Im kind of disappointed in the quality of tutorials surrounding this game. This and one other video I found have been the only helpful ones. The others are clearly people who have no clue what are doing because there city is on the brink of death. Just goes to show to how difficult this game is. Even more impressive when someone can actually tell you how to play it well.
@@RobinBoyBlunder yeah. I don't play this game anymore but I remember the tutorials out there that explains basically the same things but takes like 45 minutes. And there's a second part to it lol
Some hidden tips that nobody ever bothered to tell me that I had to learn. 1. FAITH AND ORDER Faith and Order benefits differentiate, Faith is characterized by better allowing you to do a pro-people and pro-hope run, allowing soup kitchens and houses of healing, while authority is pro-automaton and anti-discontent, either of the two help you immensely depending on the playstyle you go. 2. OUTPOSTS MOTHERFUCKER DO YOU USE THEM? Outposts are going to be the integral backbone mid-game and are going to allievate excess population and gain resource security in up to two areas, the ideal ones are food and coal since those are the ones needed to survive, not to expand, and ensure you never need to worry about them ever again, This is also the area where your probably going to start building resource depots. Do not underestimate the outposts as they'll make sure you can survive in a difficulty that isn't easy.
A great tip about the outposts, sure, but the best way to utilize them is having one for steam cores at Tesla City, since you cannot get them anywhere else after your scouts scavenge all the rest of them. Once that part of the story opens up, you should have at least one depot ready and a depot team following your scouts as they go to tesla city. Save scum the random death chance, or don't if you prefer to not cheat, then setup the depot immediately to maximize how many steam cores you can get. You get one every day or so. Personally I prefer to salvage the other depot sites as it's easy to keep up on resource IMHO, but the second depot can be whatever your city needs. But if I had to pick one to recommend, I would say the steel depot because other than steam cores, it's going to be a significant bottleneck. I would recommend not doing food or coal, because if you do things right, you can have unlimited coal with advanced mines (which require more steam cores), and coal thumpers with gathering posts, especially when you get flooded with refugees; you'll be struggling to have enough jobs for people in the late game, assuming no one dies and you deal with the Londoners completely. Food is the same deal, as you can have as many hunter's huts/hangars as you like. Just my two cents on depots.
I know this is old but a great tip for healthcare: Going through the snow pit route and taking organ transplant gives all medical facilities bonuses even without having a single death. Combined with child assistants in the medical side the sickness gained from food additives can be eliminated in a matter of hours thus feeding more people and have quick turnaround time through the medical facilities.
I love your channel I'm a big fan of your pokémon videos I just picked up Frost punk and I was scrolling through how to videos and saw your border before I saw the title or description and immediately clicked
It was an effort to get as far away as possible from the collapsing societies, civil unrest, etc as well as taking advantage of the untapped resources in unsettled lands. And everywhere was equally cold anyway.
It also had to do with sustainability, as the north was adapted to survive the cold, while the south was not, making hunters’ huts available. Not to mention most of the arable land is in the north, so that makes hothouses available. In short, the generators were built in the north so that the empire could avoid starvation.
Here's a tip don't always fast forward time your losing precious time, if you forget. It may be a few minutes here and there but they soon add up to hours.
The steam hub thing for the crabs is purely cosmetic. It does not do anything for productivity. You can have one walk halfway across the map to do its little animation, and it will not impact production one bit.
This is partially right but also partially wrong. There are a two specific exceptions that I know of for sure with a third that I think is a thing but I could be wrong. 1 - If an automaton decides it's time to refuel and the generator is shut down, it will immediately stop working. It will not resume work until *after* it has refueled. This is particularly visible in the beginning of the arks scenario if you're trying to stretch the coal with shutdowns. 2 - If an automaton's steam level is below a certain threshold (half maybe?) and you change it's job, it will immediately go to refuel and will not start doing the new job until after it has refueled. Having a steam hub close to where the automaton is working before you change it's job will minimize the time taken for the refueling operation. An alternative would be to wait until just after the automaton has finished refueling to change it's job so that it starts work immediately but that can be hard to keep track of. 3 - I'm not 100% positive but it feels like the event where an automaton stepping on a person and making them an amputee only fires when people and automatons are in close proximity. Ensuring that your the automatons you have working in more remote areas have steam hubs nearby to refuel at should prevent them from walking through town and reduce the frequency of this event.
