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Cheat Codes: ------------ Submitted by: David K
Tips & Tricks
-------------- * You can build roads to the starting piles to increase the speed that your people gather at, be wary that roads are not free and cost Wood. Buildings prefer having roads connecting them together for maximum efficiency due to workers not having to walk through snow. So a nice early “tip” would be to build a road around your first layer of buildings so that any buildings you connect to the second ring already have roads. * To conduct any sort of research in Frostpunk you need to construct a Workshop, getting one up as early as you can is extremely recommended since you can increase your peoples abilities at gathering, unlocking new buildings and upgrades to help you tackle the cold. * Gathering Post Is a small early game building that works in a radius, inside of the radius any piles of resources it finds it will start gathering, assuming there are people assigned to the building. Very handy to construct if you got 2-3 piles of resources nearby but do not have the manpower for all the piles. * Early research building that will provide a small heat zone once constructed, each Steam Hub consumes about half as much coal as the Generator so be careful to not over spam them.↑ Top
Some Basic Hints and Tips
-------------------------- Written by Fire.Ant It is not easy to survive the cold and ever-encroaching dread of freezing do death, but alas, all is not lost. With clever planning, beneficial use of scarce resources and some foresight you can get through all fine and dandy, no matter the circumstances. The game suffers a little bit from lack of proper information handling. There are some things that requite an informed red to understand or simple observation to make a conclusion. Below you will find a collection of hints and tips that made the game a breeze in its basic form – achievement hunting though requires different strategies and won’t be covered here. Hopefully, these guidelines will help you win your first games. Here we go! -=Tips and Tricks=- Build 2-3 Workshops Yup. This one is the basic omittance of most new players. One workshop research rate is way, way too slow for you to get a handle of all them juicy technologies before the cold gets you. But every extra manned workshop speed it up significantly. (Bonus: If you can handle and man 4 Workshops, an achievement will be unlocked.) -=Research additional Scout team and their Speed as soon as possible=- Scout teams are crucial. They are pretty much your only way of getting new people and precious Steam Cores. They also often grant you lump sum of various resources and are important for various objective. Simply put, having two faster teams is a bare minimum. Don’t build only Tents / Bunkhouses in the first circle around the generator at the start of the game! This one is often not a huge mistake but can be troublesome early on. Simply put, people will fall ill and your first medical post might be outside the ring of warmth, making it an issue to heal people up. Safe some place at the first ring of heat from your generator for the Medical Post. It will take some time to get enough coal for Steam Hubs / research extra heat range from Generator. -=Understand Gathering Posts and Resource Depots=- Gathering posts have a sphere of influence, and every resource pile within that sphere will be gathered at by workers put into the post. The benefits are multitude! First, you don’t need to assign workers to a specific pile. Second, the building can (and should) be heated, cutting down time when workers walk in the cold, which makes them less prone to sickness. It also cuts down the workers travelling time between the piles and a resource drop-place. Resource Depots are a must as well. Sooner or later you will find your storages getting full, and any surplus production will be discarded. Resource Depots will take care of that – remember, that you don’t have to keep it warm! Thumpers need Gathering! One of the most common mistake I see is lack of understanding how Coal Thumpers works. They are very beneficial, but workforce heavy. Their main benefits are cheap cost to produce (and no Steam Core needed!) and the fact, that they can be build anywhere (do not need a resource plot field). However, Thumpers do not produce coal straight to the storage, but instead create an ever-growing pile of coal in front of them (indicated by the 3 icons of coal on the building outline, when placing it). This pile need to be worked by workers or Automatons to gather the resource. The best way to doing so is by building Gathering Posts around the thumpers. Micromanage – Disable and Dismantle One of the key feature that is vastly underused is the ability to dismantle and disable buildings. A Sawmill run out of wood around its radius? Dismantle! You have stored rations for a week forward? Disable the Cookhouses and free these workers! Micromanagement allows you to maximize the productivity of your people and ensure the best usage of the precious ground around your Generator and Steam