Frostpunk

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A new home: never enough food on hard
Been trying the new home scenario on hard for a few times already, but even at the start, food goes down way too quickly. Hunters bring in raw food, but the moment it's turned into a ration, it's gone in seconds.

More and more people are getting hungry and I can't build/research up against this.

Even when going for soup and two hunter cabins as quickly as possible, it's never enough.

What am I doing wrong?
Originally posted by amordron:
Originally posted by Ceejay:
Only having 2 hunter cabins i imagine is where you are going wrong....build more. You may have to do the juggling trick of assigning workers from other areas overnight to the hunter cabins, then in the morning once they arrive back with food, put them back where they were.

You cant juggle between them this was fixed long ago. Doing so will mean the workers do not work the day after a hunt.




The reason you are having food issues is a few:

1) The big one you are playing from behind. A hungry person eats 2X the food of a normal person 1 food to get to normal status one to get to full. A starving uses 3 one to get hungry than the 2 mentioned before. As such you need vastly more food than just dealing with the problem before it becomes a issue.

2) your using soup. Soup is fine and all in hard+ really just extreme, but sawdust is better esp if having food issues. IN extreme the sick scaling of sawdust gets to the level soup is better in many cases but on the lower diffs like hard or less sawdust is better.

3) day 6 only 2 hunter huts is to little. One hunter hut with gear is 20 food per day. x2 = 40 per day. Using soup this equals 100 rations a day. With sawdust 120 rations a day.

On day 6 you should have > 100 people as you would of found at least the lost expedition. This means you need at least >100 rations a day just to keep people happy furthermore to get them out of hungry status so your 2 hunter huts is NOT enough. With sawdust they would be till 120 pop with soup its only enough till 100. As such you need a third to reach 150 pop IF soup or 180 pops if sawdust. This will allow you not only to produce enough for your pop but to have extra to get people out of hungry state.



You should be placing 2 hunter huts night 2 and staffing them to produce enough food for starting pop. These two when placed this early are enough to keep your people happy to rush scout the auto at bridge take it apart and send back steam cores.

This gives you the option of keeping with hunters and getting hunter tech OR don't get hunter tech get hothouse tech and use the 2 cores for hothouses. The hothouse way supports 260 pop between two hothouses with only 20 workers on extended where for hunters you would need 5 hunters to support the same or 75 hunters so quite a number more people but don't need cores. If going order and as such child apprentices the hunter way is much better if planning faith and as such going child labor the hothouse way is better as hothouses can use kids. Leaving thumpers as the non core resource that also uses kids.

IF staying with hunters you need a third hunter the moment pop reaches 100 if soup 120 if sawdust so as soon as you get the first scouting location. Hothouses you can delay for using only two hunters than selling them once hothouses is up getting no hunter tech. As the hothouses will produce enough extra to deal with the odd hungry that build up during the time waiting for the cores if rushing that location.





In short its not impossible you jsut need to learn to read tooltips the info is right there. If you read would of known how much food you where producing (or looked at the economy tabs which shown production and use) as such you would of known your production is just to low. Even if you had no sick hunters and they worked at max rate. You having sick hunters in this case had little to do with your issue. You should be playing a lower diff first to learn the basics of the game really than jumping right to hard esp if not going to bother to read tooltips as the amount of food production and use dose not change between diffs. Higher diffs only decreases the time till death from hunger not the food people use if you are correctly feeding them as everyone eats every 24 hours regardless of diff and eats the same amount regardless of diff. So the problem and the fix is the same as on easy. As the amount of food production you need is exactly the same as on easy.
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Showing 1-8 of 8 comments
Ceejay Apr 5, 2020 @ 6:05am 
Only having 2 hunter cabins i imagine is where you are going wrong....build more. You may have to do the juggling trick of assigning workers from other areas overnight to the hunter cabins, then in the morning once they arrive back with food, put them back where they were.
Bobywan Apr 5, 2020 @ 6:41am 
How are you medical posts ? If they are not full, go for sawdust, more food and a little more sick. Acceptable number of sicks on hard (not recommended for extreme/survivor).
For research, you need at least 2 workshops, and basically all your engineers not working in medical facility going in workshops to get faster tech.
Last edited by Bobywan; Apr 5, 2020 @ 6:44am
Abomination72 Apr 5, 2020 @ 7:15am 
I'm on day 6 now. Two hunter huts, using soup and just researched hunter's gear.
Hunters come back from a trip and once the cookhouse starts, both raw food and rations drain to zero.

