Frostpunk

Frostpunk

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PuttBlug Oct 17, 2019 @ 2:28pm
People get sick too easily?
I'm new to the game and I've played and replayed the first mission 4 times already, all of my playthroughs end because I can't seem to keep people from getting sick. I manage to keep everything in at least chilly temperature but mostly in gathering posts away from other heat sources. Food is ok, coal fine as well as expected, but the sick and gravely sick keep pilling up and eventually they die and hope falls too low.

In my current playthrough I already have 3 medical posts and an infirmary but they don't seem to help even though they have livable temperature. What the ♥♥♥♥ am I supposed to do to keep my weaklings from getting the sniffles?
Last edited by PuttBlug; Oct 17, 2019 @ 2:30pm
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Bobywan Oct 17, 2019 @ 2:39pm 
Click on the patients in the med post and you will see where they got sick (work or home) and you 'll know what to improve to prevent them from getting sick.
If coal is not an issue as you said, crank that generator and some heater to prevent sickness. Or at least use the overdrive, use it a few hours every night and let it cool down afterward.
"Confortable" is the only temperature that prevent people from getting sick, even liveable has a slight chance of getting sick.
You will eventually need steam hubs to heat the far away gathering posts.
You can also try to improve medical posts using research to have more than 100% efficiency and reduce time to get people back on their feet.
OKOK Oct 17, 2019 @ 9:51pm 
U got to check the heat level at the work place. It should keep to orange level. deep.blue will get them gravely sick.
Next make sure use gathering post. It povide +1 heat level at beginning
JillyJill Oct 17, 2019 @ 10:52pm 
They will keep getting sick on chilly temperature.

Researching insulation for houses and gathering post adds them +1 heat level. At workplaces you can use heaters, when they're far from hub or generator.

And make sure that temperature doesn't fall below chilly, it will eventually make people gravely ill + cold buildings affect their discontent a lot.
Aturchomicz Oct 18, 2019 @ 12:33am 
If coal is not a problem then why are you not heating everything to be comfortable??
PuttBlug Oct 18, 2019 @ 12:38am 
Originally posted by Aturchomicz:
If coal is not a problem then why are you not heating everything to be comfortable??
Apparently having a heater covering everything is not enough to heat some buildings above chilly level. I struggle to research better insulation and heating upgrades even with 4 workshops before my people get collectively sick and die or lose hope.
JillyJill Oct 18, 2019 @ 1:52am 
On which difficulty you're playing?

It also depends on how you place your buildings, you can heat several workplaces with one hub if you put them all together. It will consume less coal btw, if you select to turn it on only during working hours.

Advanced buildings also will give you +1 heat lvl, heaters indeed won't be that efficient on low temperatures.

The fact that you can't get necessary upgrades with 4 workshops saying that you're probably selecting not the best research order or not having enough materials.

For example, if you speak about 1st scenario (new home), I can tell that researching generator range is less important than steam hubs and signing child's labor in the 1st day is mandatory on high difficulty settings.

If you use hunter's hut, note that they take some rest after coming from a night hunt, however they can work between 3 p.m. and 6 p.m. If you place them during this time at some workplace you can gather additional materials.

Also, make sure that people don't build anything by night. 11 p.m. - 5 a.m. is the most dangerous time for getting sick. If your houses are chilly during this time, you can turn on overdrive for these hours.

Hard to say without a screenshot what exactly is the issue, but you see that in this game all aspects are important.
Last edited by JillyJill; Oct 18, 2019 @ 2:01am
PuttBlug Oct 18, 2019 @ 2:18am 
Originally posted by nN| JillyJill:
On which difficulty you're playing?
Normal I believe it's called, only checked it one and left it as it was.

Originally posted by nN| JillyJill:
It also depends on how you place your buildings, you can heat several workplaces with one hub if you put them all together. It will consume less coal btw, if you select to turn it on only during working hours.
Advanced buildings also will give you +1 heat lvl, heaters indeed won't be that efficient on low temperatures.

Yeah I try to have 1 heater thing for at least 2 resource buildings (gathering posts, mines etc).

Originally posted by nN| JillyJill:
The fact that you can't get necessary upgrades with 4 workshops saying that you're probably selecting not the best research order or not having enough materials.

For example, if you speak about 1st scenario (new home), I can tell that researching generator range is less important than steam hubs and signing child's labor in the 1st day is mandatory on high difficulty settings.
Materials for research are rarely a problem, you're likely right about the research priorities though, I try to balance between heat, food and insulation stuff. I also try to set up a beacon as soon as possible at the beginning.

Originally posted by nN| JillyJill:
If you use hunter's hut, note that they take some rest after coming from a night hunt, however they can work between 3 p.m. and 6 p.m. If you place them during this time at some workplace you can gather additional materials.

I thought about it but I was worried that this "exploit" if you can call it that would be patched if you used the same people to work at gathering during the day and hunting during the night by making them sick more easily or something so I kept them at their hunting posts all the time, until I research cook houses at which point I don't need the hunting buildings anymore.

Originally posted by nN| JillyJill:
Also, make sure that people don't build anything by night. 11 p.m. - 5 a.m. is the most dangerous time for getting sick. If your houses are chilly during this time, you can turn on overdrive for these hours.

Hard to say without a screenshot what exactly is the issue, but you see that in this game all aspects are important.
Ah I do that, I do make them build stuff whenever it's needed regardless of the time. I'll try all you guy's suggestions, definitely learned some important things here.
Bobywan Oct 18, 2019 @ 6:47am 
Originally posted by Pastor LuL:
Yeah I try to have 1 heater thing for at least 2 resource buildings (gathering posts, mines etc).
I'm not sure what you mean bjt just in case:
1 steam hub can heat as many building as the range covers and steam hubs range dont overlap with each other or with the generator.
Steam hubs have the same heat level as the generator.
Last edited by Bobywan; Oct 18, 2019 @ 6:48am
MN Calihands Oct 21, 2019 @ 12:49am 
4 workshops is far too few in midgame and beyond. I also started playing this game recently, and after the first scenario on normal, I did the first three on hard and am now starting Winterhome. In the first scenario (New Home), I had every single tech on each of the panels researched 4 days before the storm hit. I've been watching my friend play, and his problem is tech. By the time he needs the tech he doesn't have it, and he falls behind. Maybe this is your problem?

If you're playing faith, you have carehouses. They hold 20 people with overcrowding. A few of these should be more than enough for the first mission. If your people are getting sick too often, they need more heat. Heaters first, then steamhubs second. If you can't keep them warm enough then your tech is too low.

Edit: I lied, it was a day and a half, not 4. Same thing tho
Last edited by MN Calihands; Oct 21, 2019 @ 12:51am
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Date Posted: Oct 17, 2019 @ 2:28pm
Posts: 9