Frostpunk

Frostpunk

View Stats:
Schanez Sep 2, 2019 @ 4:00am
Londoners - new player's cry for help
Hey there!

I got into Frostpunk yesterday and after some tears and sweat, managed to grasp a basic idea of the resource system and the whole laws and decisions this game introduces. I am more or less able to create a stable economy.

But then the event with Londoners triggers, well I trigger it by finding this abandoned city. And all hell breaks loose! I got to this moment twice now and I feel, like I am hitting my head against a wall. But to explain my situation first.

I build a Workshop super early, like Day 1 early and grab Faster Gathering as well as plop some homes around. Second research is Beacon followed with Heaters, Sawmill and Hunters' Gear. I try to finish Day 2 with 8 Tents, Hunters' Hut, Cookhouse, Workshop and the Medics' place. Before the first Cold Snap (-40) I will house the Gatherers in the Gathering buildings to avoid massive outbreak of illness.

It is all fine and dandy, I can send out Scouts to survey nearby locations. Discontent barely ever shows up, mostly due to lower temperatures and the generator not being able to heat them up to comfortable. Or someone being hungry regardless of the 100 Rations stock.

But after Londoners trigger, Hope falls from 70-80% to like 10% and I get the notification about picking between Order and Faith. I tried both and fail to boost Hope enough to make a difference. Yesterday I went with order, started setting up Watchtowers, but they have barely any influence over the stats. I get a few events, which imho should boost the Hope, like catching a kid climbing the Generator and such. But then I am rained with events that either choice is a loss of Hope, the choice being you want a small or big one?

I set up the two inner rings around the Generator so that each Tent/House was covered by Watchtowers, but I was just spammed with the "Writing on the wall" events every time I got a little bit of hope up, till they kicked me out.

I had Coal to keep the Generaor going with two Coal Mines. I had Wood. I had Steel. No one was hungry. No one was being untended to. I had a Care House and two Children Shelters, with the kids helping the Medics. I had a Cementary. I had the basic Meals, without Sawdust or Soup. I never used 24h shifts or the prolonged shifts. I had Watchtowers over every housing building. I had built a Fighting Arena to help with the Discontent from the Londoners, but they just kept on raising in numbers, regardless of what I did.

Is this a hardcoded event to force you to fail? Or am I really doing something wrong?
< >
Showing 1-15 of 35 comments
Hey man, welcome to Frostpunk. Short answer is, you probably need to spam-use the buildings with abilities, like the guard patrols or faith prayers every 2 days or whatever.

I had my fair share of tears and sweat xD You can complete the scenario, it's not hardcoded to fail. Some events are hardcoded, but your decisions matter in those events. For example I remember not doing anything about the writings on the wall.. Also the first massive drop in hope is scripted, nothing you can do about that. So don't worry about that. You're meant to build back that hope over time. Doesn't matter which "path" you choose, I completed it both ways.

The thing with choices is, sometimes you have to be prepared for it before it's handed to you. For example if you have faith keepers, you can peacefully disperse arguments or angry crowds, but if you don't have it, you will be left with holding your ♥♥♥♥ in your hand when that choice pops up, it will be either lose hope or raise discontent. So being prepared is important for those signature moments.

- I don't think i've built the beacon right away. Steel is slow to come by in the beginning so i remember using it for something else
- Abuse the buildings that reduce discontent and raise hope, except the "bad" buildings, like the propaganda center or the equivalent for the faith path i don't remember (punishments?).
- I remember failing my first attempt with just one londoner remaining, he left on his own. But second time it was easy riding.

I remember you really have to abuse those buildings, such as giving out extra rations all the time, and organizing prayers etc. whenever their cooldown is ready. And go easy on the discontent raisers, like extra hours or housing/heating. You seem to be doing everything else correctly.
Last edited by pazartesi_gorusuruz; Sep 2, 2019 @ 8:14am
Schanez Sep 2, 2019 @ 8:53am 
Originally posted by pazartesi_gorusuruz:
Hey man, welcome to Frostpunk. Short answer is, you probably need to spam-use the buildings with abilities, like the guard patrols or faith prayers every 2 days or whatever.
Buildings with abilities... Buildings... With... Abilities?

That explains why I failed! *rolls around to die* I built them and thought they work like the Arena, just affect everything in range.