Sometimes I'll assign one to say a steelworks in the middle of the night and it's on the other side of town doing a dance trying to figure out how to cross my mess of a city meanwhile steal starts coming in even though it looks like I should be getting 0 steel since it's stuck in "traffic"
Another major pro tip: Get gathering posts established ASAP. They literally double productivity, and only require 10 people to operate up to 3 piles vs 15 PER pile otherwise. They can also be recycled afterwards, or if in a good spot, left up to gather coal from a thumper later (they are also insulated and can be further insulated with research which is great in the late game - leave coal mines to automatons)
@@Marthastewart209. Yeah they are worth the investment, even though you will ultimately dismantle them in the long run they are worth it because they provide a baseline amount of warmth to keep your workers from getting sick in the early game. One outpost can usually reach 2 if not 3 piles of resources easily
@@Malacitehow about food? I'm new to this game and getting owned haha! I thought playing a new city builder type of game won't challenge me at all but this game is quite good in its added features. I don't know how I can get enough food. That's always the thing that fails first in my city lol. I tried 2 hunting bldg + 1 cooking bldg but it farms so slow and runs out too fast. Note that this is super early in the game. I haven't even seen how outposts work because by the time I build it, citizens are dying or sick or on some sort of drama asking for leaves😂 while my outer bldgs are freezing cold and I've only researched fast gathering. I haven't reached midgame yet and I'm checking guides already... Lmao
@tagpelicious You need to decide very early if you would rather focus on hunting or hot houses. HHs are much more expensive as they require cores that are an extremely rare and valuable resource needed for advanced tech (You absolutely want to save at least one for a proper medical facility) but the bonus is HH require less people I believe and are the most efficient source of food in the game. If you upgrade the hunting huts you can save on resources but you will need more of them and towards the end of the game they will need to be shut down I believe once it becomes too cold for the teams to venture out. One big advantage they have is they do not need to be built near heat sources or roads (I think) so you can build them along the outskirts of the city.
@@Malacite I'll try running hunting huts first as my goal is to learn how to keep resources stable first. How many huts do I need per X amount of people? Do i also need to add more cook houses if I increase the number of hunting huts?
Thanks for these tips! I went from really struggling on day 15 to absolutely breaking the game by day 32. I ended up with 40k coal, and 3k each in wood & steel, as well as 6k in food rations, lol! Building 3 Workshops early on was a real game changer.
Lol, 100% same story here. Got my ass kicked the first few times I played. Now I'm on day 30 with no deaths (except one murder which is random/out of player's control), like 30+ coal, 15 automatons, I've taken ALL the refugees, have no sick people, and have 120 surplus workers I can't find jobs for. Research + automatons literally ftw.
rush workshops > beacon, especially on higher difficulties. rush tesla city. Saw mills are a really good placeholder until you get your wall drills even though people discount it, it carries you through the early game. Also once you use child shelters > engineer apprentices or automatons as engineers you'll be surprised how quickly you finish up your research. I was fully researched by day 18(with what I needed, incl tier5) and by day 25 fully researched just because so I started dismantling the workshops and use the space for thumpers/kilns(was on golden path run. P.S. At the most, I had like 20-30 workshops which I gradually started automate By scout rushing and outpost enh, I also managed to end the game with 20 automatons, advanced coal and wall drill, and a 2-3 infirmaries(normal mode and I did get golden path lol)
Wanna point out a mistake: automatons (idk how maybe magic?) Still keep running workplaces when they go to recharge themselves, so don't need to build a steam hub next to automatons' workplaces, and I think the game told me itself, it used that bubble info thing to tell me...
