Indeed Jake does love his hardwood, holding it and carrying around with him. Nothing like erecting buildings with his hardwood. Sometimes Jakes gets people on his hardwood for up to 24 hours, often up to 15 people at once! @14:51
@@SamsonMcarthy-oo6cb Greetings fellow gamer, I have arrived from even further in the future to tell you that Frostpunk 2 is coming out on July 25, 2024.
@@JackLawrence-dn2jb I have arrived even further further from the future it’s out and it’s a pretty good game no really good. You can be so evil. Best regards future man.
Interesting. Jake realized right off that securing steel was more important for the first bridge than wood. I had to fail a play-through to realize that.
This is the hardest of the new maps they released and I managed to conquer it yesterday using only the initial 80 people with only 2 deaths by day 50. The most difficult part is optimising the build and tech order prior to the first storm.
as it stands, you can build a steam hub right beside the automoton-staffed stuff that's far away from anything else so that the bots don't have to walk very far. Also, the steam hub doesn't even have to be active in order for the bot to recharge, just your main hub!
@@icefly20 Yes, but if you switch an Automaton's job during its recharge cycle it will not start production at its new job until recharging is complete. If you rely on switching automatons often, this can be a large pain.
With much wood initially from trees around, I opted for Kilns, which got me through the first storm without the necessity to invest valuable workforce into Thumpers.
One wherein a person rushes wood to the point where they have more wood than they could possibly use? Especially after wall drill. They also function well as a backup against cold ground since they only take 5 workers
@@DDRJake Hey Jake - I'm sure you've seen it, but I wanted to tell you about the final hidden achievement as I heard you talk about it in an older vid :p The "lootboxes" content th-cam.com/video/oLx7rLyF9Jc/w-d-xo.html
They may be concerned about the stability with heating elements brought in, heat rises and if it's trapped the ice would gradually melt on top making the ice cave unstable, though snow blocks could work if hardened
@@dylanwillmon5672 A valid concern to be sure but surely one could use tunnelling into the ice somehow? It would certainly be more insulated than out in the open, and one wouldn't need to clear snow. Perhaps it would serve best as a housing district so that people can easily withstand storms (provided automatons and proper stockpiling). It would also save on wood needed to build houses. Steel could be used to reinforce the caverns to ensure stability.
well, this game have nothing about reality. but in game relic letter explain it somehow like "with decent life level is melt"... it still totaly stupid to not cover every normal bilding with pressed snow. but, obviously, that make most of game mechanics pointless. too ez to play with 100% heat insulation for nearly free.
I just did this map and decided to watch Jake's version of it! "I definitely need steel" hmm well you figured out why my first run failed. Beelined Wood and not steel, eventually ran out of steel and went several days without being able to progress tech or upgrade buildings; by the time I got it my people were fed up and ousted me during the storm. Looking forward to seeing how you manage the bridges though.
Regarding challenge Jake, how about a 'reverse' kind of challenge, where you have to make an independant fully functioning settlement on each 'island' on the map. The only exception being the generator. In otherwords, one of every building to 'supply' the island. Exception being iron, and wood resources.
Among a bunch of things that I hope to see in the sequel. That Sawmill/Steam Sawmill *Upgrade* should real be something like: The 50% *Range Upgrade* tech, but with also something more beneficial, (like to the Mill's setup) yielding 10%-15% more wood out of what you harvest with it. Then, you could have the 25% harvesting *Speed Upgrade* tech come after it, but at T3 (same as the last Charcoal Kiln upgrade tech,) instead of T4, (with tech costs to match,) AND are BOTH built/dismantled 25% Faster & cost 20% less resources to build. Personally, I would like to see that Sawmill change to need Gathering Posts (1) per Sawmill like the (2) you need for Coal Thumpers, but you would probably have to tweak a few numbers. AND, speaking of Coal Thumpers, there should be areas of ground that have coal (like the dead trees) you have to place the Thumpers near, and Will Be depleted. Larger numbers then the Forests, balance it and all, but would keep these as, what i believe to be the intended spirit, as early game Wood/Coal buildings, that can be used for while depending on map size and resource difficulty level. You could add a 4 tech, like the Sawmill path, for the a *Range Upgrade* (plus others if like my earlier suggestions with Sawmill's techs.) With the Charcoal Kilns, I'd would have liked to of seen a way to reduce their cost mid-game (as they compete for steal) as you might have a lot of extra wood, and running out nearby coal thumping areas, this would be a great supplemental coal producer. (Love that they only require 5 people to work them, and that they have 2 levels of insulation from early on, but some events around lesser used buildings would be nice.) Then some way, maybe an Worker Event or some kind of Faith/Order Event, that would add an additional level of Insulation (as the insulation maxes at lvl2 for these 3 types of buildings) for just the Steam Sawmill, Steam Coal Thumper, & Charcoal Kiln. (Maybe it's an asset with a small range, (like a field kitchen but without the costs,) you would increase the heat level by 1 in these buildings and very close gathering posts (good for 2 of the 3, if they were needed for Sawmills,) as the posts maxes a lvl2 insulation, as well. Or not, as wouldn't be great to add something else to build up and rip down, and no gathering posts next to a Kiln needed.