Healthcare is doing well. Only 3 out of 30 hunters are in health care at the moment. And they are producing.

Got 51 hunry and 28 starving already.
This is impossible.
Last edited by Abomination72; Apr 5, 2020 @ 7:18am
The author of this thread has indicated that this post answers the original topic.
amordron Apr 5, 2020 @ 1:44pm 
Originally posted by Ceejay:
Only having 2 hunter cabins i imagine is where you are going wrong....build more. You may have to do the juggling trick of assigning workers from other areas overnight to the hunter cabins, then in the morning once they arrive back with food, put them back where they were.

You cant juggle between them this was fixed long ago. Doing so will mean the workers do not work the day after a hunt.




The reason you are having food issues is a few:

1) The big one you are playing from behind. A hungry person eats 2X the food of a normal person 1 food to get to normal status one to get to full. A starving uses 3 one to get hungry than the 2 mentioned before. As such you need vastly more food than just dealing with the problem before it becomes a issue.

2) your using soup. Soup is fine and all in hard+ really just extreme, but sawdust is better esp if having food issues. IN extreme the sick scaling of sawdust gets to the level soup is better in many cases but on the lower diffs like hard or less sawdust is better.

3) day 6 only 2 hunter huts is to little. One hunter hut with gear is 20 food per day. x2 = 40 per day. Using soup this equals 100 rations a day. With sawdust 120 rations a day.

On day 6 you should have > 100 people as you would of found at least the lost expedition. This means you need at least >100 rations a day just to keep people happy furthermore to get them out of hungry status so your 2 hunter huts is NOT enough. With sawdust they would be till 120 pop with soup its only enough till 100. As such you need a third to reach 150 pop IF soup or 180 pops if sawdust. This will allow you not only to produce enough for your pop but to have extra to get people out of hungry state.



You should be placing 2 hunter huts night 2 and staffing them to produce enough food for starting pop. These two when placed this early are enough to keep your people happy to rush scout the auto at bridge take it apart and send back steam cores.

This gives you the option of keeping with hunters and getting hunter tech OR don't get hunter tech get hothouse tech and use the 2 cores for hothouses. The hothouse way supports 260 pop between two hothouses with only 20 workers on extended where for hunters you would need 5 hunters to support the same or 75 hunters so quite a number more people but don't need cores. If going order and as such child apprentices the hunter way is much better if planning faith and as such going child labor the hothouse way is better as hothouses can use kids. Leaving thumpers as the non core resource that also uses kids.

IF staying with hunters you need a third hunter the moment pop reaches 100 if soup 120 if sawdust so as soon as you get the first scouting location. Hothouses you can delay for using only two hunters than selling them once hothouses is up getting no hunter tech. As the hothouses will produce enough extra to deal with the odd hungry that build up during the time waiting for the cores if rushing that location.





In short its not impossible you jsut need to learn to read tooltips the info is right there. If you read would of known how much food you where producing (or looked at the economy tabs which shown production and use) as such you would of known your production is just to low. Even if you had no sick hunters and they worked at max rate. You having sick hunters in this case had little to do with your issue. You should be playing a lower diff first to learn the basics of the game really than jumping right to hard esp if not going to bother to read tooltips as the amount of food production and use dose not change between diffs. Higher diffs only decreases the time till death from hunger not the food people use if you are correctly feeding them as everyone eats every 24 hours regardless of diff and eats the same amount regardless of diff. So the problem and the fix is the same as on easy. As the amount of food production you need is exactly the same as on easy.
Last edited by amordron; Apr 5, 2020 @ 1:59pm
Abomination72 Apr 5, 2020 @ 2:14pm 
@amordron: thanks a lot for all these tips!