Reasearch I go for Gathering -> Heaters -> Beacon -> Hunters' Gear -> Sawmill -> Steelworks -> Level 1. Worked well so far. Gathering buffs early resources, Heaters prevent illness during the initial drop in temperature. Beacon allows for some easy resources and additional workers from expeditions. Hunter's Gear comes in handy when the additional survivors arrive. Then Sawmill for continuous Wood income for Research and development.
Yeah that tree seems correct, maybe I remember it differently. Also the more seasoned players' input here is appreciated, I merely have 50ish hours in the game and I don't know everything xD

So the buildings with abilities have their own tutorial text (press f1 or top left corner). Read that if you haven't already. Not all buildings are like watch towers and do their own thing passively, some require input (like rations) and they have cooldowns. Example: temple. Every 2 days you can hold a ceremony in exchange for rations and it boosts your hope up (or lowers discontent I don't remember). And every 4 days you can hold a big ceremony which does the same thing with more impact.

That must be your missing piece my man. Without those, I reckon it's impossible.
Last edited by pazartesi_gorusuruz; Sep 2, 2019 @ 9:02am
amordron Sep 2, 2019 @ 9:51am 
Ill explain the basics of the event:

The goal is to raise your hope to above 50% (The point req to have them start staying at the city) ideally 80%+, While getting discontent below 50% ideally 20%.

To do this need to know how hope/discount works.

First biggest no no is deaths. A death will screw up both numbers a fair bit so if your having deaths let us know as its the first thing to fix. A death no only hits you on your number right away but reduces the positive gain of both for 24 hours. The cemitary law reduces this but snowpit is jsut better.


After that to raise hope is nearly impossible to get in a good amount outside of active abilitys.

In your hope or order tree (I recommend hope for new players and old alike. Short answer on why it frees up your eng from med while giving jobs to kids allowing for a tech advantage which is massive. While req less micro than order with using building ability).

In hope the buildings you are looking for are temple and hour of prayor. Each of these has buttons you can hit when hit will give you a boost to hope and some a reduction to discontent. The house of prayors also give a constant hope bonus to all buildings in range so try to maximize it. This is the only real way to get hope in large amounts.

You can also gain hope via completing promises to your people but its a small overall amount.


Discontent on the other hand is easy to drop but also really easy to raise.

Anything your people don't like will raise it (eating soup, deaths, 24 hours shifts, long shifts, no entertainments so forth, the cold, lots of sick)

As such to lower it just stop doing those things hover your mouse over the bar to see whats hitting you. Not you don't need to solve all of them to make it low. I often have it at 0 while running extended shifts everywhere so long as you address other points and use your hope tree skills in the house of prayor to reduce it.

You can also raise it using a fighting arena (only effects tents in range) or a public house from yuor adaptation tree. I recommend getting these BEFORE triggering winterhold on day 14.

There is no reason to scout winterholm till day 13-14. That is when the even triggers on its own day 14. So you can trigger yourself on 13 or just let it trigger on 14. I norm do on 13 just after signing the last possible law. Doing before this point only hurts you.

If you got lots of sick you need to turn up the heat to get the sick down.




In short get your heat up and stop using 24 hour shifts while using your buildings for hope.



As for your tech tree its fine. If you want a "better" one. The one I use for extreme is faster gathering -> heaters -> level 1 -> wall drill -> beacon -> hothouse. With child labor hothouse makes for the best food source as you free up all your workers and keep your kids in a workshop that needs to be quite warm to even work rather than having them in what is likely colder gathering posts where possible. Than house of healing later.

Beacon first is ok but by delaying it slightly you get your base city set first before getting more mouths to feed allowing you to delay food production till than esp with soup as your third law to max the starting food out. Wall drill is vastly better than sawmill its the best place to use steam cores without a doubt. While scouts costs a large chunk of wood so if going 2nd tier for wall drill getting beacon before it is hard to do but possible.



Side notes:

I recommend NOT using coal mines on a new home for coal. With child labor thumpers are worth as they can staff the gathing posts but also there is a event down the line that will hurt you if using mines its possible to do with mines but you might not like it. The cores are better used elsewhere early anyways after tesla city thou it doesn't matter as tons of cores.