Hubs. Automatons don’t care about cold So, you have your Coal mines, Wall Drills and Steelworks. They are also located near the wall, far, far away from your Generator. Sure, you can put Steam Hubs and put people to work, but why not use Automatons? They don’t care for the cold and so you don’t have to keep the workplaces warm at all. Steam Hubs refuel Automatons Alternatively, if your coal situation is good, building steam house need the major work nodes of your automatons will cut down their downtime, as they will walk to the nearest Steam Hub to refuel. Build Outposts early… Or not at all Outposts are very powerful and generate an easy, steady influx of resources, which is splendid. Unfortunately, in the main scenario they will not work during the incoming Storm – so either get them early to benefit from the stream of extra income, or just ignore them whatsoever. No bad way to make coal but be dedicated to a way you pick Coal Thumpers, Coal Mines, Kilns… All these methods work and are more than enough to provide you coal through thick and thin, but once you decide on your method, I’d advice to keep a focus on it and not experiment or shift to another one during the game. It might not be a mistake, and might even be a satisfactory progress, but usually the extra time needed to gather new resources to build new buildings, research way more Resource techs and provide extra Steam Cores for the advanced buildings to function… It is oft not worth it, unless your city has a massive population and require enormous resource banks. Extended Shift > 24 Hours Emergency Shift Pushing laws into Extended Shift is one of the great benefits you can get. When Emergency Shift can save you in a pinch, it produces amazing amount of discontent, have some nasty events plausible to trigger and is put on a cooldown after use. Extended Shift though expands workhours for any of your workshops by a hefty 4 hours. You have full control which building will get extended shift, it has no cooldown and discontent gained by pushing your workforce like that is not too straining. Putting Workshops on lengthy shifts, for example, can vastly speed up your research! There is no Heat Zone overlapping So whenever you place a new steam Hub, make sure there is no overlap to cover the most land that was previously unheated. Some powerful early laws include: Child Labor (Gain 15 workers instantly at the start of the game. Shelter is great for later game, but this first kicstart is pretty massive). Sustain Life (It is troublesome at first, but it limits the number of Amputees and reduce the amount of people biting the dust – later in game you will gain technologies and buildings that will be able to heal the sick properly, retaining your workforce). Double Rations (With good Raw Food output it is rare to suffer from rations issues. Double Rations significantly reduce the time needed for ill people to get better, which is crucial in ensuring your workforce efficiency). Fighting Arena (Cheap, simple, quick and effortless way to reduce discontent). Faster Gathering (Cheap tech that can be useful entire game, if you rely on Thumpers for Coal). Overdrive<->Steam Level juggle In a tight spot when the coal is draining out and massive cold takes over, you need to learn a simple technique of Juggling the two settings of your Generator. With a proper tech (Overdrive Couplings) putting your Generator into Overdrive rise the temperature in its heat zone by 2 levels, nearly instantly. That means you can reduce your Generator Steam Level by two when the Overdrive is on. Then, when Generator Stress is getting dangerous, be sure to NOT turn it off yet, but first raise the Steam Level to the one you need and give it a bit of time before it heats up to that level. Than disable the Overdrive and let it cool. You can efficiently manage this two settings to significantly manage your coal burning. Houses are powerful as heck And last one for now. Houses. Gosh you want houses. Houses + House Insulation tech gives a huge passive Heat level for your living places, greatly reducing the requirements for your Generator heat output to keep them above the freezing level even at the most outrageous cold.↑ Top
Useful Tips
------------ -Learn to micro hunters/miners. -You don’t need to power up the generator before day 4 temperature drop; on day 4 use the heaters in the workplaces don’t bother with steam hub keep the steel for tech. -Always use emergency shift and foreman on all your workshops (All game). -One active hub should be all you need until late game; offline hub can still be used by the automaton to refuel. -Rush scouting for extra manpower and to unlock Telsa city (Steam Core outpost) as soon as you can; research the faster outpost tech just before you send scout to Telsa. -Disassemble the automaton you find at the steel bridge and use the steam core on coal mines. -Build tents only and rush the generator range upgrade to skip the bunkhouse, keep the wood and steel for tech and don’t bother upgrading to houses before super late when you are swimming in resources. -You should have 16 workshops (80 