r/Frostpunk

If you lived in FP1-FP2 world where civilation rebuilding itself, whic actions would you take to ensure to stay alive?

If you lived in FP1-FP2 world where civilation rebuilding itself, whic actions would you take to ensure to stay alive?

imagen like this: You start as a refugee coming to new london, londoners starts causing chaos so captain releases order guards, after a month later the great storm hits but mostly everyone survives, following months the regime trys to change but fails and city faces starvation for a while until outpost 11 saves new london.

After suviving FP1 timeline you get to between FP1 and FP2, its probably the some what golden era of New London where they build and fill inside of the crater, upgrading the generator while lot of resources in hand for 20-25 year until every resources tooken, some people starts living outside the city and in frostland, life in the city slowly goes bad as the captain becomes older and evantually dies. Then you enter the FP2 era where steward takes control and eventually one of the thing gonna happen like civil war, doomsayers or plague ithough ts guranteed city most likely will survive but there also gonna be lot of risk and casulty

so what job you would do in this world? considering you know what will happen and what might happen in the future of this world

u/NoYogurtcloset9763 — 6 hours ago
🔥 Hot ▲ 279 r/Frostpunk

honestly, I have mixed feelings about the reworking of the budget mechanics

  1. Durable Goods became self-sabotaging law, because it reduces demand and then you can amend it to reduce demand even further while wasting money on them. Like, no upsides whatsoever.

  2. The system of income from selling good depending on the number of goods you are selling is good. One can feel the banal mechanism of supply and demand.

  3. Not changing inflow/demand of heatstamps are… what the hell actually? Why my schools or benefits for mothers from Mandatory Procreation always demand only 2 heatstamps even with 70k people? The number of classes and mothers who apply for benefits should increase i think. Why high rent on housing in Merit Based Housing or selling alcohol via City Alcohol Shops are giving you fixed income? If I have 1000 drunkards and 2000 men paying rent and then 20,000 drunkards and 30000 men paying ren, the difference in income should be noticeable, it seems to me. City Alcohol Shops fell from top to mid suddenly.

u/BriefFly2998 — 12 hours ago
🔥 Hot ▲ 90 r/Frostpunk

also, did anyone ever saw this event before?

I've never encountered this event. I don't have any screenshots, but here's the situation:

I just expanded the range of products in municipal liquor stores, and suddenly angry women come to me. They stated that their husbands were becoming alcoholics and dying from alcohol, that illness was increasing, and that alcohol was corrupting their children. I could either promise to introduce prohibition within fifty weeks, or send the women away with nothing, and trust would grow.

i had high crime and disease and high tension.

u/BriefFly2998 — 12 hours ago

Any tips or advice for a new player? (Frostpunk 2)

So I just got Frostpunk 2, and have really been enjoying it. I've been getting my ass kicked, and died, (lost the game), twice now lol. Its super fun, but also super hard. So does anyone have any tips or beginner advice for me? Thanks in advance!

reddit.com
u/Darthsqueaker — 6 hours ago
🔥 Hot ▲ 64 r/Frostpunk

IEC cargo ship stuck in Frostland

A thing l made for one of the windows at my lobby so there can be a good view

u/NoYogurtcloset9763 — 16 hours ago

[Suggestion] FP2 needs a population & education system to feel personal

Disclaimer I like FP2 for what it is, and the gameplay is incredible in my opinion. I also love that 11bit tried expanding the universe/scope rather than making the same game and slapping '2' on the title like every other franchise. I am not saying this to make FP2 more like FP1.

Why workforce feels impersonal and 'boring'

In FP1 you had engineers that worked in factories and medical posts but in FP2, anyone can be anything, so none of it matters. Assigning child labour actually meant that you would get more workforce but at the cost of their possible deaths, or having child helpers had a subtext of educating the youth into future engineers etc.

Workforce and education feel impersonal because people are reduced almost entirely to numbers.

Education feels unexplored currently

I wish that "mandatory schools" law had one more expansion into universities — so your people could pay heatstamps to go into university, creating engineers at a slower pace, or maybe you could make them free for everyone and generate more engineers. It could also combine with at home vs schools laws to affect how the engineers are.

This would segment the workforce and bring more personality to the characters. Yes we do have teaching hospitals but that's currently it, it's again, not like a realised opportunity but the same event of having students watch/experiment or not.

Bringing meaning to population numbers

This would be harder to implement but if FP2 had kids that grew up or new ones that were born, it would be much better.