I don't know if it's a valid technique but I noticed that after the initial 24hr shift on a workshop where someone is guaranteed to die, all of the subsequent 24hr shifts don't kill anybody, well very occasionally it does but not often at all. So as soon as I have a second workshop up I have 1 of them on emergency shift 24/7, just alternating between them as it has 24hr cooldown on each building. It seems to me that having 100% research rate 24/7 for the bit of discontent and the slim chance of an engineer dying seems like a no brainer. Do you have any insight which contradicts this strat? 1 more thing, I noticed that if you keep the cook house on paused dismantle then people only ever eat when they are starving, which helps in 2 ways. 1 is they never wander to eat unless they are starving, and 2 they eat so much less it's ridiculous. I'm not sure how much less but it seems like it's about 33% as much. Again I don't know if this is flawed or not, the only thing I do know is that it keeps your disconsent higher as you almost always have most of your population hungry, but never starving. Again I think that this slight disconsent increase is insignificant compared to its to benefits.
I used both of these in my Cannibal run. Overall, I'm not nearly aggressive enough with my 24 hour shifts, and the cook house half-dismantling does exchange food for discontent. Losing one of your first 15 engineers is pricey, but can swiftly be replaced with finding survivors, and 24 hour research is indeed a massive boost.
@@DDRJake oh sorry I don't pay full attention to your vids, I have it on in the background while I'm playing it so I miss the finer details. Yeah I don't usually spam the engineer 24hr shifts until I have a second workshop up and running and then I alternate them. I just tried winterhell for the first time and damn it's hard, I got deposed with a few days left to go through disconsent. Now I'm gunna have to watch u do that one so I can see how it's done lol
not sure about this but I think the cook house trick works because not hungry people also eat in timely manner (mornings or evenings? dont remeber), you can see that there are often people with 'going to eat' and they don't have hungry status. maybe it doesn't fill them up for later and hunger simply works by reseting some timer.
@@hamit5930 I believe each person tries to eat once a day. If there is no cookhouse, or they are otherwised forced not to eat, they will become hungry, then starving, then they will just consume cooked or raw food directly from the stockpile (no travelling or time waste involved) and, if there is no food, they will just die. Having hungry people increases discontent, but having people wait longer between meals stretches out your food stockpiles, so it's an interesting balance of resources vs discontent (which itself can be "spent" on 24 hour shifts / overtime shifts to make other resources...including raw food)
It would be great if Frostpunk added a DLC named "Oil" that's all about how oil makes them thrive onto advancement. I mean the environment's gone at this point.
Jake, since you are always on the lookout for more challenges, have you tried doing a politcal apathy run? It means that you can use neither Faith nor Order laws. Simple, but should create quite a challenge.
This comes up a lot, but without Faith or Order laws, Hope will always go down to rock bottom when the storms hit. Just 1 faith or order law is enough to bypass it. I have some ideas though, I think I will try to go full apathy.
Did anyone ever figure out whether the missing texts in the GUI was a patch glitch or did they perhaps add missing texts to the difficulty slider to make it harder?
I've never understood the wall drill. Is it seriously easier to cut through who -knows-how-much ice to extract a tree rather than walk over to one and chop it up?
Hey jake I had another idea for a challenge, purpose laws only, no adaption apart from burial. I tried no laws altogether about 10 times and your right about it being almost impossible, hope is just too much of an issue. What do u think, u up for the challenge?
