Frostpunk

Frostpunk

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xnavigator Sep 22, 2018 @ 12:40am
tips for winterhome?
Hi guys, first of all I want to say that i like the new scenario, it added a bit of diversity to the game...


but I can't win it :). Any tips on how to proceed without spoilers ?

Thanks
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Showing 16-30 of 35 comments
Cougarific Sep 24, 2018 @ 9:42am 
Originally posted by CryoEngine:
ok i got a few tips :

1. manage your hope Early on with either Faith or Order.

2. your population wont grow so dont build anything you wont need.

3.get Automatons And their Upgrades as Early as you can so you can have Engineers for later (Really important)

4.later in game when the *thing* happens , you can take down unused houses for steel.

5. for a the best ending you will need alot of steel - food rations and Coal so be mindful of that.

6. the temp drop is not in this so you can take the engineers whenever you can get them . ( you will see what i mean)
Fascinating that I did everything pretty much the exact opposite of these recommendations and completed the scenario with 499 of 500 people saved. :steamshrug:
xnavigator Sep 24, 2018 @ 9:45am 
well, considering you need to put engineers in reasearch + medial posts + repair, plus you need to send 25 engineering at the beginning you remain pretty soon with few of them (at least that was my problem)....

also going to west you get an automatons, and it also helps a bit.... so i think it's the best advice to follow
Cougarific Sep 24, 2018 @ 9:48am 
Originally posted by xnavigator:
also going to west you get an automatons, and it also helps a bit.... so i think it's the best advice to follow
If you leave the Automaton on the bridge you can set up an Outpost on the other side to deliver 100 Steel every day. That's huge when you get to the endgame (building cabins on the Dreadnought).

Also automatons will only function sporadically once the generator starts to fail because they'll have nowhere to refuel. I saved 499/500 with no automatons in my city.

But this is what's great about Frostpunk, there is no "One Right Way" to play - figure out what you want your approach to be and make it work! :steamhappy:
Last edited by Cougarific; Sep 24, 2018 @ 9:49am
Panterich Sep 24, 2018 @ 10:13am 
Originally posted by xnavigator:
well, considering you need to put engineers in reasearch + medial posts + repair, plus you need to send 25 engineering at the beginning you remain pretty soon with few of them (at least that was my problem)....

also going to west you get an automatons, and it also helps a bit.... so i think it's the best advice to follow
You start with 60 with random number of them being gravely ill and/or amputees, but usually at least 55 are OK. That leaves you with 5 full medical posts and 3-4 full workshops. Its more that enough for first couple of days, during which you deal with ill people. If you sign extended shifts law, 3-4 workshops will let you get all the important research techs before repair station is available (unless you rush it, which makes little sense). And you can get most of new techs researched before first generator break. Generator breaks at night, so you can assign all 60 of you engineers to repair station (55 is enough tho) before the break and fix it really fast. At that point you don`t need medics or researchers, so I think this is a good time to send first 25 to Dreadnought (instead of doing it earlier).
kaganpunchwood Sep 24, 2018 @ 12:04pm 
Originally posted by Cougarific:
Originally posted by xnavigator:
also going to west you get an automatons, and it also helps a bit.... so i think it's the best advice to follow
If you leave the Automaton on the bridge you can set up an Outpost on the other side to deliver 100 Steel every day. That's huge when you get to the endgame (building cabins on the Dreadnought).

Also automatons will only function sporadically once the generator starts to fail because they'll have nowhere to refuel. I saved 499/500 with no automatons in my city.

But this is what's great about Frostpunk, there is no "One Right Way" to play - figure out what you want your approach to be and make it work! :steamhappy:

You don't really need the steel outpost, but you need to get the 2 advanced steel plants in fairly early if you don't. You can leave them generating steel until the very end, you don't need to dismantle them for cores as long as the scouts pick up all the available cores from the map.

I didn't build any automatons as there are so many people, you don't really need them. I only put a factory in late game, and that only because I ran out of other things to research and wanted to get the prosthetics made.

I had enough coal from 3 steam thumpers along with the necessary gathering posts, so didn't see the need for coal mines anywhere along the line.

The two things that I had shortages of were wood at one point (wished I'd upgraded the wall drill earlier) and steel late on (wished I'd got the advanced steel upgrades in sooner). Still made it with the steel though (no outpost), but tighter than would have liked.

For sure no 'right' way, so many permutations it makes your head spin. I can't remember the exact lie we are given the option to tell earlier on (about the other city), but boy does the game make you pay for it ! Going to try the truth next time...can't be worse surely ?

Oh, and Faith Keepers (or the Order equivalent). Mucho pain without them. You still need them right at the very end just after the last 50 people go off, but I guess everyone's going to die after that anyway, so a 2 day warning to get hope up to 25% didn't make too much difference at T minus 1 day.

