Frostpunk

Frostpunk

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Any advice for Last Autumn?
I keep losing around the 2nd / 3rd stage. I usually go engineers because the safety bonus is too good to pass up. But motivation always plummets. I've only won once but i have no idea how i did it if i am being honest.

Usually i try to rush sawmills and docks and then snowball the economy, usually use short shifts for safety and build vents early. Any other pointers people might have for me would be appreciated
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Showing 1-15 of 19 comments
General Idea Jan 8, 2022 @ 11:54pm 
For tips and tricks check out this


https://www.youtube.com/watch?v=yy1bSKCp_Ow
Bobywan Jan 9, 2022 @ 6:36am 
sawmills are good, I usually have at least 2 working + 1 ready for when one of the 2 runs out of wood (no need to improve range or get advanced sawmill, that's just a waste of research time in my opinion)
Use 24h shifts +upgrade for economy buildings helps a lot.
Get all the motivation upgrade: chapel, good food, comfy quarters and bathouse.
Be sure to set the vent to the same shift as the generator buildings to save fuel.
for docks, first get one to import steel, then you might need an advancedfishing habour with 24h shifts to feed your population and later when you need it a wood dock
Brady Jan 9, 2022 @ 4:11pm 
24 hr upgraded or advanced docks fully staffed with reloading stations. keep one at steel at all times and have the 2nd dock switch between coal and wood

get 2 scout teams asap. one for camps, one for resources and workers

have 2 advanced fishing harbors eventually

always go engineer route. factory inspectorate helps with safety

if the ocean freezes destroy reloading stations and build infirmaries (although 24 hr shifts should help you finish the generator before then

this is just what i do. also early on always order more workers and steam cores

lastly, always make sure you have at least 10 steam exchangers in production, and research research research.
Reaper King Jan 10, 2022 @ 11:16am 
So the run where I succeeded every single objective and side grade for the Generator all came down to early game. The early game is the most important part of the last autum scenario for several reasons. 1st you don't have to deal with strike and 2nd work place safety is far less of a threat at the start. Take full advantage of this time period don't be afraid to start building the generator a little behind schedule. Instead stockpile structural profiles, research better loading docks, take every upgrade for the 24 hours shift in the focus path as well as those for motivation. Once you have done all of that and only then should you begin genny construction.
However in short the most important thing is the 24 hour shift. Yes it uses an absolute but ton of workers but, your people don't get angry when you use it and it means you can work at full effecieny for double if not triple the amount of time in a normal day and can easily allow you to catch up if you are behind schedule.
Terratrox Jan 11, 2022 @ 7:36pm 
Originally posted by Brady:
24 hr upgraded or advanced docks fully staffed with reloading stations. keep one at steel at all times and have the 2nd dock switch between coal and wood

get 2 scout teams asap. one for camps, one for resources and workers

have 2 advanced fishing harbors eventually

always go engineer route. factory inspectorate helps with safety

if the ocean freezes destroy reloading stations and build infirmaries (although 24 hr shifts should help you finish the generator before then

this is just what i do. also early on always order more workers and steam cores

lastly, always make sure you have at least 10 steam exchangers in production, and research research research.
You can use gathering posts over reloading stations so you don't need to invest so heavily in steam cores. In exchange, you end up with a lot more workers. Meaning you can easily staff double shifts to get the generator done earlier.
Last edited by Terratrox; Jan 11, 2022 @ 7:39pm
Brady Jan 12, 2022 @ 3:17pm 
yeah, but reloading stations are just better in efficiency and speed
Terratrox Jan 12, 2022 @ 5:38pm 
Originally posted by Brady:
yeah, but reloading stations are just better in efficiency and speed
Dunno about that. Each Advanced Reloading station would have to do the work of 7 gathering posts full of people in order to just break even.
Brady Jan 12, 2022 @ 9:02pm 
didn't know that. i also use reloading stations because it saves on workers
Terratrox Jan 12, 2022 @ 9:32pm 
Correction. It has to do the work of 4 fully stocked gathering posts instead of 7 to break even. But even then, those 40 workers can be used in other circumstances, while the reloading station only uses 10.
gimmethegepgun Jan 13, 2022 @ 12:03am 
Originally posted by Terratrox:
Correction. It has to do the work of 4 fully stocked gathering posts instead of 7 to break even.
Which it does, easily. With the gathering upgrades and the reloading upgrade, the advanced reloading station does the work of 6.35 gathering posts, at the logistics cost of 4 of them.
However, unless you've built up a significant backlog, you should use a Steam reloading station instead, as it closely matches the output of the dock to each pile instead of significantly outrunning it (but then again, you probably built up a backlog prior to researching it, and that stuff is never getting off the dock otherwise if you keep the dock running)

