Frostpunk

Frostpunk

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Sohkka Apr 28, 2020 @ 9:34pm
Setting more than 1 outposts...
I dont get it, in the "New Home" scenario, it only allow me to have 1 scout team and place only 1 outpost.. But I've read that you can have at least 2... How is it possible?
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Showing 1-15 of 16 comments
amordron Apr 28, 2020 @ 9:59pm 
you get 1 outpost team per outpost landing built. Make another one at the 2nd spot.

For scout teams get the tech to unlock a 2nd or third.
Last edited by amordron; Apr 28, 2020 @ 10:00pm
AimlessArrow May 14, 2020 @ 5:43am 
Which tech I should search for additional groups?
Also is there any way to relocate an outpost from one site to an other?
amordron May 14, 2020 @ 6:21am 
you move outposts by clicking the old one and disbanning outpost than moving.

is no tech to search for additional groups.

If you mean the tech to get more scouts its the "more scouts" tech.
AimlessArrow May 14, 2020 @ 7:18am 
In the first question I meant that how can I add more outpost-group to the same outpost station?
I already figured out how to relocate the group, but thanks for the answer.
General Idea May 14, 2020 @ 8:12am 
Originally posted by DBCooper:
In the first question I meant that how can I add more outpost-group to the same outpost station?
I already figured out how to relocate the group, but thanks for the answer.
Each outpost team comprises 10 workers. Only one team per outpost. However, a second outpost team can use the occupied outpost as a temporary marker to move on to another outpost location similar to a scout.

Outpost teams travel faster than scouts across the map and are able to discover a location but not uncover it like a scout. When used together outpost teams can assist the scout to cut its travel time in half to a location. The scout has to be reassigned to the same location to achieve that.
Bobywan May 14, 2020 @ 12:42pm 
you have to build a 2nd building !!! there are 2 spots for the building, and no research needed for the 2nd outpost, just place it like the first.
AimlessArrow May 15, 2020 @ 9:44am 
OK. Its clear now.
They are infinite sources if I understands well. Now, could I rely solely on those sources w/o. other buildings (mines, sawmills etc,) in use, or their extracting capacity (quantity/day) is capped?
Panfilo May 15, 2020 @ 10:19am 
They are 'infinite' in that they can theoretically be harvested through the entire scenario. But since you only can run up to 2 outposts at a time, and many scenarios present you with 3 or 4 different resource types, you may decide to switch at one point. Also note that in scripted storms, the outpost team will get destroyed if the storm reaches their path so if you are trying a no-death run you'll probably want to recall them well before that point.

Of the resource types, I rate them accordingly in priority:
Steam Cores (from Tesla City)- This is the only 'infinite' source of Steam Cores outside of maybe Endless mode. Getting to it early on means you can have more steam buildings/automatons built up in anticipation of the Storm which is helpful.
Coal- You'll need it to keep everyone alive, and its like 800 coal a trip so its a great deal if you find a coal outpost. You start with a coal outpost in Fall of winterhome and it can be tough to 'wean' yourself off it.
Food- Getting a food outpost early on is super helpful in Refugees scenario. It takes a lot of pressure off food production and saves you manpower during critical phases in the scenario where you're wanting to expand your city rapidly to accomodate new people.
Steel- There's only one type of steel collection building so it can be a 'bottleneck' if you don't plan ahead. The steel outpost is crucial to getting all six decks built in Fall of Winterhome, you need a LOT of steel in the end of that scenario. Its also helpful in general mid-late game where your high tech buildings will be using a lot more steel in general.
Wood- I found it to be the least useful honestly but if you already have the outpost built and only scouted a wood outpost, why not? Wood demand tends to fall off later on unless you rely on charcoal kilns so its not as critical to have a wood outpost vs just wall drills+sawmills.
amordron May 15, 2020 @ 11:26am 
@pan

Just as a side note endless dose have a steam core limit. At that point there locations stop spawning I have never seen it myself due to not playing that long but there are many reports of it happening at 75 cores.

In a way Tesla city is limited due to never getting that many due to the storm comming at some point. Due to this endless dose have more cores.
Last edited by amordron; May 15, 2020 @ 11:27am
Panfilo May 15, 2020 @ 12:32pm 
75 is plenty though, that's pretty much limitless in a practical sense.

And yeah with New Home getting the steam core outpost sooner than later translates to a lot more cores. Beyond having more than, oh, 15 or so is probably overkill though.
amordron May 15, 2020 @ 4:35pm 
Originally posted by Panfilo:
75 is plenty though, that's pretty much limitless in a practical sense.

