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My first normal playthrough I lost half my population on new home, then I played the arks which forces you to build automaton and I replayed new home deathless thanks to automaton, that's one strategy, there's plenty other.
I mean a lot do it on survivor mode you need to know how some events trigger and what to prioritise with your technology and resources.
For New Home you need to rush Beacon because you can't have enough food for your settlement you need to scout asap to the Sturdy Shelter and come back it helps you with a small boost of resources to upgrade and keep going.
You also need to consider discontent as another resource that you can manipulate up and down and don't try to keep it always to zero especially in hard mode and above. Hope you can keep it to maximum if you don't make promises you can't keep.
You can check the video if you want will show you some first day stats as they are the most important then is knowing the dates the temperatures drop and where to alocate your research. You always want to research and pass laws as soon as they are available.
Good luck
For everyone else though, Survival is a bloody mess. You have to take all the harsh laws like child labour, food additives, New Order/Faith to counter hope drop because you will surely have a ton of deaths no matter what.
It is pretty much normal to barely finishing on Survival, being some seconds away from people deposing you. Like constantly being on the edge of losing it but still prevailing at the end.
When I first did Last Autumn Survival I had 4 engineers alive at the end, everyone else - including some 400 convicts - had died in the process.
A general advice is that research is very important on Survival, perhaps even more than other difficulties. How fast you are able to tech influences your economy your healthcare and ultimately your survival.
Excluding Last Autumn and Winterhome because I would need to double check. On all the other scenarios you want to get the Beacon up in the 3rd day. This involves making Beacon your first research which you will need to start and complete on the second day. Which means getting 24 hour shift first day to collect enough resource (make sure you know how much of everything you need to complete). You will also need extended shift as your second law to make sure you can finish the beacon research the second day. Finally wait to open healthcare after you complete research. You don't want to have any engineers out of work at your workshop because they are getting treatment.
Obviously not the only way to start but it is my go to start to beat Survivor.
Refugees is easier even on survivor deathless to not get beacon that early. In fact the best deathless build for refugees I have found will not get it till day 8.
Arcs you do want right away in order to get autos going as soon as possible. This is the only scenario you want it up day 3 as delaying the autos will only hurt you. Every other scenario there is vary valid builds that don’t want it day 3 it all depends on the build your going for.
New home there is quite a number of valid survivor builds that don’t get beacon till much later than that in order to stablize first even deathless ones at that. New home esp is not a rush for scouting as you don’t want to go to winterholm pre 14 as such it’s easy to scout the entire map pre that point delaying it a bit to make your start easier.
There are many builds that work with frostpunk rarely do you need to do anything by a set point unless it’s directly story releated. New homes beacon is but dose not force it that early.
Same goes you don’t need to get 24 hour shifts first day it’s only the most recommended first law in most cases.
1. Food: Research either upgraded hunters huts or hothouses immediately or people will quickly start starving to death
2. Wood: Pretty much everything you want to build requires wood so research and build either sawmills or a wall drill
3. Housing: Everyone needs a tent. Homeless people get sick faster even if the generator is on.
4. Scouts: Build a beacon and launch that first scout. It will quickly pay for itself in both resources and additional people (some scenarios it can even be worth it to do this before step 1)
5. Heat: Steam hubs are generally better than the generator range upgrade for this so I would get steam hubs and skip the generator range upgrade.
6. Coal: Soon after you start placing steam hubs you're going to exhaust all of the initial piles of coal laying around so make sure to build either a coal thumper, coal mine, or charcoal kiln to keep the heat on
City layout:
- Assuming you're going to use Steam Hubs instead of generator range to keep your people warm at night, an efficient way to lay out your city at the start is to put your cookhouse and medical buildings in the first row of your city so they can be heated all day and all night and put your tents in wedge shaped patterns radiating out from that first row. Put all of your initial housing in a single wedge that can be covered by 1 steam hub. Then start on a second wedge when you need to.
- The easiest way to pack the most housing into these wedges is to temporarily place 10 tents around the first row of your city just long enough to build roads between every 2nd tent. Then cancel all of those tents before you start building them. Now you can build your tents between those roads and they'll be packed in nice and tight and putting a steam hub in the center of that wedge will cover them all.
- On the harder levels I like to start off with 4 medical posts, 1 cookhouse, and 2 hothouses in the first row of the city. Those roads you placed earlier leave just enough room for that. On New Home you need that first scout ASAP to get your second steam core if you're doing hothouses.
- Once you have your steam hubs up and running you can move your food production outside of the city. I like to cluster my hothouses and cookhouses near my wall drill and my coal thumpers so 2 steam hubs can cover all of my wood, food, and coal production.
Laws:
- For most scenarios you'll get the fastest start going with child labor, emergency shift, extended shift, radical treatment, overcrowding (in that order)
- Child labor helps quite a bit with that day 1 resource gathering and continues to help for the rest of the game
- Emergency shift should be used on that first workshop you build to get a jump start on research
- Extended shifts can be used to give a 40% boost to whatever you consider to be your most important work sites (initially all of them)
- On the harder levels your medical situation will quickly spiral out of control without both radical treatment and overcrowding
Since you got londoners, this isnt a spoiler. But when you get to winterhome, it triggers the londoners section.
