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Frostpunk refugees
Frostpunk refugees









  1. #FROSTPUNK REFUGEES UPGRADE#
  2. #FROSTPUNK REFUGEES FULL#

This fact saves an insane amount of building space for houses. Hunting huts, beacons, and storage do not require any heat to operate.Productivity is an issue in the early part of the game, when you can’t pass the laws anyhow. Faith laws help manage Hope/Discontent, while Order best manages productivity.Radical treatment + prosthetics gets people working again. Of great value are Extended Shifts (for workshops) and Soup (25% more food). One exception to this in a specific scenario. You also move faster to known locations, so use them as midpoints for longer runs. Ideally you can run 2 teams, with a speed boost. The resource gains at the start make a huge difference, and it’s the only way to get more cores. Heaters are next, then get some resource production going. Priority research is the beacon, above everything else.Having them work nights and people during the day is a very effective strategy. Automatons don’t need heat, and work 24/7. For most of the game, people are nearly twice as good as automatons in terms of productivity per hour.Wall drills are better than Sawmills (takes 3 cores to max out one wall drill).Coal Thumpers are amazing (and don’t cost cores).

#FROSTPUNK REFUGEES UPGRADE#

If you plan to upgrade buildings, best to do it at night with plenty of free labour and no impact to production. People work during the day, and do not work at night.

frostpunk refugees frostpunk refugees

There are a couple starting guides out there, but they all generally sum up to: You don’t know that until the end, which makes victory bittersweet. Winterhome in particular has 3 specific choices that mostly eliminate the ability to get the best outcome. The last 2 demands a fair chunk more planning to get through, and curious decisions points that have longer term ripple effects. In terms of complexity, it would go Ark, Refugees, Main, Winterhome. Since you need to get to day 20 in the main campaign to unlock any of the others, you’ll have a relatively solid foundation. In terms of difficulty, it would go Ark, Main, Refugees, passing a kidney stone, Winterhome. The scenario is a good step up from the Ark in complexity, but there’s a lack of decisions at the start that have long term impacts. Overall it took me 6 tries to get through the first 2 nights, and the rest fell into place without too many hiccups. You’re presented with moral choices, and the decisions here have some minor ripple effects. The last few decision points should be taken at the management level, rather than the personal one. Faith/Order keepers are needed to break up any conflicts – and they are generally required for other bits anyhow, so you’ll have them. If you’ve got the first 10 groups under control, the lords are easy enough to manage. There are 10 sets of basic refugees (and some at various explored outposts), then some lords show up in the final quarter.

frostpunk refugees

Everyone needs a place to live, you need a medical spot, and you need to have gathering huts to build it all. The “trick” to this particular scenario is all about getting through the first two nights without a ton of sick people. Even though the game says you’re in a bad state, it’s often just a warning rather than a failure. Places with people should never be lower than chilly. You can’t go a night without housing someone or they will get ill. This particular scenario best exemplifies the needs of the people, how long you can ignore them, and what you can do manage discontent. That raises some interesting design choices in this game I’ll get to later. And the children, good golly the children that show up.Ĭombined, for practical purposes you need to pass the Child Worker (kids can work safe jobs) and Overcrowding (double medical capacity) laws. These people often show up sick too, and with poor housing, you’re going to be rolling in sick people.

frostpunk refugees

The idea of this scenario is that you’re given a tight build space, few resource to start, and LOTS of people showing up to the door every 2 days. Given enough time though, getting balance across everything is absolutely achievable. Sure, you may have all your coal needs covered, but odds are you’re low on food, or steel.

#FROSTPUNK REFUGEES FULL#

Given that the scenarios are always against a clock, and primed full of crises, you’re never really in a balanced mode. What’s left is the Endless mode, where there are no win conditions, only failures. This is the last scenario in the base game, and I’ve taken a solid swipe at it now.











Frostpunk refugees