Frostpunk

Frostpunk

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SMILEDOZER Jun 5, 2018 @ 1:12pm
Londoners
DUDE....THEY NEVER GO AWAY. no matter what I do. They're usually my downfall. Halp? What buildings or tech will help me get rid of them? I've only been playing for 2 days now...im not too terrible, but I always end up losing in city builders one way or another. I've been banished like 80 times now. plz halp me wins?
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Showing 1-15 of 18 comments
Elitewrecker PT Jun 5, 2018 @ 1:23pm 
High hope, low discontent, they'll leave the group. You unlock the choice for 2 new law trees that give buildings to help manage that.
Yorien Jun 5, 2018 @ 10:08pm 
Originally posted by *IC* Generic Clapton:
DUDE....THEY NEVER GO AWAY. no matter what I do. They're usually my downfall. Halp? What buildings or tech will help me get rid of them? I've only been playing for 2 days now...im not too terrible, but I always end up losing in city builders one way or another. I've been banished like 80 times now. plz halp me wins?

When you reach Londoners phase two new law trees appear (Faith an Order) that have buildings specifically designed to control hope/discontent.

You must start electing some laws from those trees and then build.
SMILEDOZER Jun 5, 2018 @ 10:24pm 
Yeah I know about the other trees. they didnt do much for me even when i built the churchs and the guard towers, etd.. guess i should just keep trying
Kristoffer Jun 5, 2018 @ 11:13pm 
Faith is the easier one in my experience.

Get churces and remember to use the events in them, such as prayer.
stevasaur Jun 5, 2018 @ 11:15pm 
In general, the churches and watch towers are just the first step towards combating the Londoners. Their effectiveness is...minimal, compared to some of the other options.

-First off, make sure you NEVER break a promise between the Fall of Winterhome and the end of the Londoners events. It's much better to simply say "no" and take a minor discontent hit than to suffer both a hope and discontent hit for failing a promise. The two you particularly want to watch out for are the "Cold Homes" and "Hungry People" ones, since those are the most finicky. (Hungry people is just plain bugged, since the colonist AI doesn't prioritize eating higly enough: in a large enough settlement, you can literally have folks getting hungry while your other guys are going to get food. Also, I've had it fail while the UI told me I have 0 hungry people and 100 food rations in the bank. "Just Say No" to feeding starving people.)

-I'll be honest: the hope boost from having folks near a Church/Watch/Guard Tower is fairly minimal. I actually did much better on the Refugees scenario (where managing Hope and Discontent is one of the main features) when I just forgot about keeping my houses near Churches/Watch/Guard Towers and focused my resources on keeping everyone fed and housed (and cramming as many Tents/Bunkhouses into the Heat Zones as possible). There are other Hope/Discontent management tools further in the tree that are significantly more effective.

-More specifically, if you see a Law labelled "The Temple" or "Propaganda Centre" TAKE IT. Those buildings have special abilities that boost Hope by an insane amount. The Prison is kinda meh, in my experience: it's mostly focused on managing Discontent, and you as a player have significantly more ways to combat discontent (better housing, turning off soup, keeping folks warm, etc) than Hope (which basically requires specific buildings/decisions to manage that don't really synergize with your other needs). However, the Prison does unlock some more-beneficial options in Londoner events, so it's worth grabbing.

-Order and Faith have different approaches overall. Faith abilities generally require excess Food Rations as fuel, and are commensurately more powerful overall (IMHO). It also lets you throw manpower at certain problems (heating, medical care) rather than engineers/coal. The downside is that the Faith abilities generally have a higher cost, and their buildings are seemingly DESIGNED not to fit neatly into your city. Order has a couple abilities that also require food, but the main Discontent/Hope management buildings for Order are the Guard Tower and the PRopaganda Centre, respectively. With Order, you DO generally want to have the towers built in your housing areas, since they passively lower Discontent and raise Hope. As a bonus, they are the same size as houses, so you don't have to screw up your building pattern just to make room for them. Order has more ways to increase workplace efficiency as well. The downside to Order is that their active abilities aren't as strong as Faith (again, IMHO) until you get to the latter part of the tree.

-On a more general note: rushing to get a comfy resource income is almost always the smart thing to do. If you have to choose between upgrading some Tents to Bunkhouses and upgrading the Sawmills to Steam Sawmills, 9 times out of 10 it's better to upgrade the Sawmills, because then you'll be bringing in a resource surplus and can use the incoming wood to upgrade Bunkhouses anyway while you're waiting for the next research.

