Hello Frozen Friends –
With Winter sales, Holiday gifting, and hyped-up DLC around the corner, there has been quite an influx of new players trying to come in from the cold. I would like to help you adjust to your new lives as popsicles.
Frostpunk is a fantastic game with lots of grueling challenges and tough decisions. The developer, 11 Bit Studios, seems to really enjoy making games that require your heart to hurt while playing them. We thank them for the pain =)
A lot of recent posts are asking questions along the same lines, so I figure we can make a thread to cover it all. (sidenote: this sub totally needs some community-made resources in the sidebar. Mods, can we make it happen?)
Plenty of the experienced players in this sub will want you to know that the more advice you seek, the more chance you have of spoiling your fun. You first few playthroughs of A New Home are supposed to be tough. It might take you a few attempts just to complete it. It might take you a few more attempts to be able to save everyone and minimize your death count. Trying and failing is one of the best ways to learn this game.
…If you've done that and you are still struggling, a few hints might help. I've split the hints into early, mid and late. Only read a few hints at a time and try to apply them! There's plenty of walkthroughs on YouTube if you really need them. Plus the wiki can be useful:
The first major hint I will give you is your headspace matters. This game is meant to force you to make hard decisions. Different things happen with every choice. Remember, it is possible to complete this on the highest difficulties without completely losing your mind. Chin up!
EARLY GAME – It's a bit cold out there
There's an in-game tutorial. Read it. Default hotkey: H
The best offense is a good defense; keep people warm to prevent them from getting sick. Using Overdrive at night can help with this.
Try to not gather from raw piles past day 3. Build Gathering Posts to provide an extra heat level, and to increase the worker efficiency significantly.
Research is key! Build a workshop on the first night and get that research going by 6AM Day 2. Faster gathering is a safe first tech – it increases the efficiency of raw piles and gathering posts, and you can finish this tech on Day 2. Then go for another Tier 0 tech.
Keep your wheels turning! Wheels? What wheels? The two wheels at the bottom of your HUD: Research Progress and Law Book. Always have an active research and keep Law Book on Cooldown.
A huge portion of this game is scouting. Dropping your beacon in the first few days is important. Your first scout stop brings in some more people to help bring your production up. Research Drawing Boards and More Scouts in the first few days to double your scouting effectiveness. Go for Drafting Machines and Lighter Scout Sleds earlier rather than later to speed up both scout teams.
Now that you have more people, you obviously need more places of production. Check your Economy page often. Default key: V.
Again, now that you have more people, you need more research. Build extra workshops for those extra engineers. While most workplaces directly produce a resource, workshops produce research rates. Notice they don't directly produce research, they produce a rate. 1 Workshop produces up to 100% RR. The 2nd workshop increases your max to 130%. The third workshop increases the rate max to 150%. Each additional workshop adds 10% to your rate max. So, you'll need 8 workshop to hit 200% (double research speed) and 18 to hit 300%. See this page for the heavy math:
MID GAME HINTS – "I must give them purpose"
Hint #1 – Only reveal this spoiler if you have made it to Day 15, preferably multiple times
That infamous Day 15 Hope drop is inevitable, so pushing it back doesn't really do you any good. Scouting Winterhome before Day 15 will trigger the hope drop early, but also unlocks the Purpose Laws early too.
Some people claim Order is better for one thing, Faith is better for another. I think they are mostly balanced and it depends on personal preference. Both Purpose branches have ways of managing Hope, Discontent, and the Londoners.
You should have a LOT of engineers by now. Most of them should be in Workshops, with medics as necessary.
Research and use Outpost Depots. A crew of 10 Workers can bring in a substantial quantity of supplies daily with this tech.
The best way to deal with the Londoners is to raise Hope with good use of Purpose laws and, if applicable, the abilities these laws unlock.
LATE GAME: Scouting Blitz, Tech Rush and Storm Prep (Potentially BIG spoilers – you should only read past this point if you have completed the Londoners event in a playthrough)
You are potentially about to receive a LOT more people, many of them sick. They will need food, shelter, and healthcare when they get here, so be ready. You should have a handful of Infirmaries or Houses of Healing, and hopefully a surplus of rations.
You can send a scout team to pickup the incoming refugees faster, thus opening up the last bit of scoutable locations sooner. These locations will give you people, supplies, and up to 3 Tier 5 technologies.
The Stereoscopic Lens will appear in the Exploration + Industry tab of the Tech Tree. Research it! Doing so will give you a guideline on how to prepare for the big one.
The lens doesn't tell you this, but it should be obvious. You are going to need a LOT of coal. I recommend stockpiling about 10,000 coal before the storm hits. That's two Large Resource Depots of coal.
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