And yeah with New Home getting the steam core outpost sooner than later translates to a lot more cores. Beyond having more than, oh, 15 or so is probably overkill though.

Ya about 15 gets you all you need 75 as said never seen that limit as honestly no reason to need that many as long before that everything is auto and the game is long over by any real def.
AimlessArrow May 16, 2020 @ 2:34am 
Originally posted by Panfilo:
They are 'infinite' in that they can theoretically be harvested through the entire scenario. But since you only can run up to 2 outposts at a time, and many scenarios present you with 3 or 4 different resource types, you may decide to switch at one point. Also note that in scripted storms, the outpost team will get destroyed if the storm reaches their path so if you are trying a no-death run you'll probably want to recall them well before that point.

Of the resource types, I rate them accordingly in priority:
Steam Cores (from Tesla City)- This is the only 'infinite' source of Steam Cores outside of maybe Endless mode. Getting to it early on means you can have more steam buildings/automatons built up in anticipation of the Storm which is helpful.
Coal- You'll need it to keep everyone alive, and its like 800 coal a trip so its a great deal if you find a coal outpost. You start with a coal outpost in Fall of winterhome and it can be tough to 'wean' yourself off it.
Food- Getting a food outpost early on is super helpful in Refugees scenario. It takes a lot of pressure off food production and saves you manpower during critical phases in the scenario where you're wanting to expand your city rapidly to accomodate new people.
Steel- There's only one type of steel collection building so it can be a 'bottleneck' if you don't plan ahead. The steel outpost is crucial to getting all six decks built in Fall of Winterhome, you need a LOT of steel in the end of that scenario. Its also helpful in general mid-late game where your high tech buildings will be using a lot more steel in general.
Wood- I found it to be the least useful honestly but if you already have the outpost built and only scouted a wood outpost, why not? Wood demand tends to fall off later on unless you rely on charcoal kilns so its not as critical to have a wood outpost vs just wall drills+sawmills.

Thanks for the explanation.
The only resource I find to difficult to cope with so far (thirty-something days) is food. I couldnt follow the demands even with 3 full-forced hunters hangars and 2 cookhouses. So one of it already occupied.
Regarding no-death playthrough it is nonsensical to me, given the weather so I pass it.
General Idea May 16, 2020 @ 5:49am 
Originally posted by DBCooper:
The only resource I find to difficult to cope with so far (thirty-something days) is food. I couldnt follow the demands even with 3 full-forced hunters hangars and 2 cookhouses. So one of it already occupied.
Regarding no-death playthrough it is nonsensical to me, given the weather so I pass it.

Maybe you should be building more Hunter Hangers (15+) to ensure that you as the leader of your fledgling city have an ample stock of Raw food and Rations in reserve? Alternatively Hothouses or a combination thereof.

Although you can succeed with death runs you wont be able to achieve a Golden Path run if you allow anyone in your city or in the Frostland to perish and that includes your scouts and outpost teams that have been sent out (exception been the RNG events for the Gloomy Cave and Tesla City). Forward planning is the key to success and been cautious on which Laws you do adopt. Either Faith or Order will help you achieve your goal.

Practice makes perfect and saving regularly so that if things go wrong you can always back track to an earlier save to try and rectify the situation.
Last edited by General Idea; May 17, 2020 @ 3:30am
Bobywan May 16, 2020 @ 9:08am 
3 hunter's hangar = 45 raw food a day = 88 normal ration or 110 soup or 132 saw dust, so enough for your starting population but not many more
If flying hunter's gear, twice as more.
Panfilo May 16, 2020 @ 5:47pm 
Chances are if you fall behind on food it was because you built up a 'food deficit'. See, once people progress to 'starving' they eat 2 food rations instead of just one. So even when you slowly start cranking out more rations your starving citizens are going Hungry Hungry Hippos on them.

Also, I don't think the game prioritizes hungry citizens to the Cookhouses, people go eat when they are available and slowly walk to the nearest Cookhouse. If it runs out then they'll do something else (rest at home or go back to work). What this means is that when you get really behind on food some people are at risk of starvation. One Cookhouse can serve up to 200 citizens at a time though around 150 I build a second one at some distance from the first just to make sure everyone is close to a food source.

If you rely on hunter huts you need to err on the side of caution by making a lot because their base raw food production isn't great. Also, if you ever decide to to store excess food with a supply depot, store rations not raw food; the Cookhouses can convert raw food extremely fast and its safer to have a surplus of edible food in case the Cookhouses are too cold to operate--this can happen sometimes if you run out of coal for the generator or have to radically cut back on coal consumption to try to stretch out your supplies.
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Date Posted: Apr 28, 2020 @ 9:34pm
Posts: 16