Frostpunk

Frostpunk

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Jekko Oct 8, 2018 @ 10:33am
Children and corpses, what to do?
I'm never quite sure what choice to make on the two mechanics. Child labor is useful early on, but mid and late game you are bloated with workers. How big are the bonuses given by the shelters? Can they substitute additional workshops and infirmaries? Corpses in the cemetery add little hope while the "evil" choices seem much more useful.

What are your thoughts?

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Showing 1-13 of 13 comments
Aturchomicz Oct 8, 2018 @ 12:04pm 
Originally posted by Valdr:
I'm never quite sure what choice to make on the two mechanics. Child labor is useful early on, but mid and late game you are bloated with workers. How big are the bonuses given by the shelters? Can they substitute additional workshops and infirmaries? Corpses in the cemetery add little hope while the "evil" choices seem much more useful.

What are your thoughts?
Child Shelter with Aprentice for Engineers and Corpse pit with Organ Transplants are the best choices overall.
Last edited by Aturchomicz; Oct 8, 2018 @ 1:40pm
Dickie Oct 8, 2018 @ 1:38pm 
Originally posted by Aturchomicz:
if nobody dies then build the cementary because that doesnt negetivley inpact the city in any way and the corpse pit would just make everyone sad without giving anything in return
This isn't true. Organ transplants gives the 20% bonus even without corpses in the corpse pit.
Last edited by Dickie; Oct 8, 2018 @ 1:39pm
Archemyre Oct 8, 2018 @ 6:53pm 
Well that's just silly.
Panterich Oct 8, 2018 @ 11:39pm 
Shelter production bonus for workshop is only noticeable if you have 1 workshop. And bonus for healing is also not significant end game if you have other bonuses - people are healing fast enough already. So think more about hope, if you need a boost - take shelters.

There is no reason for leting people die, except for rare scripted events, so with cemetery you get a slightly more when signing the law and not much later. Organ transplants bonus works even before and without any deaths (for medical automatons also) so its kind of a huge boost.
Explore Oct 9, 2018 @ 12:57am 
Corpses in a cemetary aren't meant to add hope - having a cemetary means you lose less hope when you have a death, but the corpses themselves do nothing. Shelters are good at adding hope, but only if you can get all the children in them, and for some scenarios you may need to build several.
L37 Oct 9, 2018 @ 4:06am 
IMO in terms of how usefull they are all the choices make VERY little difference. They might help a bit in some situations, but this situations can be usually avoided in the first place.
So might as well choose good/bad option according to what you are roleplaying or what you like more...
Rocinante Oct 10, 2018 @ 1:48pm 
Child labor has only limited beneifts if you don't sign Child Labor All Positions. For me, Child Labor leads me to use Thumper as I have free labor for all the Gathering Posts. Without child labor I usually opt for Coal Mine instead.
Jekko Oct 12, 2018 @ 6:46am 
Found another interesting combo: with faith and safe child labor you can use children to man the houses of healing, that frees up all medic positions so engineers can focus on research.
Cyberpunk Falangist Oct 12, 2018 @ 11:46pm 
child labor is great on the faith build for staffing houses of healing/field kitchens so you can free up engineers for workshops
PhailRaptor Oct 13, 2018 @ 3:28am 
I don't see any reason to specialize the Children to assist with Research. It's a very small bonus, that is eclipsed entirely by simply building an additional Workshop and staffing it. Assisting with Medicine, on the other hand, applies to every single Medical Post and Infirmary equally, which means each and every person who is ill will benefit. Again, it's not a large bonus, but it is applied very broadly, making it much more worthwhile.
Pzdos Oct 13, 2018 @ 3:36am 
Imo child labor is useful only in refugee scenario. Shelters give permanent hope and healing boost which are much more important. Cemetery or organ transplantation is not so critical law as others and I take them the last. But imo cemetery is slightly better cuz in a New Home scenario it gives a good number of hope which is useful in Londoners event.
Jekko Oct 13, 2018 @ 3:40am 
Originally posted by 弁護士:
Imo child labor is useful only in refugee scenario. Shelters give permanent hope and healing boost which are much more important. Cemetery or organ transplantation is not so critical law as others and I take them the last. But imo cemetery is slightly better cuz in a New Home scenario it gives a good number of hope which is useful in Londoners event.

If you go the faith route child labor is superior. It gives you an advantage early game and mid-late game you can staff houses of healing and kitchens with children. Order is a different story.
sacommander Oct 14, 2018 @ 6:28am 
Originally posted by Valdr:
I'm never quite sure what choice to make on the two mechanics. Child labor is useful early on, but mid and late game you are bloated with workers. How big are the bonuses given by the shelters? Can they substitute additional workshops and infirmaries? Corpses in the cemetery add little hope while the "evil" choices seem much more useful.

What are your thoughts?

children shelters are savage late game. The buff children engineers or medial assits give the respective buildings can be a masive help but its very hard going doing that road early game if you play on hard or higher as the resource income is low
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Date Posted: Oct 8, 2018 @ 10:33am
Posts: 13