Frostpunk

Frostpunk

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SerWind Sep 7, 2024 @ 11:56am
Refugee Survivor
I think I've tried this every which way. I swear the suggestions I see are from people who are really just playing it on hard. I've tried getting beacon first (weather you get the cannin place is rng but even then), I've tried rushing hot houses. If discontent doesn't kill me, hunger will kill literal droves of my people, or half of my 200 population colony will be sick.

This has been the hardest scenario for me so far. I must be missing something. Any tips?
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Showing 1-15 of 25 comments
madwan Sep 7, 2024 @ 2:12pm 
Продай все улицы и буквально через пару часов можно построить мастерскую и начать улучшение "Чертёжные доски" (потом сразу "Теплицы"). К концу дня можно построить: кухню, санитарный пункт и 1 пост добычи (я ставил слева, чтобы он захватил сталь, 2 угля и 1 дерево). В законах сразу выбирай "Детский труд", затем "Чрезвычайная смена" и "Продлённая смена". К 4 дню у меня по-прежнему были бездомные, но уже стояли 2 теплицы и я всех накормил. Удачи!
(Сложность экстрим)
Last edited by madwan; Sep 7, 2024 @ 5:13pm
SerWind Sep 8, 2024 @ 12:02pm 
I actually tried this method and I can survive but no matter what there's too many sick people. I don't have enough coal to heat both the hothouses and the homes, so soon my medical posts are overwhelmed and people start dying.
madwan Sep 8, 2024 @ 12:32pm 
У меня осталось сохранение 4-ого дня, к этому времени я начал изучать "Угольную шахту" в двух мастерских и принял закон о переполнениях санитарных пунктов. После этого я уже не делал сохранений, т.к. этот путь (2 теплицы, угольная шахта и переполнение санитарных пунктов) оказался верным и в далнейшем проблем не возникало.
Last edited by madwan; Sep 8, 2024 @ 12:34pm
Shining Hector Sep 8, 2024 @ 1:34pm 
I made an optimized Extreme Refugees walkthrough a while back. Only difference with Survivor is no pause so a little harder to get the micro perfect. Only thing I'd reconsider from when I wrote this is putting your coal thumper and gathering posts by the steelworks right away. You really only need 2 Steam Hubs to cover your workforce for a while, one to cover Hothouses and Wall Drill, one for Steelworks and Coal Thumper. Your population for a long while will be covered by grouping them in a single 24 hour Steam Hub. Should be no Coal shortages, especially after upgrading to Steam Coal Thumper.

https://steamcommunity.com/sharedfiles/filedetails/?id=2922302272
Last edited by Shining Hector; Sep 8, 2024 @ 1:36pm
SerWind Sep 9, 2024 @ 6:47pm 
I apologize but I am doing my best to not follow other's builds, only take their hints/tips.
Do you lose the scenario if you don't have 250 people by day 15?
Analbumcover Sep 11, 2024 @ 9:00am 
Wood is painfully scarce at the start. At the end of the first workday I build a gathering post that only sees wood and then Emergency Shift it. I found that reliably gets me on top of the wood economy. I don't spend emergency shifts on resource piles like I would in other scenarios.

My first research is beacon.
SerWind Sep 11, 2024 @ 4:39pm 
I hate to do it but I've been taking child labor lately and that certainly helps with the wood early on. I was rushing into hothouses and also rushing a wall drill and it was working really well. But I got hardstuck losing on day 8, either because coal would run out, or I couldn't get discontent back down. I've also run out of coal even with a thumper and a mine, because of all the places you have to heat. So I guess I'd say one of my main issues is coal.
DaisyCut Feb 21 @ 5:58am 
I' ve just done it today after maybe the 30th try......without the cannery at the beginning, find it just before the quest, peace between lord and pop
the refugees in survivor, is insane, and you really need to be lucky for finish it.
Skilled and lucky !!
Cari Mar 1 @ 2:25pm 
I just got a game over in refugees hard mode (not extreme) following Shining Hector's guide.

Horrible game.

At the beginning, I couldn't dismantle enough roads to get exactly 18 Woods, got only 12 while my game was similar to the picture (at the start @8:00). I thought it was acceptable, but then everything became worse and worser.

I was late in the timing to build my first Workshop, late for building a beacon, late for any building that needed to be build right on time before weather worsen.

I just survived untill the second group of Lords arrival. Maybe I should have not accepted everyone in my city.

Being Late for couple of hours >> being late for 1 day >> being late for 2 days >> game over.

And there were so many people's complaining.

I was almost always short on engineers.

I built so many medical post but people always ask me to build another one

Got so many amputees, not had time to build a factory because there were more emergencies.
Build one factory finallly but of course not enough steel, and so on ....

A NIGHTMARE !!!!!
Last edited by Cari; Mar 1 @ 2:28pm
Refugees is the easiest one tho. No shortage of workers :D

Emergency shift your research until you can get extended shifts. Just pull researchers out every 8 hours so they don't die. Get Scouts. Upgrade heating. More Scouts. Wood Drill.
Last edited by Beltneck; Mar 1 @ 8:44pm
Originally posted by Cari:
I just got a game over in refugees hard mode (not extreme) following Shining Hector's guide.