Pass the law for 24 shift as the very first thing you do. Assign as many adults to the piles as you can (especially the wood piles), and set just about all of them to 24hr shifts. If you do this during the first day, no one will die on the 24 shifts. That should get you enough wood to get at least most people housed in tents. If you can do that, you don't need the generator at all during those first few days. This means as many people as possible healthy & alive to work while having a strong start with as much resources as you can get. After the first day, 24hr shifts kills people, so use extended shifts instead (as needed, not everyone everywhere). It only makes people mad without killing them, and removing the extended shift immediately removes the discontent it causes so if everyone gets too mad it's easy to fix that. Build 3 workshops asap, and get them on faster gathering as soon as you can to keep that strong start going. Keep all the workshops on extended shifts once you have that law too. Make sure you build a cookhouse before people start eating the raw food (doesn't happen in the first day, but will happen in the first few days), and get soup passed at any time discontent isn't too high, that 1 extra ration adds up. Yes soup makes them unhappy, but sawdust makes them sick and sick means not able to work. My strategy revolves around keeping people from getting sick & throwing everything at the medical buildings (kids helping medics, organ harvesting, etc) so I can have as many people working as possible. The sick who aren't working still need heat & food, and FrostPunk doesn't really leave space for people to be sitting/laying around not helping get that heat & food. Any time the temp changes, turn on the heat map and make sure you aren't people at high risk of getting sick or wasting coal. Keep 24hr buildings together around steam 24hr steam hubs. Keep workday buildings (like the workshop) together around steam hubs that are only on during the work shift. Once you have food & coal, get that beacon up. Get more engineers and more workshops. You have to get the more efficient stuff, and more engineers is how to get it as fast at possible. Explore tesla city. Even if you lose your team, you get renewable steam cores as a trade off. Keep in mind what's in worse shape: your hope or your discontent, and make decisions based on what you need. Use public house, fighting ring, and moonshine to manage discontent. Don't pass sex workers, that makes it so the ones working there might kill themselves (not worth it if you ask me).
Same. I wasnt struggling for coal at all and then suddenly I run out because I developed my heating so fast I didnt realize how much production that would need
True. I went in this game very relaxed and excited to play a new city builder when I take a break playing my main games and took me by surprise because it's kicking my ass😂. Ive been playing city builders since Ceasar way back early 2000s and have loved the genre ever since. Relaxing to play and very satisfying when you've created a stable city that almost utilised the entire map😂
I start every map with emergency shift on 1 gathering post. It gives an easier start as you can build workshop, medical post, cookhouse and hunters hut in the first night.
There was one thing I didn’t even realize until late in my game. Putting all your coal thumpers around a resource gatherer site can go a long way to continually making coal without losing anyone while gathering it.
Would you make more tip videos for frostpunk, maybe for each scenario or just universal ones for each scenarios on the harder difficulties or will this video be the only one?
Hey! Are you sure about the automatons and the steam hubs? Because if their efficiency is 70% for instance, wouldn't THAT be their efficiency regardless the steam hub? I'm not sure how realistic are these things or if those animations are just for fun. Also, do you happen to know if streets should be direct, in order to make the workers reach their work places faster? Thanks!
I came here with the "knowledge" too, that it is just about them being ABLE to reach a steamcore somewhere (generator or heater), and their production does not stop during their walking and recharging animation...
Guys real quick, which is the better option Take coal from the first coal mine discovered be scouts and restart later OR Dismantle machines for 264 coal, 211 wood, 201 iron, 2 cores and some weird sign with a hammer and a pickaxe in??
Ok, you cannot get my away with 2 or 3 workshops, on hard mode I have to do 7 or more workshops to keep up with research, and rush the wall drill, it provides easy and early access to wood, especially in a new home, where you get an automaton to automate it. Build out in housing blocks, not rings, housing blocks can be heated by stem hubs , where as you have to do multiple researches to have the strategy continue. Steam hub efficiency upgrade, if you are using steam hubs (which you should) the steam hub efficiency will save you 33% more coal on steam hubs, and with 5 of them, adds up to a lot. Build resource depots whenever you can, as they provide valuable storage capacity to your stockpiles, and being capped is dangerous because you don’t produce resources when you are capped. Please do take these into consideration into later videos.