I'm hoping in the future they will make a frostpunk 2, but rather than managing just 1 city, you have to manage many, and set up bridges to get between them, set up trade routes and stuff. That'd be mint AF. Thinking along the lines of anno 2205. But have the frostlands instead of space shuttles.
Ah cool thank you. I have never played the game, but one day when I get a computer again I look forward to it. Right now I'm one of those veterans you hear about who's housing is less than stable. Other priorities. I thought it was a historical reference I'd never heard of i should have guessed it was from the game.
I don't hear much about veterans, anyone with fighting spirit from Sweden died hundreds of years ago getting lost in Russia. Fight the good fight though.
US Army. 2006-2010. OEF. Cavalry scout. Got out E-4. Now fighting the poverty line. Lol. Enjoy the videos man keep them coming. Been around. Never been to sweden. Anywho, keep it up, that I may live vicariously through your PC gaming.
I feel that Order is stronger due to its massive economical output boost, but I prefer faith. Faith costs less in manpower and gives very early access to improved medical care and +20% efficiency from shrines.
ik commy is rather late from uploading i just came back to the game and was curious how to beat this map; if you build 1 step away from the inner ring / still in heat zone (>50% of building needs to be in zone for the bonus) you get all the important buildings in the first heat zone so you dont have to be sad about ur cooking house ! backseat gamer out
Something to think of would be Avalanches, with a few days warning of where they'd be, and either a temperature threshold for them to happen/evaporate, or jobs to clear it out. This way, potentially even warm regions or periods can be at some amount of risk/uncertainty. Otherwise, they can probably think of a way to have a scenario where bridges come into play, earthquakes/erosion/melting causing crevasses. A stretch idea would be working over to the central generators from the edge of the map huddled between a few steam hubs, or next to the ark. Or in the case that you are setting up shop at a testing facility for a central generator, and the crags are a result of the pains of science. The usual research or some events can play off of each other to stablise the thing.
@@DDRJake a floating city scavenge building simulator kinda like frost punk with some unique elements little more casual than frostpunk from what i have seen.
Well, not retroactively, and I like having relatively low volume videos. Too many obnoxious videos I load only to hear a loud ear-bleeding "HEY TH-camS!"
Honestly, any infinite source of resource should be balanced by a complete and utter lack of gathering speed without proper investments (research, cores, manpower...). Finite resources, likewise, should always be the obvious - or at the very least most reliable - choice during the early game. Trading lack of investment with the obvious finite nature of it all. As you correctly pointed out, having research to improve an early game finite gathering option is completely pointless and might as well not exist. No one in their right mind would consider it. The game designers' lack of proper strategy game experience seems to bleed through a bit in this game. The lack of any actual challenge in a game that's supposed to force the player to make difficult choices is pretty bizarre for instance. As you've demonstrated through your numerous playthroughs, you can get away with pretty much anything in this game. It feels like half the laws and buildings are little more than fluff to give the illusion of depth.
Have you looked down the gaps? they would need tons of ice and snow to build one bridge that is brittle & slippery and has the potential to just melt away (given the temperatures it is not a very high potentia, but there is a big ass furnace right in the middle of your basel). Then they would need an other ton of ice to compress it to make possible to walk on it. Then they would end up with one single bridge that could collapse at any moment and a couple dead people who died during the construction .....Just saying.Heavy automatons need to walk there and they will need atleast 3-5 of those bridges :) Bridges are better in every way.
I discover your chanel with this video, very interesting to see how you play the game. You should try the game "the long dark", maybe you know this game.
@@DDRJake I've been losing faith in gaming companies lately, what with the loot boxes and progession systems and incomplete games for 60USD, frostpunk is a welcome relief to that stigma. a full game and even expansions that make sense.
@@NumberUserOne I hear you there. Thankfully, the problems that plague some AAA titles are offset by some truly magical developments in the Indie to AA titles.
Depends on your needs. Sawdust generates more food than soup, and does not generate discontent, but does generate sick people. Sawdust feels like it has better synergy with Faith laws, since faith laws give faith healing. Soup goes well with Order since soup causes discontent and Order crushes discontent.