-Finally: cluster buildings together, if you can. I like to build my Coal Thumper near my Steelworks sites, because then it just takes one steam core to cover the Thumper, Gathering Posts and Steelworks. That saves Coal, and also allows you to use various Efficiency-increasing add-ons more effectively (Shrines in the case of Faith, Agitators in the case of Order).
11:11 Jun 6, 2018 @ 4:44am 
I choose order and build my towers in and around residential area, that way most of the populations are under the influence of towers.Then build the prison it has the ability to arrest the people with discontent,if you click that ability often the londener''s strength will drop eventually.The final thing is you can build propagenda center and start pumping up hope from this building. Use propagenda center, Patrols from Watchtower and arrest the Londoners will end the crisis. I think " Order " path is the easiest one :D

Don't do anything that will drop the " Hope " meter falls and you'll be fine.
ALPHA CHAD SIGMA Jun 6, 2018 @ 8:57am 
after watch tower:steammocking: is gauard tower then head to prison and keep going down that line and you unlock the order that way you want have to worry about hope and if theirs discontint do a public hanging ;].That should bring them back to order :steammocking:
Tin Can Jun 6, 2018 @ 9:42am 
Build the Temple and use the prayer options in it. Also choose the Faith Keepers and use the procession around the generator. And keep spamming those options every chance you get. Gets rid of them every time.
Gestum Jun 6, 2018 @ 11:52am 
In my experience, nearly all problems with Frostpunk go away if you prioritize research. Build three workshops early in the game and have your scientists researching continuously, you may even put in an emergency shift from time to time to speed up research. If your people live in comfortable conditions (always warm, always enough food) which you can ensure with research unlocking better heating, insulation and improvements in the food area (and of course: don't break promises), they'll be in a jolly good mood and will leave the ranks of the Londoners soon.
Last edited by Gestum; Jun 6, 2018 @ 11:53am
JuX Jun 6, 2018 @ 12:08pm 
Faith is the easiest way to deal with them. I even tried out without taking faith keepers and you have plenty of time to get rid of them. Haven't really paid attention but i think you have more time to deal with them, the faster you rush the event, rather then letting it unfold by default,

If it seems like you dont have enough time at the end for few followers, then turn off extended shifts until you have 0 decent and londoneers will drop like a rock with high faith.
SMILEDOZER Jun 6, 2018 @ 6:43pm 
Originally posted by Gestum:
In my experience, nearly all problems with Frostpunk go away if you prioritize research. Build three workshops early in the game and have your scientists researching continuously, you may even put in an emergency shift from time to time to speed up research. If your people live in comfortable conditions (always warm, always enough food) which you can ensure with research unlocking better heating, insulation and improvements in the food area (and of course: don't break promises), they'll be in a jolly good mood and will leave the ranks of the Londoners soon.

Good point. I've actually considered this. Thanks for your input.
Ghostlight Sep 4, 2018 @ 4:22am 
Why can't I just just kick them out? I have 80+ people idle even when every job in my city is maxed, I do not need them. They are ruining my enjoyment of the game tbh. I'd rather just expand my city and fight the cold.
Last edited by Ghostlight; Sep 4, 2018 @ 4:24am
ChaosMind42 May 28, 2022 @ 4:21pm 
I also was a little bewildered to realize that there just is no option to kick all Londoners out, to me it would be the most sensible way to solve the problem.
Amanoob105 May 29, 2022 @ 5:02am 
You can kick them out, just wait for the story arc to run its course and if there are still any left that want to leave (there's a reason the purpose laws of Faith and Order are unlocked at the same time they turn up) you are given four options;
(Not actual names of options :steammocking:.)

-"No one disobeys me!" Order the faith keepers/guards to force them to stay (technically these are two options, but you can only select one of them depending what what purpose laws you picked and they do the exact same thing).
-"No, stay, you'll die!" Gets some of them to stay while the rest still walk off. Only an option if you have high enough hope. Low enough hope and it isn't even an option.
-"Good luck, have fun and here's something for the road." You let them leave but give them some supplies.
-"So long a-holes, you won't be missed!!" The option you both want.

There's also the option of rushing your way down the purpose laws to the final option, at which point you can also kick them out before the arc comes to an end.
So long as your definition of "kick them out" includes the option of just their souls being kicked out while their bodies remain, thanks to your newly built execution platform.
Bonus points if you took the snowpit and now have lots of new organic fertilizer :steamhappy:.
MooJitsu May 29, 2022 @ 8:38am 
Just become a Dictator and get rid of em. EZ.
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Date Posted: Jun 5, 2018 @ 1:12pm
Posts: 18