helpful because you want to jump start wood production to fulfill your first housing quest. You can't start with more than 2 labs because you only have 15 engineers, 5 of whom are in the med post. The resources from the extra lab could have been used to make another gathering post instead to keep people out of the cold and increase manpower allocation efficiency.
Bro I never knew you playef this game let alone made a guide on it xD can't wait for frostpunk 2
Me: want some research and use 24h shift
My angry people on extreme: *PEOPLE ARE FURIOUS*
I just got the game free from the epic games store and im currently at day 35 using a law and order approach on my city. This game is definitely fun and unique. Second best game that ive played this pandemic since witcher 3. Thank you for the tips!!
yeah. On a hard level, you won't have any stocked wood at the beginning. So you'll have to collect it first. If you don't have gathering centers your workers will become sick very soon. + you need free hands (30 out of 60 to be exact) to harvest some food - so you don't starve. And during the first day, some of your people will become sick, so you'll need one medical house. All of which makes building a workshop, let alone three workshops, at the beginning a little bit unrealistic. Oh. You'd also need to built some tents before day three, so all your workers won't die. While an expedition costs 40/40 wood and steel + the cost of the exploration beacon. Which is also not helping with the workshop-first theme.
all and all great tips if you play "story mode" though.
bro, you did this shit??? this is awesome im genuinely super happy to find out you made a vid on frostpunk
Personally, thing to do : -select 5 engineers, make them build the first research center. These same engineers will work on the balloon (i call it like that) right after.
-rest of the people directly go to get resources. Before the first night, i d build tend and medic tent around the generator (medic,tent,tent,tent,medic) *this is very important if u try to have a 0 death run on hard difficulty.
-build outpost next to the resources u want to gather but be methodical so that they don’t clutter ur district and leave some coal and iron scraps around (meaning try to get to mining them as fast as possible) the coal and iron scraps can be used in late game for emergency resources.
-
-130c i got to that and my furnace exploded.
People need to know this:
- You can have more than 4 workshops for research. Every additional workshop increases research by 10%. Any idle engineer should be placed in a workshop and switch them to other jobs when needed.
- Train your automatons to do engineering jobs when possible and set them to research. They continue research in the night. 2 should be enough if you need the rest in other places.
By the end of the game you can have all the researches, even the ones you don't need.
4 workshops is really overkill and a lot resource to sink into. 1 workshop with extended shift works fine. I just add a second one mid game.
Faster Gathering should be always first. Beacon second.
Otherwise you might not even have enough wood to setup a scout team when your beacon is built.
I also found out that you could boost atomatons to 95% workspeed if you got the "quest" for it.
Good video, respect. Quick and to the point
I've watched ALOT of tip videos and I believe this is the first one to recommend the beacon so early. I think this go around I'm going to do as you suggest and build the beacon right off
Rushing beacon is the first biggest Nono when playing on survival. You will hardly have enough wood to send scouts out at the start. It should be secondary after getting medical facilities first and food the second on survival. Especially how easy your people get sick and dies if left untreated. Also the hunger strikes at survival will kill you much earlier than your first scout goes out scouting.
*I loved this game XD*
*I just wish there is even more, like raider attacks or something*
I agree with you on the workshop and the emergency shift of 24 hours that have the priority in the game. Anyway, be advised that doing so on the hardest difficulty in the refugees scenario , without any death for overwork, is next to impossible ;(
I actually beat A New Home with only one workshop for most of the campaign. I had to get a second one around day 20 I think but what I really needed was the entire Heating page researched, needed 3 automatons to keep coal going during the storm from 3 coal mines, and just getting a time of resource depots (I didn’t do bigger depots research until the storm.. derp) and just stockpiling a crap ton of food, about 3k to 4K food got me through with over 250 people at my base.
Sadly most people died I had about 200 left alive by the end of the storm but I survived with over 1k coal and 3500 food left by the time the storm ended.
Everything was left at default medium difficulty
Also I beat it with only one scout team and I got the beacon really late at like day 10.
So yeah I just needed like 6-7 steam cores maybeeee and saved the extra people at the places nearby and that was good enough to beat all objectives before the storm came
With no outposts anywhere..
Replaying the game now on Steam & having to reread my tactics from a year ago.
All I remembered was that having 3 automatons made it so I could survive the end game, they are OP as heck.
Also the world map isn’t the ONLY way you get people. Towards the end of the campaign I had way too many people because they kept all coming in in huge waves via rngesus and showed up before the cold.
Going beacon first makes zero sense if you're going to emergency shift (which should have been activated before 1800 hours so you dont lose hours where they go to build). Go faster gathering, emergency shift during works hours, beacon when that is done. Beacon will finish just as works ends day 2, and you'll actually have enough steel to build it by then.
1st tip doesnt apply to harder difficultys though because you dont start with resources on hard plus in most scenarios
It's the hardest strategy game I ever played.
I love it!
You're not alone. I was thinking the same about Banished before. But now Banished seems to be a walk in the park comparing to FP.
For me too but I also love it!
My first tip is to try to rush to upgrade to Level 4 so you can get the Engineer Automaton upgrade...you'll be able to do research throughout the night
Great video. Thank you so much! Quick, to the point, incredibly informative.