Also sounds like your using gen range to heat the homes as you said 2 rings on the gen. Never use gen range it costs more coal than steam hubs while taking more tech time its just never worth it.
Last edited by amordron; Sep 2, 2019 @ 10:04am
Buwaro Elexion Sep 2, 2019 @ 9:53am 
biggest piece of advice i can give, send scouts to Winterhome, but don;t explore it til day 15, 9:59 am(unless you want a corpse for use later). use this time to tech up as much as you can, but don;t take laws that increase hope(unless you want that 20% boost to workshops early) I completed the golden path hidden achivement while teching up to the max
stevasaur Sep 2, 2019 @ 10:46am 
Also, and this is a bit cheaty, but now that you know you're going to take a large Hope hit when your people learn about Winterhome, you can intentionally not take Hope-raising laws until after discovering Winterhome. As far as I can tell, your hope gets reduced by a percentage, not a flat value (since if I have high Hope when the event triggers, I lose a lot more Hope in absolute terms than if I had low Hope). So try to avoid taking Hope-raising laws like the Child Shelters or Cematary until after discovering Winterhome.

Also, the deeper laws in Faith/Order have very potent Hope-raising abilities. The Propaganda Centre for Order and the Temple for Faith are the main heavy-hitters.
amordron Sep 2, 2019 @ 11:03am 
Originally posted by stevasaur:
Also, and this is a bit cheaty, but now that you know you're going to take a large Hope hit when your people learn about Winterhome, you can intentionally not take Hope-raising laws until after discovering Winterhome. As far as I can tell, your hope gets reduced by a percentage, not a flat value (since if I have high Hope when the event triggers, I lose a lot more Hope in absolute terms than if I had low Hope). So try to avoid taking Hope-raising laws like the Child Shelters or Cematary until after discovering Winterhome.

Also, the deeper laws in Faith/Order have very potent Hope-raising abilities. The Propaganda Centre for Order and the Temple for Faith are the main heavy-hitters.

Its honestly not worth delaying taking the hope boosting laws (that have useable other effects) as once winterholm triggers you really rather be spending your laws in faith/order not adaptation while you can have all the good laws signed in adaptation before the event. This allows you to focus on faith/order completely witch is more than enough to solve all your hope issues even on extreme. Delaying taking laws in adaption to have to go back only slows down your progression into faith/order for no real gain.As you said the later laws in faith/order give rather large boosts and are all you really need. Laws like child shelters the small hope effect from them are not worth the loss of child labor esp for a new player who gets massive value from the extra workforce. Same with cematary is def not worth giving up 20% better med that can be signed with everything else you want before the winterholm event even triggers to help make med a non issue keeping deaths in check. The small hope from signing it is meh.

Your hope is set to 10% its not a reduce by a set amount.
Last edited by amordron; Sep 2, 2019 @ 11:08am
stevasaur Sep 2, 2019 @ 11:37am 
Originally posted by amordron:

Your hope is set to 10% its not a reduce by a set amount.

I'm pretty sure that's incorrect, because on one occasion, I had my immediate post-Winterhome Hope so high that the Londoners started with only one "arrow" of downward trend, while on other occasions, where I had less Hope prior to the Winterhome discovery, they started with two or more downward arrows. My Hope bar was also noticeably less empty than on other attempts. This is before I signed any post-Winterhome laws.
amordron Sep 2, 2019 @ 11:46am 
Originally posted by stevasaur:
Originally posted by amordron:

Your hope is set to 10% its not a reduce by a set amount.

I'm pretty sure that's incorrect, because on one occasion, I had my immediate post-Winterhome Hope so high that the Londoners started with only one "arrow" of downward trend, while on other occasions, where I had less Hope prior to the Winterhome discovery, they started with two or more downward arrows. My Hope bar was also noticeably less empty than on other attempts. This is before I signed any post-Winterhome laws.

When testing for my survivor run I tryed a run with only 15 percent hope going into it and a run with nearly 80 percent both resulted in 10 percent being left after going to winterholm.

Thou this was awhile ago and changes do happen unless shown otherwise I’ll stand by its set to 10 percent. Easy to see otherwise for anyone that see this if it has changed at least as after going if you see a run it’s not at 10 percent after got the answer. Checking the wiki it dosent give exact numbers.
Aturchomicz Sep 2, 2019 @ 11:58am 
Yeah but the question is why are you trying to stop them? They clearly know what they are doing
Schanez Sep 2, 2019 @ 12:38pm 
I am supporting the "set to 10%" idea. I just dropped from like 80-90% to almost none in an instant.

Thank you all for the awsome comments. I am trying an Order run now and can confirm, the towers have no active effects, just a passive Hope boost.
amordron Sep 2, 2019 @ 4:29pm 
Originally posted by Schanez:
I am supporting the "set to 10%" idea. I just dropped from like 80-90% to almost none in an instant.