I love the game, but Frostpunk Videos will only continue so long as there are interesting challenges or new content for the game. It's not something I'll play endlessly.
Indeed Jake does love his hardwood, holding it and carrying around with him. Nothing like erecting buildings with his hardwood. Sometimes Jakes gets people on his hardwood for up to 24 hours, often up to 15 people at once! @14:51
Summary of Jakes Frostpunk gameplay : "Long hours of- GET BACK TO WORK"
i can hear this in his voice
And "NOBODY QUESTIONS THE CAPTAIN"
DDRJake: "People seem pretty mad but I can't imagine why?"
Workers on Emergency 24 hour shift: "WTF!"
They should be too exhausted from all that work to get mad.
XD
@@DDRJake Have you ever heard of Exhausted Rage?
They have "The Last Autumn" coming out later this year, which is a prequel when the frost first hits, and a final major DLC update next year
Hopefully they make a frostpunk 2
@@baseupp12 Greetings fellow gamer, I have arrived from the future to tell you that your wish has been heard. Frostpunk 2 has been announced!
@@MrGiselbart Greetings fellow gamer, i have arrived from further in the future to tell you that Frostpunk 2 looks very promising
@@SamsonMcarthy-oo6cb Greetings fellow gamer, I have arrived from even further in the future to tell you that Frostpunk 2 is coming out on July 25, 2024.
@@JackLawrence-dn2jb I have arrived even further further from the future it’s out and it’s a pretty good game no really good. You can be so evil. Best regards future man.
"nothing like a few feet of snow to insulate my medical posts, reminds me of my childhood" This is why I love Jake. His subtle dark sense of humor :'D
I'm so excited to watch you dominate Frost Punk 2 that I'm rewatching all of your frost punk videos!
Cheers, I'm hopeful for a good Frostpunk 2 release too!
Easy: 200 unemployed people
Normal: everyone works
Hard: people die sometimes
Extreme: GET BACK TO WO-
*dies*
All except the engineers
There are too many place that they don't have to work at
Interesting. Jake realized right off that securing steel was more important for the first bridge than wood. I had to fail a play-through to realize that.
Lack of steel is an insidious killer. After ten or so days, you swiftly find that everything needs steel, and some things need a lot of it.
Just when I thought I was out, they pull me back in.
This is the hardest of the new maps they released and I managed to conquer it yesterday using only the initial 80 people with only 2 deaths by day 50. The most difficult part is optimising the build and tech order prior to the first storm.
I've found Sawmills to be essential on this map. And heading for steel almost immediately. It's rough.
Yep, that steel is non-negotiable.
as it stands, you can build a steam hub right beside the automoton-staffed stuff that's far away from anything else so that the bots don't have to walk very far. Also, the steam hub doesn't even have to be active in order for the bot to recharge, just your main hub!
Other than time lost when switching the jobs of an automaton, there is no downside I know of for not having a steam hub next to their workplace.
Automatons recharging is purely cosmetic, they are still considered working during it. So having a nearby steam hub is unnecessary
@@icefly20 Yes, but if you switch an Automaton's job during its recharge cycle it will not start production at its new job until recharging is complete. If you rely on switching automatons often, this can be a large pain.
With much wood initially from trees around, I opted for Kilns, which got me through the first storm without the necessity to invest valuable workforce into Thumpers.
I cannot even imagine a situation where kilns are desirable.
One wherein a person rushes wood to the point where they have more wood than they could possibly use? Especially after wall drill. They also function well as a backup against cold ground since they only take 5 workers
@@DDRJake Hey Jake - I'm sure you've seen it, but I wanted to tell you about the final hidden achievement as I heard you talk about it in an older vid :p The "lootboxes" content
th-cam.com/video/oLx7rLyF9Jc/w-d-xo.html
If they have wall drills they should just live inside the ice. It's a great insulator for heat.
Really they should have gone underground right quick
Have always thought it's the best choice
They may be concerned about the stability with heating elements brought in, heat rises and if it's trapped the ice would gradually melt on top making the ice cave unstable, though snow blocks could work if hardened
@@dylanwillmon5672 A valid concern to be sure but surely one could use tunnelling into the ice somehow? It would certainly be more insulated than out in the open, and one wouldn't need to clear snow. Perhaps it would serve best as a housing district so that people can easily withstand storms (provided automatons and proper stockpiling). It would also save on wood needed to build houses. Steel could be used to reinforce the caverns to ensure stability.
well, this game have nothing about reality. but in game relic letter explain it somehow like "with decent life level is melt"... it still totaly stupid to not cover every normal bilding with pressed snow. but, obviously, that make most of game mechanics pointless. too ez to play with 100% heat insulation for nearly free.
