Frostpunk

Frostpunk

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Jeronimo May 19, 2019 @ 8:28am
Emergency Shifts and deaths
Hi there,

I get back to Frostpunk these days. I raise the difficulty on each run.
Now i am playing on hard level on refugees scenario and as an additional goal I want to avoid any dead people.

Problem is, emergency shift tends to kill some people...

I used emergency shift on day 1 on a workshop to speed up my initial tech, another one on cookhouse, did not want to wait the morning to avoid people eating the raw food. Now i am on day 7, my discontent is rather low, so i want to push my tech and try an emergency shift on 1 of my workshops but it make someone to die....
I tried to savescum 3-4 times, thinking it was bad luck, but each time i had a dead people.

So for experienced players, is there something that can be done to avoid such deaths ? Or those that means i cannot use anymore emergency shifts, which would be really annoying ?

Thanks for any advice.

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Showing 1-6 of 6 comments
Arpente Reves May 19, 2019 @ 8:33am 
Emergency shift is the 24h work thing?
It WILL kill people at some point yes. And when the first death happen, I think you will have a good chance of losing someone again
Jeronimo May 19, 2019 @ 8:52am 
Yes it is the 24h work shift.

I used it a lot in the arks scenario on workshops for tech (in hard). I had only 1 death for a lot of uses. so i thought the odds were low, but here i have it every time on my 3rd use... i am confused...
Jeronimo May 19, 2019 @ 9:11am 
After some researchs, i found a post on reddit. It is scripted, the death will be on the 2nd emergency shift.

So for a no death run, this option cannot be used more than once.

Too bad...
amordron May 19, 2019 @ 9:58am 
24 hour shift will always kill someone on the 2nd use its a scripted death. (after first on endless) After that first death there is a chance yes but the chance is low. I norm only lose 1 other person over the entire game on extreme.

This means no the option cant only be used once it can be used back to back alternating between two workshops all game and is something you want to consider. It VASTLY increases your tech rate and is game changing for the difficulty of the game.

You do want to wait till you have snowpit up to use it the 2nd time norm your 5th or 6th law so you end up delaying the 2nd use a day or two. But after that you just keep using it. Losing 2 most i seen was 3 eng over the game is a small price to pay for 100% tech speed for 12 hours dailly. As with 5 workshops your only getting 200% tech rate for 12 hours with extended shift. witch is norm about all the eng spare you got on higher diffs at most. So this means a 50% overall increase in tech speed by allowing 2-3 eng to die. Well worth it. As those 2-3 eng wont even fill up a another workshop witch wont even give you another 10% tech speed durring the day witch is mabye 1% more overall tech speed.





If going no death no you cant use it more than once unless you use it while giving your eng a break.

By using 24 hour shift than 3-4 hours after its use taking the eng out of the workshop and giving them a slight break for 2 or 3 hours you will not have a death. 3 hours after for 3 and a half hours I find works the best but the worst gain. 4 hours after and 2 hour break is the best gain but needs to be timed right. You will have to do this every single time after the first use as every single use will kill someone if a break is not given. This still adds +8-10 hours to the workshift witch thou not as good as the +50% of allowing the death still allows about +35-45% witch is still massive. Of course if you miss time the break someone may die so suggest saving till used to the timming.
Last edited by amordron; May 19, 2019 @ 10:01am
Jeronimo May 19, 2019 @ 10:24am 
Yes i know it vastly increases the tech speed, i used this strat on the ark i finished quite early, even on hard.

For the break thing, i find it too painfull to micromanage. Workshops are on extended shifts, so the 24h adds 10h, if i need to time a 2-3h breaks, it adds only 7hrs. it kills the "fun" for just 7hrs extra.

But good to know on a real emergency for ressources, cookhouse or sth else.

anyway, thanks a lot for the detailed info, much apreciated :lunar2019grinningpig:
amordron May 19, 2019 @ 10:59am 
Originally posted by Jeronimo:
Yes i know it vastly increases the tech speed, i used this strat on the ark i finished quite early, even on hard.

For the break thing, i find it too painfull to micromanage. Workshops are on extended shifts, so the 24h adds 10h, if i need to time a 2-3h breaks, it adds only 7hrs. it kills the "fun" for just 7hrs extra.

But good to know on a real emergency for ressources, cookhouse or sth else.

anyway, thanks a lot for the detailed info, much apreciated :lunar2019grinningpig:

Ya its a pain to manage I norm use the break thing 2 or 3 times in the start witch allows you to get 3 or 4 techs extra from the first tier or 2 techs with a bit of a 3rd from the 2nd tier as a bonus that alone is enough to take the edge of the game and goes a long way to giving a leeway. This is on extreme on lower diffs you will get even more techs out of it as research is faster. Its well worth it esp for the 2nd night when you still have just got extended shift so you still get massive value from it esp before having many workshops setup. Assuming getting extended as law 3. This lets you delay it to law 4 with little to no loss as the cd happens overnight and is off cd at approx 5 in the morning enough to get full value the next day only costing you 2 hours of one shift. Allowing you to sign eg a food law for law 3 to get food going day 2 (towards end of day) vs 3 stoping people from going into "hungry" state and needing 2x food to pull them out while still getting extra rations from a food law. Or a med law but shouldn't need a law that early you might good to have options.
Last edited by amordron; May 19, 2019 @ 11:02am
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Date Posted: May 19, 2019 @ 8:28am
Posts: 6