7 Great Tips to Improve at Frostpunk - Tips & Tricks Strategy Guide

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In this Tips & Tricks strategy video, I teach you 7 of the best strategies I've used to succeed in Frostpunk in 2019! If you have any tips you want to share, be sure to let me know in the comment section down below! Enjoy!

~Stay in Touch!~

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Very bold of you to assume my city is stable in midgame.

KennedyMister
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Liking it because it's less than 5 minutes and not wasting anyone's time hahah

ardi.wibowo
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One thing I could never figure out about the story...Its getting so cold...LET'S HEAD NORTH!

xtvsozb
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I didn`t realise automatons could use steam hubs which are switched off.... wow thanks!

quizzical
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You legend! spent 18 hours playing never realized i could have more then one workshop!

bzn
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Some hidden tips that nobody ever bothered to tell me that I had to learn.

1. FAITH AND ORDER
Faith and Order benefits differentiate, Faith is characterized by better allowing you to do a pro-people and pro-hope run, allowing soup kitchens and houses of healing, while authority is pro-automaton and anti-discontent, either of the two help you immensely depending on the playstyle you go.

2. OUTPOSTS MOTHERFUCKER DO YOU USE THEM?
Outposts are going to be the integral backbone mid-game and are going to allievate excess population and gain resource security in up to two areas, the ideal ones are food and coal since those are the ones needed to survive, not to expand, and ensure you never need to worry about them ever again, This is also the area where your probably going to start building resource depots. Do not underestimate the outposts as they'll make sure you can survive in a difficulty that isn't easy.

steam
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I know this is old but a great tip for healthcare: Going through the snow pit route and taking organ transplant gives all medical facilities bonuses even without having a single death. Combined with child assistants in the medical side the sickness gained from food additives can be eliminated in a matter of hours thus feeding more people and have quick turnaround time through the medical facilities.

Farimere
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Pass the law for 24 shift as the very first thing you do. Assign as many adults to the piles as you can (especially the wood piles), and set just about all of them to 24hr shifts. If you do this during the first day, no one will die on the 24 shifts. That should get you enough wood to get at least most people housed in tents. If you can do that, you don't need the generator at all during those first few days. This means as many people as possible healthy & alive to work while having a strong start with as much resources as you can get. After the first day, 24hr shifts kills people, so use extended shifts instead (as needed, not everyone everywhere). It only makes people mad without killing them, and removing the extended shift immediately removes the discontent it causes so if everyone gets too mad it's easy to fix that.

Build 3 workshops asap, and get them on faster gathering as soon as you can to keep that strong start going. Keep all the workshops on extended shifts once you have that law too.

Make sure you build a cookhouse before people start eating the raw food (doesn't happen in the first day, but will happen in the first few days), and get soup passed at any time discontent isn't too high, that 1 extra ration adds up. Yes soup makes them unhappy, but sawdust makes them sick and sick means not able to work. My strategy revolves around keeping people from getting sick & throwing everything at the medical buildings (kids helping medics, organ harvesting, etc) so I can have as many people working as possible. The sick who aren't working still need heat & food, and FrostPunk doesn't really leave space for people to be sitting/laying around not helping get that heat & food. Any time the temp changes, turn on the heat map and make sure you aren't people at high risk of getting sick or wasting coal. Keep 24hr buildings together around steam 24hr steam hubs. Keep workday buildings (like the workshop) together around steam hubs that are only on during the work shift.

Once you have food & coal, get that beacon up. Get more engineers and more workshops. You have to get the more efficient stuff, and more engineers is how to get it as fast at possible. Explore tesla city. Even if you lose your team, you get renewable steam cores as a trade off.

Keep in mind what's in worse shape: your hope or your discontent, and make decisions based on what you need. Use public house, fighting ring, and moonshine to manage discontent. Don't pass sex workers, that makes it so the ones working there might kill themselves (not worth it if you ask me).

jacqslabz
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Thanks for these tips! I went from really struggling on day 15 to absolutely breaking the game by day 32. I ended up with 40k coal, and 3k each in wood & steel, as well as 6k in food rations, lol! Building 3 Workshops early on was a real game changer.

Tangvu
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For normal difficulty, I like to build a workshop before building anything else. Just having the extra research time from the beginning makes the run a bit easier especially since you can afford to.
Also, you can delay turning on the generator up until the first frost to gather more coals as long as you make enough tents.


For extreme difficulty, I invest in early gathering posts because people gather safer and faster. Then after you collect all the resources, you can put a coal thumper right next to it.

AsianSensationist
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Another major pro tip: Get gathering posts established ASAP. They literally double productivity, and only require 10 people to operate up to 3 piles vs 15 PER pile otherwise.

They can also be recycled afterwards, or if in a good spot, left up to gather coal from a thumper later (they are also insulated and can be further insulated with research which is great in the late game - leave coal mines to automatons)

Malacite
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The steam hub thing for the crabs is purely cosmetic. It does not do anything for productivity. You can have one walk halfway across the map to do its little animation, and it will not impact production one bit.

Rufert
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also you dont need 5 people on cookhouses, 1 is enough as more people doesnt increase food production

chakra_x
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Here's a tip don't always fast forward time your losing precious time, if you forget. It may be a few minutes here and there but they soon add up to hours.

mrpucklepops
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This game is just brutal. I was in no way prepared for the snowstorm

thehoagie
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There was one thing I didn’t even realize until late in my game. Putting all your coal thumpers around a resource gatherer site can go a long way to continually making coal without losing anyone while gathering it.

aridianknight
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Wanna point out a mistake: automatons (idk how maybe magic?) Still keep running workplaces when they go to recharge themselves, so don't need to build a steam hub next to automatons' workplaces, and I think the game told me itself, it used that bubble info thing to tell me...

juhitiwari
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I am extremely tempted to stop my current run to implement these.

Barren_soul
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Clear and concise. This is a top quality video.

n.daniel
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I start every map with emergency shift on 1 gathering post. It gives an easier start as you can build workshop, medical post, cookhouse and hunters hut in the first night.

elaiza