Can't believe I'm watching another jakepunk video, couldn't be happier!
I just did this map and decided to watch Jake's version of it!
"I definitely need steel" hmm well you figured out why my first run failed. Beelined Wood and not steel, eventually ran out of steel and went several days without being able to progress tech or upgrade buildings; by the time I got it my people were fed up and ousted me during the storm. Looking forward to seeing how you manage the bridges though.
You always want to beeline steel production on this map. Without it, you are at the mercy of your scouring team.
I have binge watched so many of these streams. This game is incredibly addictive and your content is top notch. Do you have any plans for Frostpunk 2?
Frostpunk 2 can't be that far away by now. First I hope it's good. Assuming it is, I plan to stream it quite a bit.
Regarding challenge Jake, how about a 'reverse' kind of challenge, where you have to make an independant fully functioning settlement on each 'island' on the map. The only exception being the generator. In otherwords, one of every building to 'supply' the island. Exception being iron, and wood resources.
It doesn't really work in the game since pretty much all resources are pooled. It would end up being little more than aesthetics.
'I would rather have 15 people pull a bunch of wood' lmao
Among a bunch of things that I hope to see in the sequel. That Sawmill/Steam Sawmill *Upgrade* should real be something like:
The 50% *Range Upgrade* tech, but with also something more beneficial, (like to the Mill's setup) yielding 10%-15% more wood out of what you harvest with it. Then, you could have the 25% harvesting *Speed Upgrade* tech come after it, but at T3 (same as the last Charcoal Kiln upgrade tech,) instead of T4, (with tech costs to match,) AND are BOTH built/dismantled 25% Faster & cost 20% less resources to build.
Personally, I would like to see that Sawmill change to need Gathering Posts (1) per Sawmill like the (2) you need for Coal Thumpers, but you would probably have to tweak a few numbers. AND, speaking of Coal Thumpers, there should be areas of ground that have coal (like the dead trees) you have to place the Thumpers near, and Will Be depleted. Larger numbers then the Forests, balance it and all, but would keep these as, what i believe to be the intended spirit, as early game Wood/Coal buildings, that can be used for while depending on map size and resource difficulty level. You could add a 4 tech, like the Sawmill path, for the a *Range Upgrade* (plus others if like my earlier suggestions with Sawmill's techs.)
With the Charcoal Kilns, I'd would have liked to of seen a way to reduce their cost mid-game (as they compete for steal) as you might have a lot of extra wood, and running out nearby coal thumping areas, this would be a great supplemental coal producer. (Love that they only require 5 people to work them, and that they have 2 levels of insulation from early on, but some events around lesser used buildings would be nice.)
Then some way, maybe an Worker Event or some kind of Faith/Order Event, that would add an additional level of Insulation (as the insulation maxes at lvl2 for these 3 types of buildings) for just the Steam Sawmill, Steam Coal Thumper, & Charcoal Kiln. (Maybe it's an asset with a small range, (like a field kitchen but without the costs,) you would increase the heat level by 1 in these buildings and very close gathering posts (good for 2 of the 3, if they were needed for Sawmills,) as the posts maxes a lvl2 insulation, as well. Or not, as wouldn't be great to add something else to build up and rip down, and no gathering posts next to a Kiln needed.
"waste of good food" while feeding them soup mixed with saw dust additives lol
How could you ever go back to playing a non-cannibal run? It's so fucking OP as hell.
Me: Hm imagine someone was insane and combined A New Home, The Fall of Winterhome and The Last Autumn in one Scenario.
The Rifts: Hello c:
Jake does love his wood!
Everyone: Dies off due to cold sickness etc
Jake; *Get back to work*
In my first run of this map, I was not happy when it took three bridges for all of the avail. coal deposits.