So if you are playing well and get to winterhome early, it is actually a penalty for playing good because it means you had fewer days building up and gathering resources. A second trigger Completing the londoners also will advance the story.
This can mean that you can lose near a month of gameplay days just by playing optimal. Also playing optimal, you might quickly get all the stuff that boosts hope and drops discontent, meaning you do not have the hard boosts to bring it back up, and lose more when it goes down because it always drops to nothing, not a fixed amount.
As such, for dealing with the londoners? Put off the winterhome as long as possible. Spoiler date Get it before day 15 to maximize your fair weather growth. Avoid excessive getting of laws to boost hope needlessly. The londoners are still fully functional workers, so just work on managing and gaining them back as the timer goes.
Have you played the game yet on easy mode? i.e. "builders" on an endless map? At that point, the game turns from one of the best, into a crappy building sim. It removes what makes this game great.
I'm working on a no-generator run for new home on extreme; just two non scripted deaths thus far. I'm preparing for the storm now and I'm dreading it because I know infirmaries / houses of healing will stop working at -100.
Part of me wishes I had taken order so I could throw everyone in the toasty prison, but I want to try putting people in gathering posts with field kitchens during the storm to keep them warm.
People have mentioned some absolutely excellent strats already, but I find that excellent healthcare can save you from almost anything. Mathematically Hothouse might be the better build, especially with the excess engineers with early scouting, but Infirmary is absolutely amazing for someone still learning.
Also someone mentioned that steamhubs are generally better, I can't think of a scenario where they're not - even the last generator upgrade covers fewer houses than a level two steamhub (assuming optimal space for the steamhub).
Anyway, just want you to realize hard mode is very doable.
I did yesterday a no coal production New Home run but I didn't do it on Extreme difficulty but had quite fun doing so. I just stocked as much coal possible and mimimized my generator to almost no startup besides the ultra cold days and rushed insulations and house. If the living conditions are chilly and above you can keep the generator off considering everyone is housed. If they are not housed you need to turn the generator on at night otherwise people will die. Finding it the hard way if you have the generator off and you upgrade your housing at night people will die but if you upgrade them during the day they will survive! (well depending how many you upgrade.
Steamhubs are better in terms of simplicity in my opinion. I have tried and did, a central gen only run but I still haven't found a best layout for New Home. I have tried using coal mines and hunters to avoid needing heat zones outside the generator area of effect but if you start putting faith and order buildings in the generator area you can fit 65-69 houses (if you enter also fighting arenas and guard stations or churches). You have to not pass laws for care houses and child shelters cause in the last district remaining is either cookhouses and medical care or cookhouses and care houses/child shelters which means you need to put infirmaries outside. Even though the heaters will keep it up they will crumble when the storm hits -100. Tricky and interesting challenge to do
Among the other good tips here, one that really helped me change my perspective was focusing research. For example, wood is an extremely important resource, in a new home, if you rush wall drill you can ignore saw mill altogether. This gives you a great boost as you don't waste research on a building that doesnt give a great return on investment and would be replaced by wall drill regardless. Same for things like thumpers vs mines. If you have the people it makes sense to focus only on thumpers and ignore mines. Consider do you really want automatons or if your population is huge, is it better to focus on food or health research.
I have 100% of the achievements (for the next few hours until the new DLC) so have beat everything on extreme and am not some crazy super player in a 0.5%. I just enjoyed the game, and after failing a few times on New Home took some tips like the above and it transformed my gameplay. From that I just worked out how to beat all the rest myself with some knowledge and trial and error.
Adding to that there are quite a few things that if you know you can use to your advantage. For example there is the Sturdy Shelter as 2nd scout area to get food and resources. Depending on difficulty you can choose to go to the bridge first to call back the automaton or come back to the city with resources which gives you that extra boost for research technology.
Start with 1 Workshop but as soon as you can make 2. It is 130% research rate and extended shift makes you just glide through the upgrades. Don't try to research everything but focus on important things.
If you rush Houses (which is easy to get before the Winterhome event) you only need the generator to Steam Level 2 when temperature drops 2 levels in the chart. Single level up/down you can keep the generator at level 1 and keep stocking coal. Don't underestimate the power of resource depots. As a matter of fact I did a run with no coal production and stocked everything from scouting and the outpost. Found out that if you upgrade buildings at night people think they are homeless! (yes I savescummed that part cause I was annoyed LOL)
https://www.youtube.com/watch?v=uDRqvUi8KpY
All in all the scenarios have a lot of replayability and you can choose to push things to extreme, be a saint, be at the limit etc. I remember doing the New Home with just Tents that was a thrill to try and pull through :) To make it even more challenging I did it with the Unskilled Labour challenge to not have any buildings upgraded from their base units (talk about masochism)
https://www.youtube.com/watch?v=DkSS8u5p9Nk
Which means usually getting researches running as fast as possible while still keeping your guys alive, and usually involve some precises wood calculations.
So yeah, just be really greedy for the first few little days, you'll die a lot, which is ok, but the runs that will survive will just clear the rest of the mission, even in extreme difficulty