Forgot to mention extended shifts aren't without downsides. Using just 1 too many early game to boost your research will result in quite a few of your "researchers" dropping dead and then you have a much bigger problem on your hands. It's not something you can just spam and losing even 1 or 2 people early game can cripple your entire game and with extended shift it will happen quite easly. I personally don't use it at all and just make multiple workshops instead and let them work normally. This way you don't lose anyone, no one gets sick and research is fast.
I think that you are talking about emergency shift, extended shift doesn’t kill anyone, emergency shift does. If I am wrong please do correct me, but in all my games, never have I had extended shift kill anyone.
dont build more storage if you 'routinely max out a resource. dont ever max out a resource. if you are maxed out or within a hundred units, make a resource depot or 3. I usually create more storage when my supply is over HALF my capacity or anywhere from 50-90%
I like the video, but I wish you would talk more specifics, for example instead of "make sure you have LOTS of food stockpiled" it could be "make sure you have 1-2 thousand raw and cooked food stockpiled, etc." For some reason I can't find anyone talking in specifics about this game. Its all "stockpile LOTS of coal." Like, what's a lot? I've been playing the game, I could use some specific examples. Thanks!
I've been playing it for the past 2 days and losing it so many times.. then I figured out I really need a good strategy and I did everything you mentioned in the video before I even found this video and finally won the first part. So your tips are proven legit.
Put them on the Soup and 14hr days till they complain. Then take them off for whatever time they say then put them right back on the soup and 14hr days. Never stop this cycle.
Four years late, but… Solid vid - thanks for the tips! …it was astonishing - and horrifying - to me how fast I devolved into a fascist dictator on my first playthrough…>.> …but the city endured and survived, so…fascism for the win? \_(o.O)_/
Liking it because it's less than 5 minutes and not wasting anyone's time hahah
Im kind of disappointed in the quality of tutorials surrounding this game. This and one other video I found have been the only helpful ones. The others are clearly people who have no clue what are doing because there city is on the brink of death. Just goes to show to how difficult this game is. Even more impressive when someone can actually tell you how to play it well.
@@RobinBoyBlunder yeah. I don't play this game anymore but I remember the tutorials out there that explains basically the same things but takes like 45 minutes. And there's a second part to it lol
Yeah. I only clicked this video cause it’s short. And I was not disappointed. Thanks. 👍
Yup, thanks for being straightforward.
Very bold of you to assume my city is stable in midgame.
even bolder to assume that I have a city by midgame
This game has a midgame? My citizens dies from cold and hunger before I can unlock that steam hub thingy😂
Some hidden tips that nobody ever bothered to tell me that I had to learn.
1. FAITH AND ORDER
Faith and Order benefits differentiate, Faith is characterized by better allowing you to do a pro-people and pro-hope run, allowing soup kitchens and houses of healing, while authority is pro-automaton and anti-discontent, either of the two help you immensely depending on the playstyle you go.
2. OUTPOSTS MOTHERFUCKER DO YOU USE THEM?
Outposts are going to be the integral backbone mid-game and are going to allievate excess population and gain resource security in up to two areas, the ideal ones are food and coal since those are the ones needed to survive, not to expand, and ensure you never need to worry about them ever again, This is also the area where your probably going to start building resource depots. Do not underestimate the outposts as they'll make sure you can survive in a difficulty that isn't easy.
A great tip about the outposts, sure, but the best way to utilize them is having one for steam cores at Tesla City, since you cannot get them anywhere else after your scouts scavenge all the rest of them. Once that part of the story opens up, you should have at least one depot ready and a depot team following your scouts as they go to tesla city. Save scum the random death chance, or don't if you prefer to not cheat, then setup the depot immediately to maximize how many steam cores you can get. You get one every day or so.
Personally I prefer to salvage the other depot sites as it's easy to keep up on resource IMHO, but the second depot can be whatever your city needs. But if I had to pick one to recommend, I would say the steel depot because other than steam cores, it's going to be a significant bottleneck. I would recommend not doing food or coal, because if you do things right, you can have unlimited coal with advanced mines (which require more steam cores), and coal thumpers with gathering posts, especially when you get flooded with refugees; you'll be struggling to have enough jobs for people in the late game, assuming no one dies and you deal with the Londoners completely. Food is the same deal, as you can have as many hunter's huts/hangars as you like.