Last edited by kaganpunchwood; Sep 24, 2018 @ 12:07pm
Kazmor Sep 24, 2018 @ 12:10pm 
Originally posted by xnavigator:
guys, the automatons, where do i find it ?
play the other scenarios first.
Chainrule Sep 30, 2018 @ 11:45am 
Some of you seem to have the wrong idea about automatons, they are really free walking depots that you can have work for you. You have to build the factory anyway for the prosthetics so you may as well build automatons also.
Pigeon Sep 30, 2018 @ 1:41pm 
Automatons required for this map, couldnt see it at frist but they are the best way to get a ton of steel due to the fact they can work 24/7. They are also good for working a coal mine or 2. Thumpers are horrible on this map since you will need alot of coal to beat the failing generator but at the same time are sending alot of people to the ship so you are loosing your workforce.

Also automaton on the bridge is needed for that iron later, you will need to help reach the max ship obejctive.
Chainrule Sep 30, 2018 @ 2:09pm 
Coal thumpers work fine on this map, the real limit is the number of available steam cores so coal mines are out. I only use a steam wall drill and factory, the rest of the cores go to automatons. If you are going to do this send your day one scout to the dreadnought path to collect steam cores.
Brikinhos Sep 30, 2018 @ 3:39pm 
I think coal thumpers are the best building for coal. You have a lot of people in your city, even workers kids who can work in gathering post.
Hobo Misanthropus Sep 30, 2018 @ 3:45pm 
Radical Treatement > Overcrowding > Organ Harvesting > House of Prayer > Shrines After that, you can react to changes, but if you can't accomplish those treatement paths in that order, your chances of success plummet on Survival to almost 0%.

Avoid building a care house, or as I call them, Kill houses. Because the AI is screwed up, people will wander between Care House and Medical post and die eventually, and/or never recover and pile up the sick/diseased.

Industrial Hothouse is very, very useful in this scenario, particularly late game. Flying hunters are very nice too and can be rushed early

Charcoal Kiln really comes into its own here. WIth an Advanced Wall Drill, and fully upgraded Kiln, two Kilns and Two thumpers can keep the city full of coal in addition to the outpost coming in. This extremely good Labor-to-coal ratio comes into play later on in the scenario. This also saves previous steam cores (Which would instead be used on Coal Mines) for the final task of the Scenario.

Heaters and Insulation tech should be on top priority when you complete the first stage of generator investigation (Primary MIssion) It will become obvious why later. House Redesign and Insulation should be taken eventually too.
Pigeon Sep 30, 2018 @ 4:28pm 
Steam cores are not an issue with the coal mines, when you are about to leave just dissemble the mine or 2 to get back the cores that is all. Should have a core or 2 left for the snow cat.

Otherwise the main issue is that your ethier need to upgrade the cookhouse and get the faith food-heat thing or have generator at least 3 to keep generating food at the end due to the exterme cold.

A thumper to get full use with a steam thumper takes 50 people in total, there a problem with that in this scenario when at the end you have sent all but about 100~ to the evac
Hobo Misanthropus Sep 30, 2018 @ 5:10pm 
Originally posted by Pigeon:
Steam cores are not an issue with the coal mines, when you are about to leave just dissemble the mine or 2 to get back the cores that is all. Should have a core or 2 left for the snow cat.

Otherwise the main issue is that your ethier need to upgrade the cookhouse and get the faith food-heat thing or have generator at least 3 to keep generating food at the end due to the exterme cold.

A thumper to get full use with a steam thumper takes 50 people in total, there a problem with that in this scenario when at the end you have sent all but about 100~ to the evac

Yeah, you do have to shift priorities once you start the evacuation. And you're also up against a research barrier since your engineers are going to be dumped on repairs.

I made the mistake of sending the extra wave of engineers to the Drednought, so I was 45 engis down in the end. I needed the hope boost to get through though because of the Care House bug I described ealier.
So I sat down yesterday for my first play through, made a couple of errors while i was understanding the level and I got a bit further in.

Tonight decided to sit down and start again on the scenario and not to repeat my same mistakes however i noticed from the start or early into the game a lot of my civilians were dying quickly due to lack of treatment. Now on my first play through I had a large numbers sick but not dying as often but now they are falling really quickly.

Bug or an quick update to effect the game?
redeye84 Oct 1, 2018 @ 1:49pm 
I manage to save all 500, with fully upgraded Dreadnought and enough coal and provision.

Here are my tips .

Gathering post as many as possible early on, clear rubble and gain resource.
Scout early. Get double scout so you can get steam core quick.
Get steam coal mine so you can move outpost for steel. You are gonna need it.
I choose Faith as its easy to gain hope and reduce discontent though free sermons.
Plus Faith Healer is the true life saver. Spare me losing tons of hope from people dying
Build 2 automation for 24/7 steel mining.

Edit
ALmost forgot late stage, forget about the weather station, just grab the engineer to help with repair station.


Last edited by redeye84; Oct 1, 2018 @ 1:50pm
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Date Posted: Sep 22, 2018 @ 12:40am
Posts: 35