I don't know if it's a valid technique but I noticed that after the initial 24hr shift on a workshop where someone is guaranteed to die, all of the subsequent 24hr shifts don't kill anybody, well very occasionally it does but not often at all. So as soon as I have a second workshop up I have 1 of them on emergency shift 24/7, just alternating between them as it has 24hr cooldown on each building. It seems to me that having 100% research rate 24/7 for the bit of discontent and the slim chance of an engineer dying seems like a no brainer. Do you have any insight which contradicts this strat?
1 more thing, I noticed that if you keep the cook house on paused dismantle then people only ever eat when they are starving, which helps in 2 ways. 1 is they never wander to eat unless they are starving, and 2 they eat so much less it's ridiculous. I'm not sure how much less but it seems like it's about 33% as much. Again I don't know if this is flawed or not, the only thing I do know is that it keeps your disconsent higher as you almost always have most of your population hungry, but never starving. Again I think that this slight disconsent increase is insignificant compared to its to benefits.
I used both of these in my Cannibal run. Overall, I'm not nearly aggressive enough with my 24 hour shifts, and the cook house half-dismantling does exchange food for discontent. Losing one of your first 15 engineers is pricey, but can swiftly be replaced with finding survivors, and 24 hour research is indeed a massive boost.
@@DDRJake oh sorry I don't pay full attention to your vids, I have it on in the background while I'm playing it so I miss the finer details. Yeah I don't usually spam the engineer 24hr shifts until I have a second workshop up and running and then I alternate them. I just tried winterhell for the first time and damn it's hard, I got deposed with a few days left to go through disconsent. Now I'm gunna have to watch u do that one so I can see how it's done lol
not sure about this but I think the cook house trick works because not hungry people also eat in timely manner (mornings or evenings? dont remeber), you can see that there are often people with 'going to eat' and they don't have hungry status. maybe it doesn't fill them up for later and hunger simply works by reseting some timer.
@@hamit5930 I believe each person tries to eat once a day. If there is no cookhouse, or they are otherwised forced not to eat, they will become hungry, then starving, then they will just consume cooked or raw food directly from the stockpile (no travelling or time waste involved) and, if there is no food, they will just die.
Having hungry people increases discontent, but having people wait longer between meals stretches out your food stockpiles, so it's an interesting balance of resources vs discontent (which itself can be "spent" on 24 hour shifts / overtime shifts to make other resources...including raw food)
It would be great if Frostpunk added a DLC named "Oil" that's all about how oil makes them thrive onto advancement. I mean the environment's gone at this point.
It's curious this comment after the frontpunk 2 trailer
@@noe9001 I forgot about this comment. Thanks to you I've come across this again!
I love the rifts, it’s so cool. EEK!
Just Minika
@@DDRJake Yay, another DDLC fan!
@@DDRJake I've been noticed!
"I wonder how our Captain's going to **** things today"
Jake, since you are always on the lookout for more challenges, have you tried doing a politcal apathy run? It means that you can use neither Faith nor Order laws. Simple, but should create quite a challenge.
This comes up a lot, but without Faith or Order laws, Hope will always go down to rock bottom when the storms hit. Just 1 faith or order law is enough to bypass it. I have some ideas though, I think I will try to go full apathy.
Sawmills should really give twice as much wood as the wall drills. Without any nerfs preferably
I just finished 100 days of Hard Rifts so this is VERY entertaining to watch
oh shoot! I didnt know Jake was a EU dev, that makes him an even more cool person!
Odd question What is the fastest you have built a fully functioning city in Serene mode? My current normal mode record is 59 days
I don't think I've even played Serene mode except to fail it as fast as possible for the achievement.
Did anyone ever figure out whether the missing texts in the GUI was a patch glitch or did they perhaps add missing texts to the difficulty slider to make it harder?
Definitely a bug. Hopefully fixed in the upcoming hotfix.
I've never understood the wall drill. Is it seriously easier to cut through who
-knows-how-much ice to extract a tree rather than walk over to one and chop it up?
love how people became less discontent being homeless bc their homes were colder then sleeping in the open next to the gen
Hey jake I had another idea for a challenge, purpose laws only, no adaption apart from burial. I tried no laws altogether about 10 times and your right about it being almost impossible, hope is just too much of an issue. What do u think, u up for the challenge?
eeeeh, No Laws has a much better ring to it rather than all these arbitrary exceptions.