Just my two cents on depots.
I know this is old but a great tip for healthcare: Going through the snow pit route and taking organ transplant gives all medical facilities bonuses even without having a single death. Combined with child assistants in the medical side the sickness gained from food additives can be eliminated in a matter of hours thus feeding more people and have quick turnaround time through the medical facilities.
I love your channel I'm a big fan of your pokémon videos I just picked up Frost punk and I was scrolling through how to videos and saw your border before I saw the title or description and immediately clicked
I didn`t realise automatons could use steam hubs which are switched off.... wow thanks!
Say wuuuuuuuttt??
I didn’t realize they recharged 💀
Second this! I just started playing yesterday and this is such a great tip
@@christinang3508 same here that's a crazy tood tip
Another tip I don’t see talked about a lot is that scouts travel 2x as fast to places they’ve been before. You can take advantage of this constantly
One thing I could never figure out about the story...Its getting so cold...LET'S HEAD NORTH!
It was an effort to get as far away as possible from the collapsing societies, civil unrest, etc as well as taking advantage of the untapped resources in unsettled lands. And everywhere was equally cold anyway.
It was also because north had most coal deposits
@@TheKingTywinLannister Makes sense, but I never heard them say that was the reason.
@@user-xt1vs2oz3b it was written on one of the loading screens. Before seeing that I wondered myself :)
It also had to do with sustainability, as the north was adapted to survive the cold, while the south was not, making hunters’ huts available. Not to mention most of the arable land is in the north, so that makes hothouses available. In short, the generators were built in the north so that the empire could avoid starvation.
Here's a tip don't always fast forward time your losing precious time, if you forget. It may be a few minutes here and there but they soon add up to hours.
The steam hub thing for the crabs is purely cosmetic. It does not do anything for productivity. You can have one walk halfway across the map to do its little animation, and it will not impact production one bit.
This is partially right but also partially wrong. There are a two specific exceptions that I know of for sure with a third that I think is a thing but I could be wrong.
1 - If an automaton decides it's time to refuel and the generator is shut down, it will immediately stop working. It will not resume work until *after* it has refueled. This is particularly visible in the beginning of the arks scenario if you're trying to stretch the coal with shutdowns.
2 - If an automaton's steam level is below a certain threshold (half maybe?) and you change it's job, it will immediately go to refuel and will not start doing the new job until after it has refueled. Having a steam hub close to where the automaton is working before you change it's job will minimize the time taken for the refueling operation. An alternative would be to wait until just after the automaton has finished refueling to change it's job so that it starts work immediately but that can be hard to keep track of.
3 - I'm not 100% positive but it feels like the event where an automaton stepping on a person and making them an amputee only fires when people and automatons are in close proximity. Ensuring that your the automatons you have working in more remote areas have steam hubs nearby to refuel at should prevent them from walking through town and reduce the frequency of this event.
Sometimes I'll assign one to say a steelworks in the middle of the night and it's on the other side of town doing a dance trying to figure out how to cross my mess of a city meanwhile steal starts coming in even though it looks like I should be getting 0 steel since it's stuck in "traffic"
Another major pro tip: Get gathering posts established ASAP. They literally double productivity, and only require 10 people to operate up to 3 piles vs 15 PER pile otherwise.
They can also be recycled afterwards, or if in a good spot, left up to gather coal from a thumper later (they are also insulated and can be further insulated with research which is great in the late game - leave coal mines to automatons)
Thanks, it wasnt clear to me what the point of a gathering post is, so I never set it up. Seems amazing now that you describe it.