engineers for a while) working 6-20 (280%) to power you up in the tech tree. Build a new workshop as soon as new engineers are rescued. -Rush sawmill (x2), steelworks (x2), coal mines (x3), and upgrade them to steam asap they are more efficient and warmer so you don’t need to use the heater or any steam hub. -Don’t bother with automaton until your city grows stall at 20 days or so (Mid game) and you have every production building to the last level, then you can start pumping out automaton to replace the workers on the building listed above. -Foreman works with building with automaton but agitator do not. -You want engineers in infirmary, not an automaton; always use the extra ration for the ill. -You can use one extra steam core (or child) to repair the generator critical level during the storm.↑ Top
Survive The Final Storm
------------------------ Preparation: Just before storm comes stop gathering wood, steel and assign automates to hospitals. Build more hospitals for each automaton you have to spare. Try to keep some cores to spare, so stack 2-3 of them or at least 1. You can disassamble workshops if they finished crucial research plan for the storm. The same goes for mines and other things that give you precious resources like cores or is close to the generator and is not needed anymore. Build houses in their places instead. Unassign all people from all labors and keep them in homes. Turn off heaters from all workplaces. Remember your scouts and camps. Don't waste scouts and camps. Turn them back home and don't forget to disassemble this groups or they will die even when in town when the storm hits. Managing the deaths. When cold start killing people turn of houses (by clicking on them and on top right corner there is turn off button) that are on outskirts of the city and they will automatically jump to houses that are closer to the core. Do this until you will see sign that there are homeless people then start to reassign homes that are nearest to the core. Do this with pause button or they will get sick. Final word: This will be a genesis. You will be desperate. Regarding laws most likely you will not succeed here without fully developed religion or order path. You may not like the final law on each path - I get it. You can try to do it without it, but keep it in reserve and establish this law if there is no other hope.↑ Top
Getting Started
---------------- Written by PuddleJumper This is a good start for the first five days of “A New Home”. -=General Tips=- * You don’t need the generator on until the first temperature drop. Your people will be just fine as long as they have tents on night 1. * An easy way to find the max generator range is to pause the game, build 4 tents going outwards, and undo them. The clear areas are the max range of the generator. * Don’t waste time, work hours, and resources building during the day, unless you have extra people available to do it and you have the resources to continue researching. Your people will build during their off time. The best practice is to pause the game right after shifts end and place buildings all at once. * Get new laws as soon as they are available. The same goes with research; as soon as one research project is done, start another. * Don’t be afraid to pause the game and assess what is going on, or to make sure your timing is spot-on. * Your generator overdrive is a fantastic ability. It raises the heating level by 1 at no additional cost (+2 with research) and will keep you from needing to raise your steam heating level. Your steam hubs share the heating level of your generator, so this affects the hubs as well. Just don’t let it explode. -=Illness=- Don’t panic if people get sick, even if you get more sick people than your medical post can handle. It can happen no matter how careful you are. As long as the patients waiting for treatment can start treatment within 24 hours or so, they will not become gravely ill. -=Scouting=- Don’t feel like you need to go back to your city after every exploratory visit. Go from one site to the next, stockpiling supplies until you find something you want (or need), then head back. This is kind of cheating for some people, but you can save the game before dangerous scouting events (such as the bear cave or Tesla City). If your scouts die, you can load your save and try it again. These events are random, and you can re-load your game until your scouts live through it. -=Steam Hubs=- They burn coal, but early on they can be more efficient than heaters if used properly (3 coal per hour at steam level 1, whereas heaters use 1 coal per hour per building), so make sure you are getting everything out of them you can. Build strategically, getting as much in their radius as you can. Turn them off when they are not in use. Set their schedules accordingly. Steam hubs and the generator share their heating level and do not stack: anything that the steam hub is heating is wasted coal if it is being heated by the generator or another steam hub. When you get the steam hub range upgrade, you will want to re-asses your steam hub placements (i.e., dismantling