There could be an extreme start option and you have to put women into work on something that can affect fertility, or again, maybe you had to put kids back to mines at the cost of engineers/doctors for a challenge. Or an outbreak such as measles would actually feel like threatening the future.

The challenges in gameplay

The main goal would be to create your city and build it around the future. You wouldn't be able to build a ton of hospitals because you didn't prepare for plague tale before, you would have to actually think of it in advance or do it last second (likely with more deaths).

Same with if everyone is an engineer then who is going to do the labour work (if not chosen automaton laws) or how to adjust these numbers for colonies.

There are also an unexplored path of literacy and newspapers/books or things like arts majors to have people create goods at higher prices a la merit/equality that would be too long to go in depth here.

The issues with implementation

The first one is that it would need a whole system to be implemented, which is why I mentioned DLC in the title rather than an update.

It would also need a rehaul of factories (especially advanced), and other buildings for engineers/doctors.

The last problem, however, is the end-game and calculation. The game gets very heavy on load times and this would definitely add onto it.

reddit.com
u/StarStock9561 — 13 hours ago

Is Child Labour weaker than Child Helpers?

I was reading the Revisiting New London #1: New Adaptation Laws with Paweł Szyszka , the first addition it mentioned was this:

> First of all is an additional Child Labour law - Maintenance. Child labour in my opinion is, besides it’s undeniable memetic value, an abjectivelly worse choice in comparison with Child Helpers which is useful through the entire game, not only at the very beginning. With a new law you can force the little ones to do mundane tasks in dangerous places. Their small frames allow them to fit in tight spots between machinery to maintain or repair it without closing the facility. With that you can squeeze some more effectiveness out of your workplaces even in the late game and make them more efficient. This will make using children as a workforce a viable option even in a late game and with a big population, but with a price to pay.

I've always thought it was the other way round, with child labour being much better than child helpers. Child Helpers:

  • Child Labour useful immediately after one law. Child Helpers needs two to really help (the hope gained from the Child Shelters isn't that helpful).
  • In the early game it is a big help. I like to split jobs down into two areas: maintenance and enhancement. Maintenance are the tasks to keep the colony running (e.g. food, coal, medical). Enhancement is making the colony better (e.g. gathering wood, steel, researching, building). Early on a large proportion of work needs to be spent on maintenance, meaning any additional labour "for free" ends up having a disproportionate effect on the enhancement speed of the colony. E.g. if you have 100 adults, 20 children, and need 50 of the adults on food/cooking/coal mining/medical, then you only have 50 working on wood/steel/research. If you can then use the 20 children for the some work, then you could then have 70 working on wood/steel/research, a 40% increase, not 20%.
  • There is always work you can get them to do even late game, from gathering coal piles from coal thumpers, farming food at hot houses, cooking.
  • If you go the faith path (and aren't going for a deathless run), you can also get the House of Healing, which not only frees all your engineers from medical work, but saves you from having to research the infirmary upgrades, and saves steam cores. Child helpers works amazingly with this, meaning 100% of your engineers can be used for reseach.

In comparison, you need two laws to get any benefit out of child helpers. This ends up pushing back the law a long time, as there are always better options to take first. When you do finally get it, the benefit is pretty small: a 20% boost in efficiency for one workshop or 30% for a medical facility. That is roughly the equivalent of 1 bonus engineer at a workshop, or 1.5 to 3 bonus engineers at a infirmary, in exchange for 15 children. This is a terrible trade as compared to child labour.

u/nanothief — 22 hours ago
🔥 Hot ▲ 102 r/Frostpunk

RIDDLE ME THIS, FP CUMMUNITY. WHAT THESE GAMES HAVE IN COMMEN WITH FP?

Expect the obvious anser that all ofem have a apocalyptic world, alien invasion and permenant cold taking over earth something completly different

u/NoYogurtcloset9763 — 1 day ago

Which is the best starting faction/faction combination?

I really enjoyed the bohemians because they just kept making everyone happy but I didn't quite understand their wear and party mechanics. Also they generate extra squalor which can get quite annoying. The overseers were straightforward but their bonuses I feel take quite a lot of time - and colonies! - to get going.

Then I tried mender/venturer. Holy crap. The mender law to reduce material use and increase prefab is busted. I never need to extract prefabs beyond my first district. Then the venturers everyone knows about how much money they make.