Thank you for the tips, much appreciated. I played the main story 6 times and failed, twice on the 44th day.
I tried so many tactics but never with research straight off the bat.
This game is relatable here in Canada right now
I just started playing this..i love and have been using your channel for tips.
The issue I'm running into is the workers needing rest or needing treatment. If I have them gathering resources during the day and hunting at night, the next day they don't start gathering resources again until they rest. Is there a way to assign people different shifts for different jobs? For example, if I can only hunt at night, can I make the hunters sleep during the day?
Plus, if I assign 5 workers to make rations but they're all 'in treatment' or 'resting from the hunt', can I assign other workers to make the rations instead? Is there a way to manage individual workers more efficiently? Why is the game even allowing me to add 5 workers to make rations when they are actually unavailable?
wow im so not used to you doing gameplay videos lol i love this
I legit didn't knew this channel did any actual gaming stuff
beacon first? seriously? interesting choice. faith side has a shrine that increases work efficiency everyday for basically free. and you don't need all of that medical laws and effort if you keep the people from getting sick to begin with.... automate coal steel and wood as soon as possible and keep everyone warm. hard is actually pretty straight forward if you pay attention.
You can use your Forman to shout at robots!
Thank you!! I see my mistakes... Time to go back in!
Very valuable information's, and it's super true you need to establish the workshop and the beacon asap in order everything will run smooth, thanks for the rest of the info's that was more than helpful.
I just love this game, amazing one!
wow best FP tips ive seen. TY
After watching this i could finally finish the first level in normal mode :P Thanks man great tips indeed!
Already did all of these by myself, but still a good video for the people who have no clue how the game works.
"I know my city is looking a little mis-managed right now"
Me: Looks just like my city.
First game I played, I died after day 23, second game I played I finished no sweat even when I had to panic build resource buildings to stock enough to survive the storm, love this game so much even though I've only played a couple hours
This is a great breakdown
Workshop is not the priority, at least not on hard difficulty. You will get nothing from workshop if you don't have resources for research. The building will stay idle for most of the time, while constant research is the key (even if you start it a bit later).
Wood is the priority at the beginning, so a gathering post near a pile (preferably with steel). Then (in order) shelters, medic and kitchen. In the meantime you need some steel and coal. With this basic economy running, build a workshop and set it to 24h. Prepare for the 1st death! After that, it won't happen very often, if at all. Build additional workshops ONLY if you have free engineers.
FYI: Basing this on more than 50h of play time and achievements' runs.
@12:04 what marcostyle? this guy? www.youtube.com/@MarcoStyle
where's the frostpunk video's?
The game is too short regardless of the scenario.
I never thought id be a person who likes management type games but it turns out i really enjoy trying to figure how to get everything working, but im horrible at real world management lol
Grateful for the tips. This video helped me immensely! Subscribed 👍
I wish to see his tips on extreme difficulty xd
I was doing so well, resources managed, heating could be better but no gravely ill and no deaths so far so good, I found an automaton while scouting, high hope, very low discontent.... then the event at day 15 hit and my hope took a giant hit, I chose order, people started rebelling, I couldn't get that under control and I was banished . _ .
This game is brutal
Great video, thanks for the tips.
I fucking suck at managing hope and always get banished around day 20-25
Hey UE hows it going, waslooking for a nice tutorial vid on Frostpunk and stumbled uppon yours. I was quite surprise knowing your Division content. thx and keep it up
I wish during emergency shifts you could have two crews if you have extra people
Something it took me forever to figure out…. RHE RESEARCH BECON FOR THR SCIENTISTS IS HIDDEN ON THE ROGHT SIDE OF THE UPGRADE TREE!!! Idk why they put it so far over in the tree but man that changed everything
Great tips, for a great game, thanks!
Now can someone tell me why Google says this video is from Dec 13th 2019?
10:20 Is that time on Hard difficulty? It's possible to get to Tesla city much quicker, I just managed to get there on normal difficulty on day 8 at about 1500 (3pm) and I'll have my outpost team there in about 1 day. Tomorrow I'm trying for under 8 days but I doubt it'll happen. :p
Yeah I realize that, I just enjoy seeing how quickly I can push through the scenarios... although I may be wrong but I think that resolving the Londoners issue before the full 15 day timespan will trigger the refugee waves (and the final storm).
I finally got 100% hope and zero frustration last night. Got the achievement medal on Xbox
what about the droid attack on the wookies?
My scouts have died in all 3 playthroughs of the "New Home" scenario when I try to interract with Tesla City - so how?
Its a dice roll... ive only ever lost them 1 time. Sorry to hear that tho thats unlucky.
Upper Echelon Gamers both my play through so far have killed me scouts. Although both times on normal at least I survived with over 600 peaple usually with around 200 idle by the time the storm hits. Seem normal?
I have never seen them survive. I just assume they will die and make sure they are empty of resources before I scout tesla city. if it is a dice roll, nice, one day I wont have to build an extra scout unit.