But, far more important than the logistics cost is the matter of space and capacity. You aren't going to fit 12 gathering posts in range of a dock, which is what it takes to keep up with an advanced dock (along with directly gathering from each pile as well, at increased worker cost and more sickness once the cold comes). The 2 near the generator can only fit 1 or 2 each iirc and the ones away from it can fit like 6.

But even then, those 40 workers can be used in other circumstances, while the reloading station only uses 10.
If you use a Steam reloading station for a single pile, it uses 10 workers to replace the work of 50 in gathering posts (55 if you're directly working the pile as well), at the cost of 40 additional logistics, which saves you 40 (50) logistics, which is worth 20 (25) workers. You now have 10 workers replacing 50 (55) and then 20 (25) workers that can be used for anything else, at any time.
These numbers improve when you use upgraded 24 hour shifts, since it's now 15 workers replacing 75 (83) with the same 40 logistics cost, so you save 80 (96), equivalent to 40 (48) workers.
Terratrox Jan 13, 2022 @ 12:06am 
Hmm. I don;t know why I thought Steam Cores cost 40 influence to buy.
0xb7767000 Jan 15, 2022 @ 5:48am 
Back to the original Topic:
You can abuse the three generator component plants as infinite storage. Scheduling a structural profile will use up the resurces immediatly, but you get them back if you cancel it. So you never have to build an additional storage at the cost of additional micro management.

Produce the generator components in advance when the toxic gas level is too high to work on the generator, due to the lower base thread level of those plants.

Likewise, dump all your worker into the gernerator parts once the gas level is low and build them all in parrallel.

Use the supercharge ability as much as possible. Regardless of thread level, put one worker into the generator part, activate supercharge, remove the worker. Instant 20% progress and net to no chance of that worker getting hurt. If you take long enough you could even activate a second supercharge for the same part.
gimmethegepgun Jan 15, 2022 @ 8:34am 
Originally posted by 0xb7767000:
Use the supercharge ability as much as possible. Regardless of thread level, put one worker into the generator part, activate supercharge, remove the worker. Instant 20% progress and net to no chance of that worker getting hurt. If you take long enough you could even activate a second supercharge for the same part.
However, be careful with that on the structures that have the catastrophe events. Those trigger at a certain completion percentage, and will trigger immediately if the supercharge takes it over the threshold.
theworld Feb 5, 2022 @ 4:16am 
Originally posted by gimmethegepgun:
and more sickness once the cold comes).
Why would the cold come though?

Cold only comes on your 1st blind playthrough, if cold comes (even on Extreme) you're doing it wrong.
Valfary Feb 5, 2022 @ 4:23pm 
-My best advice would be to unsure that your production is on the rails before beginning to work on the generator.
-Saw mills can provide all the wood you need up until the later parts of the scenario.
-Generally, laws that are exclusive to this scenario are better than their generic counterpart.
-Don't ask for too many workers, you will need many steam cores to get your core buildings.
-If gas levels are too high, have your workers do something else (crafting pieces for the next steps for example), it is okay if you are a bit late compared to the schedule, you'll catch up later.
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Date Posted: Jan 8, 2022 @ 8:08pm
Posts: 19