What are the other factions/combos like?

reddit.com
u/piriformister — 24 hours ago

Question about hunter huts (Frostpunk 1)

I am trying to complete the scenario "A New Home", on extreme difficulty.
I build 2 hunter huts on day 3 and send them on a hunt.

When my hunters get back from the hunt (about day 4, at the first -2 temp drop), then 4 hunters immediately get gravely ill, and die the next day.

How can i avoid this?
As soon as they get back from the hunt, they walk from the outer walls of the city, through the snow (and cold weather), towards the generator. So it doesn't seem like i can protect them in any ways..

Should i be rushing the Radical Treatment or Sustain Life laws by that point?
It's very early in the game and i usually prioritize soup, child labour, overtime, etc..

I am not trying for a deathless run, but i keep losing 4-5 hunters every time they return from hunt, and after i sign the radical treatment laws a few days later, then i get a bunch of amputees, which would take me probably a few more days to take care of..

Also, i saw a video where someone remove all people from the hunter huts during the day.
I understand they only hunt at night, however i also read that they can't work anyways, even if you assign them, they should not generate resources (haven't verified), because as soon as they get back, they have to go rest...
If so then what is the point of unassigning them from the huts during the day?
Perhaps they can act as builders during the downtime? not sure..

reddit.com
u/klowd92 — 20 hours ago

Why do some buildings, especially the automated/mechanised ones, reduce temperature in the district?

E.g. the Sawmill and the Mechanized Sawmill. Machines don't release heat or something?

Would appreciate if there's a mod that removes this quirk.

reddit.com
u/piriformister — 1 day ago
🔥 Hot ▲ 171 r/Frostpunk

I supercharged in the right moment in Last Autumn and skipped picking path between Engineers/Workers

If you know the Last Autumn, you can see I am cooking the Tower Pumps, stage 2. But there is no branch on my labour tree to pick laws for the picked path as usual.

Supercharging the very first structure at around 69%, where the threshold for the first accident is at 70%, it just skipped the entire strike and picking between the two options.

I don't know what will happen from here lmao. Maybe the game will crash later? maybe it will just be weirdly silent as all the story parts specific to either of the 2 paths will not be around?

u/OkAccident9994 — 1 day ago
🔥 Hot ▲ 1.4k r/Frostpunk

8 Years of Frostpunk! Thank you for being with us guys <3

What's your most memorable moment in Frostpunk? Share it in the comments!

u/CarbonaraGames — 3 days ago

What are the actual effects of each difficulty level?

Like what does Citizen, Officer, Steward and Captain do, exactly? I notice that on Citizen the weather changes a lot less frequently, each down temp has a corresponding up temp and it stays at around 50c late game whereas on Officer it is much more frequent and stays at about 80c late game but that's it. What does the economy and frostland difficulties do?

reddit.com
u/piriformister — 1 day ago
🔥 Hot ▲ 61 r/Frostpunk

Lads lads! We should share informations and build a archives for the in game secrets, nothing should remain unknow!

With 11bit recent post (the 8 fact about FP1) we saw many people dont even know the most commen easter eggs do to lack of images and videos talking about it so we should make a long list about both in game secrets and the easter eggs, big or small dosent matter long as you have a clear image showing it

Currently the most rare easter eggs almost nobody noticed is UFO and Ghost ship. From my last post with people comment, UFO easter egg probably just a big shadow flying on your city for a moment while (very easy to miss it tbh) and l think ghost ship is a misunderstood concept, its just a secret game over screen you can get if all of your workers dies 7 days before the snow piecer comes to save you (7 days maybe releated to movie ring since movie concept is the person dying after the 7 day and ghost part probably comes from there too or the fact there no people left to enter the escape ship)

u/NoYogurtcloset9763 — 1 day ago

FP2 : How did I manage to earn so much?

It's an old save (no dlc) and i don't understand why almost every building produce heatstamps
Alcohol could only produce a maximum of 4 heatstamps if i remember correctly and here it produce 36 ??
Why expanded district produce money ?

Info on the save :
Utopia builder
Week : 690
population : 65k
Not a single radical idea

u/Minitho — 1 day ago
🔥 Hot ▲ 204 r/Frostpunk

Very random fact about TLA: You can actually see the cargo ships have ''IEC'' label on them even though the label is a bit compressed

When l saw this first l though the IEC logo on ships and the IEC label on the papers were different things but when thinking about it, its just the same logo but image is a compressed so l cant see some of the details of the logo

u/NoYogurtcloset9763 — 2 days ago