@@Marthastewart209. Yeah they are worth the investment, even though you will ultimately dismantle them in the long run they are worth it because they provide a baseline amount of warmth to keep your workers from getting sick in the early game. One outpost can usually reach 2 if not 3 piles of resources easily
@@Malacitehow about food? I'm new to this game and getting owned haha! I thought playing a new city builder type of game won't challenge me at all but this game is quite good in its added features. I don't know how I can get enough food. That's always the thing that fails first in my city lol. I tried 2 hunting bldg + 1 cooking bldg but it farms so slow and runs out too fast. Note that this is super early in the game. I haven't even seen how outposts work because by the time I build it, citizens are dying or sick or on some sort of drama asking for leaves😂 while my outer bldgs are freezing cold and I've only researched fast gathering. I haven't reached midgame yet and I'm checking guides already... Lmao
@tagpelicious You need to decide very early if you would rather focus on hunting or hot houses. HHs are much more expensive as they require cores that are an extremely rare and valuable resource needed for advanced tech (You absolutely want to save at least one for a proper medical facility) but the bonus is HH require less people I believe and are the most efficient source of food in the game.
If you upgrade the hunting huts you can save on resources but you will need more of them and towards the end of the game they will need to be shut down I believe once it becomes too cold for the teams to venture out. One big advantage they have is they do not need to be built near heat sources or roads (I think) so you can build them along the outskirts of the city.
@@Malacite I'll try running hunting huts first as my goal is to learn how to keep resources stable first. How many huts do I need per X amount of people? Do i also need to add more cook houses if I increase the number of hunting huts?
Thanks for these tips! I went from really struggling on day 15 to absolutely breaking the game by day 32. I ended up with 40k coal, and 3k each in wood & steel, as well as 6k in food rations, lol! Building 3 Workshops early on was a real game changer.
Lol, 100% same story here. Got my ass kicked the first few times I played. Now I'm on day 30 with no deaths (except one murder which is random/out of player's control), like 30+ coal, 15 automatons, I've taken ALL the refugees, have no sick people, and have 120 surplus workers I can't find jobs for.
Research + automatons literally ftw.
bruh i'm playing and its getting me mad... gonna try that 3 workshops thing lol
rush workshops > beacon, especially on higher difficulties. rush tesla city. Saw mills are a really good placeholder until you get your wall drills even though people discount it, it carries you through the early game. Also once you use child shelters > engineer apprentices or automatons as engineers you'll be surprised how quickly you finish up your research.
I was fully researched by day 18(with what I needed, incl tier5) and by day 25 fully researched just because so I started dismantling the workshops and use the space for thumpers/kilns(was on golden path run. P.S. At the most, I had like 20-30 workshops which I gradually started automate
By scout rushing and outpost enh, I also managed to end the game with 20 automatons, advanced coal and wall drill, and a 2-3 infirmaries(normal mode and I did get golden path lol)
You legend! spent 18 hours playing never realized i could have more then one workshop!
I know, me too!
Lol, I knew from my first hour but didn't think the extra research speed was worth it.
I was very, very wrong lol.
read the fuckinh tutorials
@@awakefortwoweeks4770 If you think that reading the non-necessary tutorials is my first priority then you are sorely mistaken.
That was my mistake. I wasn't even at the 4th tech layer when the frost hit. Everyone freezed (and starved after executing me, I'm sure).
also you dont need 5 people on cookhouses, 1 is enough as more people doesnt increase food production
In the late game for a new home scenario, more cookhouses are required to reach to reach the food ration requirement for prepare for the storm.
Wanna point out a mistake: automatons (idk how maybe magic?) Still keep running workplaces when they go to recharge themselves, so don't need to build a steam hub next to automatons' workplaces, and I think the game told me itself, it used that bubble info thing to tell me...
Pass the law for 24 shift as the very first thing you do. Assign as many adults to the piles as you can (especially the wood piles), and set just about all of them to 24hr shifts. If you do this during the first day, no one will die on the 24 shifts. That should get you enough wood to get at least most people housed in tents. If you can do that, you don't need the generator at all during those first few days. This means as many people as possible healthy & alive to work while having a strong start with as much resources as you can get. After the first day, 24hr shifts kills people, so use extended shifts instead (as needed, not everyone everywhere). It only makes people mad without killing them, and removing the extended shift immediately removes the discontent it causes so if everyone gets too mad it's easy to fix that.
