Frost Punk Top 5 TIPS TO WIN - Any Difficulty

preview_player
Показать описание


MY GAMERTAG: UE Sanctionite
Рекомендации по теме
Комментарии
Автор

I love the idea of a red-faced foreman screaming at a giant robot and it somehow working 40% faster while he’s there.

stephenc.
Автор

This game is brutally hard. I'll have a few days when things are looking up, and then I'll lose twenty people all in a row lmao.

danieljmoore
Автор

there's soo much to manage in these games! I've gained a lot of respect for the people who enjoy these types of games and are good at it!

photon
Автор

Another tip. You can leave the generator off until the first frost. You can gather more wood and steel at the start

dynenuitari
Автор

[1] Don't rush the Workshop. Rush Gathering Posts first, because they get you more resources per person (plus fewer people get sick). This gives you a solid footing for the Hard game mode, and you get a Workshop up by the end of day 1 with 24 hour shift. (24 hour shift on one of your two Gathering Posts, too.) [2] Pull your Steam Hubs further from the center. You can fit much more housing around the Hubs if you give them a full circle around the Steam Hub to populate. [3] Children for Engineering is a 20% boost to Research, which is huge when you consider 160% is the max with 4 Workshops. Keep your people warm, and you won't need the medical facilities much until the final storm, so the Medical boost won't have much impact. Good tips in general, though.

danielbudney
Автор

I'm still struggling with the medium difficulty. Damn. I'm not into this type of games but the fact that this one has a good story, moral decisions and different outcomes because of those decisions keep me pretty hooked up.

QwibQwib
Автор

Great video! Other useful tips: Reserve the first 2/3 rings around the generator for housing. Place industrial buildings around that and any buildings that require no heat (resource depots, hunter’s huts) on the outskirts of your city. Also, scouts travel much faster to locations they’ve already discovered. You can speed up their progress by following established paths rather than sending them directly from the city.

saturn
Автор

Here's a tip. Before you start building houses, rush to level 4 research and make sure to get the house redesign. It saves you a LOT a steel and wood that you can use to build more automotons.

BigKevSexyMan
Автор

Great video, however notes about Tip #1:
1) You didn't leave enough wood to get tents for *everyone* on night #1. In hard difficulty you'd surely get several deaths come morning. In fact you will get them even if you only bump people needs to hard and leave all the rest on normal. Even pure normal needs tents otherwise you roll the dice on a lot of sick.
2) You didn't leave enough engineers for a medical post. On hard, or even only on people needs bumped to hard, you must get one come the morning of day 2, and afterwards you'd need another, or to sign overcrowding. Sick _may_ stay under 5, but on hard that needs luck.
3) Gathering huts have little (but not zero) insulation, and are much more efficient in manpower than gathering directly, so some allocation of materials in days 1+2 should be towards them as a priority.

So on hard, the above limits you to 1 workshop on day 1, but allows preserving workforce from death and sickness, and boost production. At day 2 you can get the second if you aggressively go to overcrowding in your laws so you can work with a single medical post and save engineers for the 2nd workshop. Now 15 engineers are maxed across the 2 workshops+1 med, or 1 workshop+2meds until you get reinforcements. Later you can go more aggressive on workshop, though remember workshops have quickly diminishing returns.

seventyfive
Автор

Here are MY top 1 tips for Frost Punk:

Number one: Execute all dissenters, no one can be discontent if there is nobody to be discontent.

cheektarobreejo
Автор

I don't agree that beacons should be researched immediately. I did that once and the only result was that my two teams were sitting idle twirling their thumbs as there was nothing left to find until the story progressed more.

On the first day you should have two labs, eight tents (on hard people get sick on the first night if they don't have a place to sleep) and 10 extra wood to start the next research project during the night after using the extended shift as you suggest.

I found that a better use of my time before the first cold snap is to set up a small industrial base with two steelworks, two tree-cutting buildings and a coal thumper around one steam hub. This meant than when temperatures dropped no one had to run around gathering stuff outside the steam hub. At the end of the cold snap I had beacons and extra size teams researched and could then send both teams out.

Also, as you state, the automatons are just stupidly over powered. What is the most ridiculous thing is that you can actually put them to do research and then you have around the clock research. At the end of the storm I had every single tech researched.

At any rate, thanks for the video. I just finished a play through on hard with no child workers and accepting all refugees with no deaths (well, one death when absolutely no one was sick but the game suddenly said that someone died due to lack of treatment, some things are still a bit buggy).

goffe
Автор

These tips are really good. Once I took your advice and started treating discontent as a resource - I ran round the clock 24 hour shifts pushing research. I was able to beat hard mode easily when I was struggling with Normal before your tips. Rushing research > robots > order w/ foreman = great strat.

MultiAsdag
Автор

They hanged me liked chicken at the end.

zentraidee
Автор

Also after your scouts returns with much needed resources and you want to send them out again, a tip for getting them to arrive much faster would be to choose a location previously visited and journey from there. It will save your scout up to 20 hours especially for those longer journeys like 1 to 2 days!

perckmalice
Автор

Man, I beat the game on normal and didn't explore Tesla city, seemed like a trap. I can't imagine how much easier it will be with all those steam cores...

arzosahsothy
Автор

I’ve never played a game like this before. It deserves its own genre. Let’s call it a “Failure Sim” because you’ll become very familiar with failing repeatedly. If “Learning from Your Mistakes” was a college course, this would be it.

Thank you for the tips, I’m about to start a fresh run with your pointers.

mojopin
Автор

Thanks for the district tip!! Really good idea, I was putting all the houses around the generator and only ised the hubs for automatond to recharge near the workplace. You save a ton of coal bu doing this, because if you upgrade the range on it the coal cunsomption rate skyrockets, you can have 2 automatons working on advance steam mines and you will run out of coal.

lionelstarkweather
Автор

Was watching another tips and tricks for 10 minutes and they still hadnt started playing the game.
2 mins in an already youve given me 2 pro tips. 10/10. LIKED.

dustynias
Автор

How about building ONLY at nite if at all possible...so gathering does not take a reduction hit!

Brian-obck
Автор

Nice vid but some things I don't agree at least for hard difficulty. Rushing beacon immediately to bring in more migrants aggravates your food shortage before you have a chance to stabilize production. I find going for sawmills immediately, then the hunter tech, then beacon would be more helpful because you want to jump start wood production to fulfill your first housing quest. You can't start with more than 2 labs because you only have 15 engineers, 5 of whom are in the med post. The resources from the extra lab could have been used to make another gathering post instead to keep people out of the cold and increase manpower allocation efficiency.

civbuilder