Frostpunk

Frostpunk

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Night Shifts
It's more of a question really, But will there be a form of night shift so that you can keep certain facilities operational during the night cycle?

Meaning that you can have 2 workshops working in tandem to maximize research efficiency, and get the automatons more early.

Even better would be to have a steam thumper working through the night, and have a gathering post or 4 to collect its precious black seed.
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Showing 1-7 of 7 comments
Sulo Hayha Apr 26, 2018 @ 8:33pm 
Use automatons for 24h operation.

Can't really see how moving the shifts over to the night would help, unless you could ADD a shift, but then you might as well just employ more people in the day for things like workshops and that seems like a balance issue.
xfor Apr 26, 2018 @ 11:51pm 
You can use emergency shifts, but they increase disconent significantly and have a high chance of people dying, especially if heat at work is not comfortable.
Hard Rooster Apr 30, 2018 @ 8:33am 
I had this thought last night, would sure be convenient to be able to double the number of workers in a facility and run a graveyard shift, for those times when you have a bunch of unemployed people and no rescources to put them to work in shiny new buildings.

Maybe balance could be that the buildings break down more often due to a lack of downtime maintenance, because the balance issues should be pretty obvious. It would make the game massively easier, so something would have to give elsewhere to balance it out. More expensive buildings maybe? Night shift people are more discontented? Would totally be useful in the first and third scenarios though as I had many people sitting on their hands mid game.
SIX Apr 30, 2018 @ 8:44am 
you should be running emergency shift on all workshop from the start i think ill do a guide i see way too many questions on early game.
Skirlasvoud Apr 30, 2018 @ 8:57am 
Originally posted by xfor:
You can use emergency shifts, but they increase disconent significantly and have a high chance of people dying, especially if heat at work is not comfortable.

The extended shift bit. Does it also carry a chance of dying?


Originally posted by ΣIX:
you should be running emergency shift on all workshop from the start i think ill do a guide i see way too many questions on early game.

Unless you're going for a 0 death game of course. Then you shouldn't be.
Setzer Apr 30, 2018 @ 9:08am 
The 24h Shift is perfect on day1. As long you turn the generator before 18:00h 0 people will die. Likely a exploit because the people start in perfect health and food.

Extended Shift gives 0% chance of dying. As long you can keep discontent below the limit you can push people as hard as you want. A necessity on Hard difficulty. (if anyone beat hard without it let me know).

About automatons remember they area a little worse compared to human labor (around 10% worse) until you give them at least 1 upgrade. (With 2 they become better).
Last edited by Setzer; Apr 30, 2018 @ 9:09am
Skirlasvoud Apr 30, 2018 @ 9:15am 
Originally posted by Sterrius:
About automatons remember they area a little worse compared to human labor (around 10% worse) until you give them at least 1 upgrade. (With 2 they become better).

That's not true from my experience.

I had a coalmine, without further efficiency bonuses. 10 engineers would produce 24 coal per hour. My automaton would produce 14.4 per hour.

However, the Engineers work 10 hour days. 14 on extended shift. That's 240 or 336 coal per day respectively. Ordinary Workers fare worse.

The Automaton works 24 hours per day. That's 345,6 Coal per day.



In my view, Automatons start off slightly better than the best your society can offer. Then they just get better than them with every upgrade.
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Showing 1-7 of 7 comments
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Date Posted: Apr 26, 2018 @ 7:25pm
Posts: 7