Build 3 workshops asap, and get them on faster gathering as soon as you can to keep that strong start going. Keep all the workshops on extended shifts once you have that law too.
Make sure you build a cookhouse before people start eating the raw food (doesn't happen in the first day, but will happen in the first few days), and get soup passed at any time discontent isn't too high, that 1 extra ration adds up. Yes soup makes them unhappy, but sawdust makes them sick and sick means not able to work. My strategy revolves around keeping people from getting sick & throwing everything at the medical buildings (kids helping medics, organ harvesting, etc) so I can have as many people working as possible. The sick who aren't working still need heat & food, and FrostPunk doesn't really leave space for people to be sitting/laying around not helping get that heat & food. Any time the temp changes, turn on the heat map and make sure you aren't people at high risk of getting sick or wasting coal. Keep 24hr buildings together around steam 24hr steam hubs. Keep workday buildings (like the workshop) together around steam hubs that are only on during the work shift.
Once you have food & coal, get that beacon up. Get more engineers and more workshops. You have to get the more efficient stuff, and more engineers is how to get it as fast at possible. Explore tesla city. Even if you lose your team, you get renewable steam cores as a trade off.
Keep in mind what's in worse shape: your hope or your discontent, and make decisions based on what you need. Use public house, fighting ring, and moonshine to manage discontent. Don't pass sex workers, that makes it so the ones working there might kill themselves (not worth it if you ask me).
This game is just brutal. I was in no way prepared for the snowstorm
I feel you
Same. I wasnt struggling for coal at all and then suddenly I run out because I developed my heating so fast I didnt realize how much production that would need
same, i wasnt prepared but i still survived somehow
True. I went in this game very relaxed and excited to play a new city builder when I take a break playing my main games and took me by surprise because it's kicking my ass😂. Ive been playing city builders since Ceasar way back early 2000s and have loved the genre ever since. Relaxing to play and very satisfying when you've created a stable city that almost utilised the entire map😂
I start every map with emergency shift on 1 gathering post. It gives an easier start as you can build workshop, medical post, cookhouse and hunters hut in the first night.
There was one thing I didn’t even realize until late in my game. Putting all your coal thumpers around a resource gatherer site can go a long way to continually making coal without losing anyone while gathering it.
Top notch content for frostpunk, ty
The steam hubs thing is life changing
when building place structure one square out from generator, it will be able to fit more buildings and still heat all
Clear and concise. This is a top quality video.
"Once your city became very stable in midgame" yeah...yeah that happened to me
Best tip you missed, priotize setting an outpost at the tesla site. More steam cores means more hospitals and automatons
quick and to the point, great video!
No bullshit,fast tips. I like
I am extremely tempted to stop my current run to implement these.
Came back to this video cause i won the scenario for the first time last night after listening to your vid! Thanks for the tips 😁
Another tip,steam coal mines with automatons are basically playing creative mode
Are we sure that nearer steam hubs affects automatons? I read it did not matter
Would you make more tip videos for frostpunk, maybe for each scenario or just universal ones for each scenarios on the harder difficulties or will this video be the only one?
Hey! Are you sure about the automatons and the steam hubs? Because if their efficiency is 70% for instance, wouldn't THAT be their efficiency regardless the steam hub? I'm not sure how realistic are these things or if those animations are just for fun. Also, do you happen to know if streets should be direct, in order to make the workers reach their work places faster? Thanks!
I came here with the "knowledge" too, that it is just about them being ABLE to reach a steamcore somewhere (generator or heater), and their production does not stop during their walking and recharging animation...
The moment I realized automatons could recharge from deactivated steam hubs- it changed the game forever
Guys real quick, which is the better option
Take coal from the first coal mine discovered be scouts and restart later OR
Dismantle machines for 264 coal, 211 wood, 201 iron, 2 cores and some weird sign with a hammer and a pickaxe in??
Autommytons is such a better name for Automations! I'm gonna start using that!
Automatons*
Once you get a hang of the game i recommend set the game harder and save / load more, then you are a true master and ready for survivor mode!
I always seem to lose at day 15-20...