Vocals, if you automate your coal, wood and steel production with automatons, you can send all of your workers home. they don't get sick as often if they stay at home. they get sick going to work in the final storm and you burn extra coal heating their workplaces. I finished with about 621 people at the end of my full hard play thru. I lost 45 keeping the coal mines open, even though I had 20k coal and didn't need to keep them running. steam steel works, and a couple wall drills will give all the wood and steel you need with autos on them. max out coal mines and run autos on them. most of my workforce was hunting from the sky. I also automated my cookhouse.
Upper Echelon Gamers Doing some runs for achievements and now it’s 5/5 times, welp... xD Fu Frostpunk
I feel like to truly beat any scenario, you can't pass any harsh laws. Thats the real challenge.
Thank you for the tips sir it helped alot!
why i get this in the food place
: couldn't resume production
in endless mode builder, dont have steamer so what can i do now?
on hard you dont have enough resources to build a workshop straight away and you can't leave the generator off either or everyone will get sick
Very nice tips i was looking for
Tips for running faith instead of discipline?
1 insane tip automatrons are the best thing that you can dou with left over cores they can dou shit with out enything. Use that to mind coal asap and get upgrades mainly the engi automatrons one really helps speed things up. Osou dont think about 1 guy thing about how to effect will have the thing that hapend exaple . A automatron olmoust killd a civ you have a choice of slowing them down by 10% or litle bit of discount I whould choice lilte bit of discount. Becuze that 10% amongs 9 A. is 90% of effectiveness whitch is mutch worst then some mad man screaming. Think about them as just 1 guy vs around 5421 wood / steal / coal... Just a "small" tip... Wish you luck in frostpunk
Imo you are better off using child labour because with that you have more than enough workers for every job you could ever need, you end up with roughly 800 people. That then allows you to ignore all atonaton tech and instead spend every steamcore on upgraded hot houses and resource buildings. Also faith is by far the better of the two factions as it A requires far less imput, less building of structures ect and B provides far more hope allowing you to use extended shifts on everything without issue.
Bought it last Friday.. finish campaign on 3rd "real"try.. I'd say it still the same as other management games. Once you manage to have a great early game.. the rest of the game is easy. I kinda wish there is more complexity in the law and skill tree.
It's free on epic games right now
Can you help me with a thing? If I put more than 4 workshops, will it research even faster or the limit of speed research is up to 4 workshops?
Thanks!
I've just finished playing the three current scarios on medium, but I've never used the coal mines. Are they essential on Hard, or just useful to have?
coal thumpers are better
I just started playing this game last week and so far I like it.
I tried the rotating workshop tip and I can't seem to get it to work. I have two and both show the same research working. Did 11bit nerf this through a patch?
+1 workshop= +10% bonus in research
Love how only a part of this accounts of the autumn dlc
I finished all scenarios on hard difficulty. And my favorite way to start is (applies on hard difficulty):
1. Child labour
2. Build 2 Gathering posts near resources (it will greatly reduce the amount of sick people and will allow for having only 1 medical house)
3. Build a workshop - (research faster gathering first because the faster you gather stuff the less people get sick gathering it)
4. Build houses after work day ends (if you dont build houses the first night a lot of people will die (tested))
5. Research beacon
6. Build more workshops
7. Soup law -> Emergency shift -> extended shift
Some a little more advanced tips:
- Workshop has a relatively high natural insulance (or how you spell it) so it does not need to be near generator and by the time the temperature drops you will already have heaters.
- You do not need to turn on generator right away. At -20 its completely fine to keep it off (unless you have automatons)
- Automatons do not require heat so if you have automaton working in a building turn off all heating to that building
Angry Pancake I totally agree with your points, good job man!
Now just for discussion's sake I'm interested if you'd rather let the children be engineers or docs if you'd go for child shelter and what kind of coal production you like the most (i know it depends on the ressources and mine spots etc, but overall I mean)? :)
Is it likely that engineers die in 24h shift in the workshop?
Thanks in advance!
I allways go for the engineering apprentices.. seems more viable to me. Coal is allways a problem in the game. Especially in mid game you struggle to keep it balanced but I like to go straight for Coal mines and upgrade to steam mines asap. Charcoal kilns are super bad economicaly and Thumpers need collectors which causes sicknesses. I build thumpers only when I am seriously running out of coal as a last resort.
So far none of my engineers died in worshop 24hour shift (but i guess there is a small chance they die). Only deaths i got were in mines.
Angry Pancake ok thank you so much for your reply! It's very interesting to ask people what style they prefer, cause everyone has different ways to approach the survival.
You are welcome.
24h won't cause direct deaths usually, but it's a dice roll for injuries, and high chances of losing efficiency to sickness. It's fine once sufficient medical infrastructure is in place, in moderation.
after so many defeat i win but refugee is another level you start with 0 resource and resource pile is small you need all resource building up in less than 7-8 day meanwhile temp is drop constantly
I need this for the survival mode. This way the game is impossible to build it on the first day
lol, I went throug this game with only one workshop :-)
Just bought game how many of thise exploits lets say still works like thet with research prolly got patched so you dont abuse it like thet or where can i get good tips for playing it now without the new expansion