@@DDRJake no laws it is then ;)
I'm hoping in the future they will make a frostpunk 2, but rather than managing just 1 city, you have to manage many, and set up bridges to get between them, set up trade routes and stuff. That'd be mint AF. Thinking along the lines of anno 2205. But have the frostlands instead of space shuttles.
What is the night of changes?
When the captain passes a law giving himself despotic powers. some revolt against him and are killed for it.
Ah cool thank you. I have never played the game, but one day when I get a computer again I look forward to it. Right now I'm one of those veterans you hear about who's housing is less than stable. Other priorities. I thought it was a historical reference I'd never heard of i should have guessed it was from the game.
I don't hear much about veterans, anyone with fighting spirit from Sweden died hundreds of years ago getting lost in Russia. Fight the good fight though.
US Army. 2006-2010. OEF. Cavalry scout. Got out E-4. Now fighting the poverty line. Lol. Enjoy the videos man keep them coming. Been around. Never been to sweden. Anywho, keep it up, that I may live vicariously through your PC gaming.
In your opinion do you think the Faith is the best for extreme or Order?
I feel that Order is stronger due to its massive economical output boost, but I prefer faith. Faith costs less in manpower and gives very early access to improved medical care and +20% efficiency from shrines.
ik commy is rather late from uploading i just came back to the game and was curious how to beat this map;
if you build 1 step away from the inner ring / still in heat zone (>50% of building needs to be in zone for the bonus) you get all the important buildings in the first heat zone so you dont have to be sad about ur cooking house !
backseat gamer out
A clever tip, I like it, although it's ugly as sin.
@@DDRJake thank you, indeed, it sure is but as ppl work theirselfes to death, they surely dont mind :D
Once upon a time I'd like to imagine i could impersonate a voice....but instead I just recognize those that do it so well. Hands off to you.
I don't understand.
@@DDRJake The closest I ever came to impersonating a voice....Someone said a pirate....I said arrrrr..I'd think you could be a bunch of voices.
Why did you built a lot of medical posts? I can't understand (
Steam Cores Seizing made my Infirmary work at 30% efficiency, so I needed medical posts to relieve the stress on sick numbers.
Hypothermia is a bitch, but it's better to save the body for the price of limbs. You can always toss those in the snow pile, if you know what I mean
Can you do a stream where you continue on this save? :D
I tend to stop my games once victory is assured. What more are you looking for?
@@DDRJake oh, did not realise that victory was assured. Sorry captain. Also, are you using default keybinds to switch between buildings and stuff?
Will the extra maps and dlc be coming to console?
Eventually. With this game and many others, content is made for PC first then ported to console later.
The 12 year old boy inside me was so happy "I am always a big fan of getting wood as early as possible."
I fear you're a 12 year old boy on the outside too.
@@DDRJake 49 but thanks for the compliment.
lmao
Will you ever run out of challenges?
One hand, no beacon, no laws, xenophobe cannibal only.
@Daddy Slimcock You missed the joke.
It will be like EU4, more achievements, maps, scenarios faster than he can play them
I wish.
Something to think of would be Avalanches, with a few days warning of where they'd be, and either a temperature threshold for them to happen/evaporate, or jobs to clear it out.
This way, potentially even warm regions or periods can be at some amount of risk/uncertainty.
Otherwise, they can probably think of a way to have a scenario where bridges come into play, earthquakes/erosion/melting causing crevasses.
A stretch idea would be working over to the central generators from the edge of the map huddled between a few steam hubs, or next to the ark. Or in the case that you are setting up shop at a testing facility for a central generator, and the crags are a result of the pains of science. The usual research or some events can play off of each other to stablise the thing.
The map looks way cool. Unfortunatly I have an 5i core 2.5 gig and 12 gigs of ram and the game runs like frozen peanutbutter.
I don't think everyone works at the same rate. I've notice Workers can gather more resources than Engineers.
All workers work at the same work rate, without exceptions.
@@DDRJake look i can understand why you would use 24 hour shifts and child labour, but 24 hour child shifts?! Thats insane!
They're young and have the energy, now get back to work!