Same
Need to learn more strategic thinking then.
Gracias! Esta bien pinche difícil este juego
Ok, you cannot get my away with 2 or 3 workshops, on hard mode I have to do 7 or more workshops to keep up with research, and rush the wall drill, it provides easy and early access to wood, especially in a new home, where you get an automaton to automate it. Build out in housing blocks, not rings, housing blocks can be heated by stem hubs , where as you have to do multiple researches to have the strategy continue. Steam hub efficiency upgrade, if you are using steam hubs (which you should) the steam hub efficiency will save you 33% more coal on steam hubs, and with 5 of them, adds up to a lot. Build resource depots whenever you can, as they provide valuable storage capacity to your stockpiles, and being capped is dangerous because you don’t produce resources when you are capped. Please do take these into consideration into later videos.
Great tips in a nice short video! Thanks!
Your a legend.
Forgot to mention extended shifts aren't without downsides. Using just 1 too many early game to boost your research will result in quite a few of your "researchers" dropping dead and then you have a much bigger problem on your hands. It's not something you can just spam and losing even 1 or 2 people early game can cripple your entire game and with extended shift it will happen quite easly. I personally don't use it at all and just make multiple workshops instead and let them work normally. This way you don't lose anyone, no one gets sick and research is fast.
I think that you are talking about emergency shift, extended shift doesn’t kill anyone, emergency shift does. If I am wrong please do correct me, but in all my games, never have I had extended shift kill anyone.
Thanks for the tips, I forgot I can build more workshops haha. I've been doing okay on my latest run... and then I didn't :D
This man's Canadian accent makes me think he knows how to survive in the frozen wastes.
Can you give us a guide on the most broken buildings and ways to get 500 wood and steel for the very special building in refugees
Just got this game for 3€, what a deal, 60€aaa titles can be ashamed. Thanks , video helped after 4 years.
i just got frostpunk2 but was able to download 1 one and this game is fire!! Or cold af lol
YOU CAN MAKE MULTIPLE WORKSHOPS?
When I did that, all my engineers ended up working in medical posts anyway
In my experience, if an automaton is working, you are still gaining resources when they go to charge.
dont build more storage if you 'routinely max out a resource. dont ever max out a resource. if you are maxed out or within a hundred units, make a resource depot or 3. I usually create more storage when my supply is over HALF my capacity or anywhere from 50-90%
I like the video, but I wish you would talk more specifics, for example instead of "make sure you have LOTS of food stockpiled" it could be "make sure you have 1-2 thousand raw and cooked food stockpiled, etc." For some reason I can't find anyone talking in specifics about this game. Its all "stockpile LOTS of coal." Like, what's a lot? I've been playing the game, I could use some specific examples. Thanks!
I've been playing it for the past 2 days and losing it so many times.. then I figured out I really need a good strategy and I did everything you mentioned in the video before I even found this video and finally won the first part. So your tips are proven legit.
Well i know i'm way late, but what a (glad) surprise, i only watched your Pokémon challenges XD
Steam hubs refuel automatons!?! BEST TIP! Thanks
What!?!? I didn't know we can research multiple things. Lol😊
thank you
discontent is a resource. i spam 100 emergency shifts
Put them on the Soup and 14hr days till they complain. Then take them off for whatever time they say then put them right back on the soup and 14hr days. Never stop this cycle.
101 Dalmatians:
I can’t stand the cold no more
I WANT HEAT!
Thanks for the tips.
Why can only one tech be upgrading at once???
everyone on my city is dying because I built the medical buildings but theyre not building the streets😭
He only done one video for frost punk let down
Four years late, but…
Solid vid - thanks for the tips!
…it was astonishing - and horrifying - to me how fast I devolved into a fascist dictator on my first playthrough…>.>
…but the city endured and survived, so…fascism for the win? \_(o.O)_/
Good vibeo
Where is broforce
Broforce is every Tuesday and Thursday at 3pm EST. You can find the weekly upload schedule both on the Discord server and every monday vlog.
Oh good to know and thanks for replying :b
senorita
Skoutts
omargoshtv