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Now add the fact that Gathering Posts can cover multiple resource points. 10 workers at a Gathering Post brings in 24 coal per hour. Building Gathering Posts close to resources can be great.ġ5 workers on a coal pile will collect 18 coal per hour. There are many points at which we’ll tell you to not play Frostpunk like an RTS, but this is the exception. If you’re economy is automaton-heavy, you won’t need to stockpile as much coal. For as long as your Cookhouse is functional, you can turn any raw food into food rations as well.īefore the storm becomes visible, you should start building stockhouses and have a strategy in place of producing more than you consume. There are two main resources you need to stockpile to ensure survival: coal and food rations. Automatons can work through the cold nights The only productive workers will be automatons. The soil in hothouses freezes, hunters can’t hunt, and most workplaces will be too cold to function. The final storm gets so harsh, you’ll have to tell everyone to go home and wait out the cold. You’re effectively required to prepare for the weather’s version of a Boss Battle. The Frostpunk tip that seems to be neglected when people start this game is it’s not enough to set up a booming, bustling economy. And we’re pretty sure 11 Bit Studios knows the tip, so it might be fixed soon. This is one of those times when other strategies do certainly work (Hothouses are great for food), so the trick isn’t necessary. Completely up to you whether you use this tip - some might even find it a bit cheap.Īs another Frostpunk tip, we’ll point out that it’s tempting to fall into a habit of using a favourite technique, which means you might not try out new things. It’s a bit of micromanaging, but you’ll get double the value out of these workers without ever diving into the Frostpunk laws menu. When the hunters come back, you can take them out of that role and back onto their normal job. They’re now working their second job - just in time for the hunters to head off for their nighttime hunt. When workers are close to the end of their shift, you can take them off of their job and add them into a Hunter Hut roster. The Hunter Hut TrickĮven if you’re not using Frostpunk laws to force people to work longer, it’s actually possible to give people two jobs without using laws. That means all of your Hope-increasing laws become redundant, while Discontent remains a factor. When choosing laws, keep in mind that whether you opt for Order or Faith, both end with the elimination of the Hope bar. Once you’re well into either Order or Faith, get your crowd-busting brutes such as the Faith Keepers to keep the Londoners in check. Child Shelters can lead to laws that are a great way to boost either your tech buildings or medical facilities.Public House can help keep people happy when you’re working them on super-long shifts.Soup is a good fix for the early game, but you’ll need to watch that steady rise of Discontent.Child Labour can solve your worker shortage early on, and if you’re careful with workplace conditions, you can avoid them getting sick.There’s a cost, but there are many situations in which it’s worth using. Emergency Shift is a great tool to keep a workplace running for 24 hours.You’ll obviously need to come up with a solution for dead bodies, whether it’s the Cemetery or Snow Pit. You’ll find a lot of the good laws in the Adaptation tree. You should be passing these laws pretty much on cooldown, as long as they’re not getting in the way of promises. Some laws are tradeoffs, and some laws are just plain good.
In truth, almost all options have their place, and we’ll try to note that where relevant. Some may say Child Labour is overpowered, and others will say it’s better to wait for Child Shelters. While some players will swear by automatons, others will hate them. It should be noted that there are usually multiple ways of doing things in Frostpunk. So we’re here to talk about the different Frostpunk laws, and go through a few tips, to help you weather the weather. And the storm that Frostpunk has in store for you at the end of its main scenario, bringing the temperature down as far as -150 degrees Celsius, definitely qualifies as desperate measures.
These laws can take you down some thematically troubling paths, but desperate times call for desperate measures. The fun here comes from optimising heat and resources, and enacting special Frostpunk laws to handle the many challenges the game throws at you.
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Unlike the SimCity games of the world, you’re not free to build to your heart’s content. Frostpunk isn’t the easiest city-builder.