@@DDRJake joke's on you, there's no vacant workplaces!>:)
Wood is certainly edible, just not very nutricious
How would one go about preparing a meal from raw wood?
paid DLC with paid bugs also, that is funny
Fixed in the hotfix now.
brutal feeding people sawdust.
looks alright
Have you considered playing flotsam? Seems up your alley
What's the gist of it?
@@DDRJake a floating city scavenge building simulator kinda like frost punk with some unique elements little more casual than frostpunk from what i have seen.
Ah I see now. It's an Early Access title, so it will remain off my radar until its full release. Interesting premise though
@@DDRJake Perhaps one day then
Cool map
still waiting for frost punk 2
New scenarios on ps4 now. Me:- Time to get to work. Move, there’s plenty to do
this is a great video, but can you up your microphone volume abit?
Well, not retroactively, and I like having relatively low volume videos. Too many obnoxious videos I load only to hear a loud ear-bleeding "HEY TH-camS!"
Honestly, any infinite source of resource should be balanced by a complete and utter lack of gathering speed without proper investments (research, cores, manpower...). Finite resources, likewise, should always be the obvious - or at the very least most reliable - choice during the early game. Trading lack of investment with the obvious finite nature of it all. As you correctly pointed out, having research to improve an early game finite gathering option is completely pointless and might as well not exist. No one in their right mind would consider it.
The game designers' lack of proper strategy game experience seems to bleed through a bit in this game. The lack of any actual challenge in a game that's supposed to force the player to make difficult choices is pretty bizarre for instance. As you've demonstrated through your numerous playthroughs, you can get away with pretty much anything in this game. It feels like half the laws and buildings are little more than fluff to give the illusion of depth.
Why would they even need bridges?Can't they just pile up snow and ice to close the gap?Wood and steel does not grow up in trees dammit!
Have you looked down the gaps?
they would need tons of ice and snow to build one bridge that is brittle & slippery and has the potential to just melt away (given the temperatures it is not a very high potentia, but there is a big ass furnace right in the middle of your basel). Then they would need an other ton of ice to compress it to make possible to walk on it.
Then they would end up with one single bridge that could collapse at any moment and a couple dead people who died during the construction .....Just saying.Heavy automatons need to walk there and they will need atleast 3-5 of those bridges :)
Bridges are better in every way.
How about a no steam core run? That would be challenging
hmmmm~
I discover your chanel with this video, very interesting to see how you play the game.
You should try the game "the long dark", maybe you know this game.
I played that for a wee bit two years ago off-stream, it was a very interesting experience. Hadn't even considered bringing it to the stream though.
@@DDRJake I would love to see a Jake Long Dark!
When's Jake gonna do a Snow Piercer Run where you have to build a Cannibal Utopia
Anyone excited for the console ports?
I'm very interested in their UX solutions.
@@DDRJake I've been losing faith in gaming companies lately, what with the loot boxes and progession systems and incomplete games for 60USD, frostpunk is a welcome relief to that stigma. a full game and even expansions that make sense.
@@NumberUserOne I hear you there. Thankfully, the problems that plague some AAA titles are offset by some truly magical developments in the Indie to AA titles.
Hi humans.
Rifts are realy hard dlc ... i played about 5 or 6 time normal mod i cant pass 3 storm :(
02:02:30 lol
His accent makes this so amazing...
Lol
isnt soup better than sawdust
Depends on your needs. Sawdust generates more food than soup, and does not generate discontent, but does generate sick people.
Sawdust feels like it has better synergy with Faith laws, since faith laws give faith healing. Soup goes well with Order since soup causes discontent and Order crushes discontent.
hey jake u love ur wood HEH gotcha
Still some scrubs like it when you play Frostpunk :}
I love the game, but Frostpunk Videos will only continue so long as there are interesting challenges or new content for the game. It's not something I'll play endlessly.
Mwahaha I'm an evil person and I like it. I should give you a thumbs up but, because I can, here is your dislike! Enjoy mwahahaha
What a champion.
@@DDRJake I know you don't like it but get back to work! mwahaha
first ??
@Sergeant hah gay
Wouldn't be a TH-cam comment section without some casual bigotry
@Sergeant uhhhh.....
You're all a disgrace.
TH-cam scrubbery in its full glory.
What is it with the stinginess on the housing?
Housing costs wood. That wood is better invested into tech and other production buildings. People will survive without a home just fine until it's -50