Horrible game.

At the beginning, I couldn't dismantle enough roads to get exactly 18 Woods, got only 12 while my game was similar to the picture (at the start @8:00). I thought it was acceptable, but then everything became worse and worser.

I was late in the timing to build my first Workshop, late for building a beacon, late for any building that needed to be build right on time before weather worsen.

I just survived untill the second group of Lords arrival. Maybe I should have not accepted everyone in my city.

Being Late for couple of hours >> being late for 1 day >> being late for 2 days >> game over.

And there were so many people's complaining.

I was almost always short on engineers.

I built so many medical post but people always ask me to build another one

Got so many amputees, not had time to build a factory because there were more emergencies.
Build one factory finallly but of course not enough steel, and so on ....

A NIGHTMARE !!!!!

Yeah, timing has to be pretty precise on that strategy to work. I've salvaged up to like 23 Wood in the beginning while maintaining critical roads, though. Really what's most important is to be able to build a Workshop and start your first tech ASAP. Mostly the idea is to maintain full access to the generator ring and first couple of days of buildings without having to build additional roads. Should work fine with Hard, you'll just scavenge all your resources faster. Having the Wall Drill and 2 Hothouses running the 4th day is critical.
Cari Mar 3 @ 1:24pm 
Maybe I am wrong, but I remember in Normal mode, i had over 24 Woods by dismantling almost all roads that you can dismantle as shown on the first picture of Shining Hector 's Guide, and on Hard, only 12 Woods. With my bad timing my people was really hungry and I had not yet unblock Hothouse technology, so i had to build Hunter's hut in hurry to feed them. It was all about being late in the timing ....
Also, I don't understand quite well your method to avoid engineer death with Emergency shift. My first emergency shift was for the wood pile, and my second for the Workshop, but one enginneer died very early. I had too much discontent.
Thereafter I tried to avoid Emergency shift and only use Extended shift.
Not sure I will try again hard mode, because it feels like impossible when playing blind.
I accept games with tries and error, but in this game, making a mistake in early game have a consequence only in the end game (like 4 hours of gameplay later).
Thumbs up to you people who made guides and videos for hard and survivor modes.
Might have done the roads in too many different pieces, IDK. Best to get as long of chunks at a time as possible.

It's just weird game logic with Emergency Shift. First one if it's in a building is no death. No deaths from direct extraction from piles, no matter how many. First one on a pile and second one in a building, your second one in a building means a death. Also the death is timed for a few hours randomly after triggering, so if you leave the building unoccupied during the day, it will time out and you're fine. But Emergency Shifting a pile and then Workshop was your problem, it triggered the death. Do the Workshop, then wait a few hours before the Wood Crates, and you'll be fine.
Cari Mar 8 @ 11:37am 
I did a better run on hard difficulty following your guide (Shining Hector), it works well for a bit, until day 7 or 8.
I took more liberties whith what you adviced later from day 8 to the end.

I was little late on researching technology but didn't think it was crucial ....

I manage to get almost no gravely ill people even if I had like 15-18 not available for work (in treatment). Build 3 infirmaries, accepted the first Lord.

Had Bunkhouse, not shortage of coal, woods, food, steel (almost ...)

But then suddenly: you have to maintain confortable temperature for 18 houses !!!!
still did not have house technology discovered, so ....

I QUIT

I understood at the beginning the way to have 24/24h engineers working on finding techno:
Hit emergency at 6:00 am, put engineer in this house, remove them at 7:59, put them back 18:00, while an another active workshop during daytime. But I loose track of this method, since I was more focus on building other stuff (tents) in the northern heated zone where you build almsot 4 or 5 workshop.

In my run I have to choose between a coal outpost or food outpost (took this one).
I never saw wood or steel outpost.
And yeah Wood shortage arose some times and made me late on schedule, but not desesperate.

Maybe I could continue my run, but i will definitely fail the challenge for 18 confortable houses. (had not enough steel and wood)
Maybe i should have not accepted the Lords, but i want t have everbody in my city ...
Anyway, I will try again in few days.
Last edited by Cari; Mar 8 @ 11:38am
Ele Mar 9 @ 7:04pm 
Refugees survivor is pretty rough at the start. Get your beacon then the sawmill. But food wise, do NOT cook the food until day 3. That will save that raw food, but make sure you do it right away. One of the things I did on start up if you're trying to avoid child labor, is I set everyone on wood, then steel (you have enough coal to last for a couple of nights). Setup the Research post first, just one to start, and the medical tent (you'll need that the first night). But pause the medical build until night. Put your 10 to go build the research post, then when it's done, assign the 5, put the other 5 right back to work. Do not run the genie until 10pm, and turn it off at 6 am (most say 5, but I like 6 as they are getting ready for work at that point). Make sure you built that medical post overnight. On night 2, make sure you get the sawmill built and beacon and cookhouse. And day 3, you only need to assign 2 workers long enough to cook all that food, put them elsewhere after. This should help a touch with the start.
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