Frostpunk

Frostpunk

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Zeal Sep 3, 2018 @ 1:21am
Need help with The Refugees scenario
I'm trying to do a run where I save literally everyone (other than Lord Craven, apparently he dies no matter what) and clear all the reqs for the lords to blend in with everyone, rather than getting rekt on arrival, as as well as no deaths. I can't figure out how to clear it like that. At first, it was just a dearth of resources and the inability to heal people. When I got that figured out, my research wasn't fast enough because all the engineers are in infirmaries, and the generators don't reach far enough, so everyone got ill. If I focus on the research, I don't have enough engineers. Using 24hr emergency shifts practically guarantee a death mid-way in the game. I am stumped...what should I do here? How did you clear?
Last edited by Zeal; Sep 3, 2018 @ 4:42am
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Showing 1-12 of 12 comments
GlassDeviant Sep 3, 2018 @ 5:00am 
You can sorta save Craven, in that he wanders away from camp on his own if you save him from the lynch mob making his death not count against you, after all it's entirely possible (though not likely) that he survives on his own.
Last edited by GlassDeviant; Sep 3, 2018 @ 9:47pm
MoreLenore Sep 3, 2018 @ 8:52am 
My recommendation is to focus less on your tech upgrades and more on your infirmaries. The way I see it, if you divert all of your attention to building additional infirmaries/medical outposts and plan for having your reasearch put on hold for the most part until your people are adequitely heated and healed... your refugees will get healthy faster and your engineers will free themselves up as your infirmaries empty. I tend to go the route of upgrading the generatior to full capacity before I go for steam hubs so by the time I'm in need of steam hubs my added infirmaries are emptying and I'm dismantling them. I've found that I end up dismantling research to make room for temporary infirmaries and housing and then relocate them when I build replacements (around steam hubs typically) and then upgrade my hubs.
IMO tech upgrades dont need to be as speedy as they are in the start of the scenario. Ideally you should always be researching but sacrifices have to be made somewhere...
SeriousCCIE Sep 3, 2018 @ 4:07pm 
You say lord craven dies no matter what? he barely was even in mine. I found the boat, he showed up, we all were hopeful and contented, and it ended. he didn't die.

It hardly even talks about him once he arrives. discontent under 25% and hope over 50% or something was managable by using building abilities and working regular shifts and it was pretty anticlimatic considering I was expecting a major death scene with brains splattered against giant steam machinery with a backdrop to the future of bloodly revolution!

but it was actually quite pleasant. nothing bad happened.
GlassDeviant Sep 3, 2018 @ 9:48pm 
You didn't get the lynch mob, forcing you to choose between saving Craven or letting the mob rip him to pieces?
Zeal Sep 3, 2018 @ 11:11pm 
Originally posted by More Lenore:
My recommendation is to focus less on your tech upgrades and more on your infirmaries. The way I see it, if you divert all of your attention to building additional infirmaries/medical outposts and plan for having your reasearch put on hold for the most part until your people are adequitely heated and healed... your refugees will get healthy faster and your engineers will free themselves up as your infirmaries empty. I tend to go the route of upgrading the generatior to full capacity before I go for steam hubs so by the time I'm in need of steam hubs my added infirmaries are emptying and I'm dismantling them. I've found that I end up dismantling research to make room for temporary infirmaries and housing and then relocate them when I build replacements (around steam hubs typically) and then upgrade my hubs.
IMO tech upgrades dont need to be as speedy as they are in the start of the scenario. Ideally you should always be researching but sacrifices have to be made somewhere...

Thanks, I'll give your suggestion a go. Just for kicks, I also tried to go full automaton, that way people won't have to work (therefore won't get sick). It worked for some time but it caught up to me...maybe some adjustments can get it working.

I also realize the Order route is far better than the Faith route here, when resources are tight. The Foreman ability works far better than the shrines.
Last edited by Zeal; Sep 3, 2018 @ 11:12pm
Zeal Sep 4, 2018 @ 12:54am 
FINALLY I got it. Took me a while to figure it out, but the scenario isn't very forgiving. One mistake or missed research, and the problems cascade.