Last few tries, I didn't even have the beacon researched and purely concentrated on food, thinking this is the only way out, but alas.

Really need to give this a rest, cause I've been banging my head on it for almost the entire day. I thought I knew how to handle this, seen youtubers play it on hard somewhat of a year ago, indeed using the trick of job swapping. Didn't expect it to be changed this much.

Again, thanks a lot! Will give it another try later.
Ceejay Apr 5, 2020 @ 2:45pm 
Originally posted by amordron:

You cant juggle between them this was fixed long ago. Doing so will mean the workers do not work the day after a hunt.

Odd I have not noticed that. Though i have not played on hard it still seems to work on normal. Maybe I just have not noticed them not going back to work. They do go from working to food, I know that much, but I swear they are going back to work otherwise my gathering huts would not be producing and they are.

I am not saying your wrong, but it really does seem to work on my end, will give it another go, again its possible with lots of things going on Ive just not noticed it not working maybe.
amordron Apr 5, 2020 @ 5:48pm 
Originally posted by Ceejay:
Originally posted by amordron:

You cant juggle between them this was fixed long ago. Doing so will mean the workers do not work the day after a hunt.

Odd I have not noticed that. Though i have not played on hard it still seems to work on normal. Maybe I just have not noticed them not going back to work. They do go from working to food, I know that much, but I swear they are going back to work otherwise my gathering huts would not be producing and they are.

I am not saying your wrong, but it really does seem to work on my end, will give it another go, again its possible with lots of things going on Ive just not noticed it not working maybe.

It dose not work on normal or any diff.

They get a debuff going to rest after the hunt and wont go to work after. You can test via only putting people in the hunter post everyone else in gathing posts not doing anything not in range of anything. This way when you move the workers from hunters into eg a coal mine you will see no coal income as the ones in the gathering posts should not be in range of coal and the hunters that you moved to coal mines are forced to go rest. Need the gathering posts to make sure you send the correct workers to the mines after as a note.

Thou I will make a note been awhile since I tested it might of been the other way that after working they don't go hunt pretty sure it was the former thou. Either way the exploit was fixed. In which case the reverse test is the same have everyone work in gathering posts or anything during the day with no hunters than just move into hunters and see if you get the correct amount of food come day. Have a cookhouse with 1 worker and no starving so no raw food is eaten to cause a miscount.


The devs have confirmed it to be fixed as it was a "exploit" and as such corrected.

That being said they dint fix moving eng to medposts at night and workshops during the day so its well worth doing the same trick there.


The OP mentioning he dint have a beacon but was using that trick with 2 hunter huts. As he could not support his sub 100 pop (due to no beacon to find more people). Which would of been supported by 2 hunters if they where working. That puts the going to reset debuff to happen when they go to the hunters hut not to works after thou, so may be miss remembering exactly when the going to rest happens but in the end that it happens is what matters.
Last edited by amordron; Apr 5, 2020 @ 5:54pm
Abomination72 Apr 10, 2020 @ 2:19pm 
Originally posted by amordron:
(snipperdy snip)
Hi amordron, just wanted say thanks again for the tips. Another problem was probably that I didn't take child labor. Maybe it can be done without, but it sure helped a lot to kickstart the colony. And indeed, as you mentioned, hunters ASAP and making sure people come in fairly quickly.

Got through hard and even unlocked the iron saviour achievement or whatever it was called (the one with no deaths from cold and hunger and such).

Amazing game. Exciting from start to finish.
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Date Posted: Apr 5, 2020 @ 5:41am
Posts: 8