Thank you all for the awsome comments. I am trying an Order run now and can confirm, the towers have no active effects, just a passive Hope boost.

Order you get active effects from Forman to increase effectiveness and something else don’t know of hand I rarly play order. They do have buttons for hope thou it’s just not from the watch towers.
Schanez Sep 2, 2019 @ 11:22pm 
Originally posted by amordron:
Order you get active effects from Forman to increase effectiveness and something else don’t know of hand I rarly play order. They do have buttons for hope thou it’s just not from the watch towers.
Yeah, I noticed that later, when I got deeper into the Laws. Guard Towers have an active effect once you get the Patrol Law signed.

Alas I collapsed once more, due to three Coal Mines and a Coal Kiln unable to support two rings during a -70 cold snap. Illness spread like wildfire and the entire economy crumbled slowly. And I managed to push Hope back up to like 70-80% and Londoners dropped to like 6!

** grumbles inwardly **

Thanks a lot for the help. I probably screwed up the research somewhere on the way, going too wide on Level 2 and not focusing enough on the top priority things. Or perhaps I still need to learn, how to maintain heat zones properly. Heaters as well as Steam Pumps just eat so much coal... But then during the high cold snaps, it is impossible to work, due to workers getting ill. Or should I call back everyone to cuddle by the generator for the time of the cold snap? That might be an idea... If I turn off all heaters and pumps, the single Automaton Coal Mine should be enough, I think.

Hmmm... Steam Pump eats 3 Coal. So it would need to heat up at least 3 buildings to be worth the cost. Fitting more than 4 Medical Posts shouldn't be an issue, so that's a win already. But anything else is tad too big, I think... So much to learn still...

** massochistic cry of joy **
Last edited by Schanez; Sep 2, 2019 @ 11:30pm
amordron Sep 2, 2019 @ 11:49pm 
I general autos suck there worse than workers and the steam core to make them is better used on the buildings. Least till you have level 5 tech and there upgrades to make them better.

Buildings like coal thumpers you can fit 2 with the 8 gathering posts in a single steam hub which is far better coal use and production than three mines. Yes you use more workers but no cores. The cores than used in hothouses to save labor nets you more free workers overall and more coal due to being able to use only a single hub vs needing a hub and a heater for 3 mines.

Cores are best used in order on wall drill > hothouse > coal mines > factory > autos. This is in order of saved labor for same resources. While a new home has a secondary reason than coal mines are bad as I think you seen the event that game.

I suggest going faith not order on the next run far better to pair with child labor. Getting house of healing let’s you skip all med center tech in the tech tree as they replace infimierys. This saves you time to get key upgrades. Only get what you need upgrade wise it’s better to get higher tier prodigious early than going wide. You want coal production and heat up to max as soon as you can with house tech. Food only get what you need. Resources a wall drill can last well on its own till mid late game saving you tech but steel should be gotten ASAP.

Don’t use gen range it’s worse than steam hubs always. Not only dose it cost you more tech time than hubs you spend more resources for setup cost to end up spending more coal to heat the same area. Just get steam hubs and use them we’ll by breaking them into tight areas spilt between work and housing.

Eg placing the two steal works with a row of gathering post ahead of them and two thumpers touching them. You can cover all this with a single steam hub and shrine in faith to boost all production by 20 percent while heating it for real cheap. 14 buildings in one hub. 2 of the posts you will need heaters on or overlap the bay beside it on them. The bay beside use for a third thumper and all your coal needs are set for the game plus can toss your two cookhouses here to fill up the rest.

Last edited by amordron; Sep 2, 2019 @ 11:52pm
Schanez Sep 3, 2019 @ 3:51am 
@amordron:
The automaton was free from an event on one of the scouting trips. So it didn't cost me anything.

If I understood, what you wrote... You would skip on the Generator Range upgrade technologies? Wouldn't it burn more coal to heat those areas with Steam Pumps?

I picked Coal Mines over the Thumper, because they needed 10 Workers only, compared to the 30 a Thumper setup requires. And if you are saying 2 Thumpers need 8 Gathering Posts then that's a 100 I believe. Much more than 30 for Mines. I will have to give it a try.

I also noticed, I didn't get the Outpost technology done, which was a mistake on my side. I didn't know it existed. And I could have sent a team to the abandoned Coal Mine.
< >
Showing 1-15 of 35 comments
Per page: 1530 50

Date Posted: Sep 2, 2019 @ 4:00am
Posts: 35