I've identified some key progress points that one must have in order to succeed with such an outcome:

  • Order, not faith. Foreman ability will get all your productivity buildings a lot of progress, same for research. Prisons and patrols will destroy discontent.
  • I used 4 workshops. More is just a waste of space, of which you have very little.
  • Extended shifts early in the scenario helped a lot as well.
  • Always research Infirmary and Infirmary mechanization. You'll need to get it all done by the time the 2nd sick wave hits.
  • Also research Hunting Tactics. Gives you extra manpower when needed.
  • Use Outposts as soon as you have a chance. They will save you a lot of agony with resource shortages. *VERY IMPORTANT*
  • Build automatons with at least 1 integration research completed for the coal mines, wall drills, and steel mines. Interchange the automatons with manpower as needed if a resource is short on supply and you need automaton to gather 24/7.
  • Don't leave scouts hanging on to resources for too long. Hit 4-5 points, then have them return with resources, no matter where you're at.
  • Don't kill the scientists at the camp. Bring them back by force. The extra engineers will help a lot for manning infirmaries.

I resolved the class conflict 2-3 days early, with resource to spare.
Last edited by Zeal; Sep 4, 2018 @ 4:29pm
Aturchomicz Sep 4, 2018 @ 4:09am 
Originally posted by Brazil:

  • Don't kill the scientists at the camp. Bring them back by force. The extra engineers will help a lot for manning infirmaries.

I resolved the class conflict 2-3 days early, with resource to spare.
Better question is why you wouldnt bring the scientists with you?They would die out there and they are also extra free manpower
Zeal Sep 4, 2018 @ 4:23pm 
Originally posted by Aturchomicz:
Originally posted by Brazil:

  • Don't kill the scientists at the camp. Bring them back by force. The extra engineers will help a lot for manning infirmaries.

I resolved the class conflict 2-3 days early, with resource to spare.
Better question is why you wouldnt bring the scientists with you?They would die out there and they are also extra free manpower

Eh you know...morality, honoring their last request, etc...plus, I don't know if bringing them back would trigger another "needs" scenario when my resources were already tight.
『存在』 Sep 4, 2018 @ 4:25pm 
1. Use child labor to increase the work force.

2. You can use this trick on emergency shift on workshop

1. build 2 workshops
2. emergency shift one workshop A at 08:00, take out all the workers, and close the workshop A.
workshop B works as usual.
3. at 1800, places back all the workers at workshop A and re-open workshop A.
4. Repeat on workshop B on the next day.

No one will die if you use emergency shift in this way.

DON'T get soup, regular meal is good enough. With soup, you won't able to lower discontent fast enough for emergency shift for workshop per day.

Once techies are up, you should be fine.
Last edited by 『存在』; Sep 4, 2018 @ 4:38pm
Zeal Sep 4, 2018 @ 7:31pm 
Originally posted by 山寨GT-R R35:
1. Use child labor to increase the work force.

You sick, twisted bastard.
erneiz Sep 4, 2018 @ 9:03pm 
No Child Labor is perfectly doable in Hard. In Survivor though, I am not yet aware of a working strategy that can lead to no death that doesn't involve child labor. But, maybe I should try that sometimes.

Also, unlike OP, I swear by Faith because of the House of Healing. I basically don't build or even research Infirmaries in this scenario. I suppose this is because from experience of my early days; even though technically you can get Infirmaries fairly early; I focused on other things that seemed immediately more important and this ended up me not having the time to start researching Infirmaries until after the first lords show up, and that was just too slow. As a bonus, Houses of Healing can be staffed entirely by Children, freeing Engineers.

I suppose I should've tried on making the other route works as well, but since I have found Radical Treatment to be the perfect alternative, I never got around to solve that puzzle. Though unsurprisingly, unlike in New Home, I often end up needing more than one hand to count the number of amputees by the time I got to HoH, even though I got to HoH earlier in this scenario than in New Home. This scenario is really unforgiving.
Last edited by erneiz; Sep 4, 2018 @ 9:03pm
『存在』 Sep 5, 2018 @ 3:06pm 
Originally posted by Brazil:
Originally posted by 山寨GT-R R35:
1. Use child labor to increase the work force.

You sick, twisted bastard.
Without child labor, it is immpossible to have zero death in survivor mode.
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Date Posted: Sep 3, 2018 @ 1:21am
Posts: 12