and rebuilding them) -=Tech Order=- * Faster gathering * Hunter’s gear * Steam hub * Saw mill * Beacon * Steelworks * Heaters * Coal Thumpers * Drawing board * Wall Drill -=Laws=- Make sure you get laws as soon as they become available. You can get a new law every 18 hours. * Emergency Shift * Extended shift * Radica Treatment/Sustain life * This comes down to personal preference. Once you build an infirmary, this is almost a non-issue. Radical treatment will try to cure gravely ill but may cause amputations. Sustain life will keep them in medical posts untreated. As long as you keep your people out of -40F for extended periods you should have no gravely ill before you get an infirmary and this should have no impact. * Overcrowding (This is probably the most OP law in the game. It doubles your medical capacity at the cost of slight discontent) * Child shelters * Medic/Engineer Apprentices * Again, this comes down to preference. Whatever profession you choose will be more efficient. I personally choose medics. You can always get more workshops to speed up research. -=Day 1=- * Pause, get emergency shift as soon as scenario starts * 30 on the western wood piles, 15 on western steel, 15 and 5 on the southern wood piles * After the shifts end, pull all workers. Build 8 tents, 1 medic post in inner circle, 2 workshops and a gathering post near the northern double coal pile (outside of the max generator range), and a Hunter’s hut in an isolated area in the southwest. The hunter’s hut and beacon do not need heat, so this is where you will put the buildings that do not require heat. * Get extended shift as next law, set the workshops and all resource piles to extended shift * 5 Engineers in both workshops and medic post. Max out workers on the western resources, whoever is left send to the south resources. Prioritize maxing out the worker count on one pile at a time. -=Day 2=- * As the western wood and steel piles deplete, max out the southern piles, wood first. Extended shift for all piles. * After the shift ends, build a a cookhouse near the workshops, and assign 15 to the hunter’s hut. * Workers: 15 hunting, 14 on the wood piles, 15 on steel, 5 in the gathering post, 1 in the cookhouse. Again, prioritize maxing out the worker count on one pile at a time. -=Day 3=- * The resources at the south must be done by the time the day is over. Use emergency shift on the last pile to finish it if necessary, as these must be done before the first temperature drop comes. Research for steam hub and sawmill will be done by the end of the day, as will beacon if you researched everything without any gaps. * When shifts end, build a second hunter’s hut, a beacon, sawmill, and steam hub as shown. The sawmill doesn’t need to be in the range of a lot of wood, it is just a stopgap until we get a wall drill. Make sure the steam hub can touch every building you built up north. * Create a scout and send them to the lost expedition. * Workers: 30 hunting, 3 in the sawmill, 10 in the gathering post, 2 in the cookhouse, 5 scouting. -=Day 4=- At about 5 AM, start the generator. Yes, it has been off this entire time. When the shifts end and people go home, overdrive the generator to keep people from getting sick. -=Day 5=- * When the scouts return with the survivors, build a steam hub and some tents for them. Build a steelworks (use their heater, not another steam hub). Employ the new workers at the sawmill and steelworks. Build a second medical post in the inner circle (you will have 10 more engineers with the survivors the scouts bring back). -=Beyond Day 5=- * For the scouts, the sturdy shelter has supplies and a steam core. The crash site has more survivors. * When the coal pile near the workshops depletes, build a third workshop so the rest of the engineers are not going to waste. You can use the 5 unemployed engineers to speed up that process, as you should have steam hub coverage for the entire area. * Plan on building another gathering post near the other double coal pile area before the first piles deplete. This will eventually turn into coal thumper central. * The rest is up to you, but this should give you a good jumping off point.↑ Top
Tips for Builder Mode
---------------------- Before the first storm, focus on getting bunkhouses. You won’t get harsh storm before day 50 and can survive all of them with bunkhouses + heaters on work buildings. Don’t try to build a part of the gen just before the storm or you will lose the progress, focus on getting the materials and just after the storm get the max workers on building the generator. If you rush the generator, you will have huge drawbacks, like limited to 2 steam hubs or reduce power of the generator, etc. I´ve beaten it several times with population on hard, everything else on extreme, and can usually finish either closely before the fourth storm, or a bit after with just 1 emergency shift on an early workshop. What do you think is your main issue? Being too slow with tech, or with building materials? My strategy is usually to go for steam sawmill and advanced steel before the second storm, then start researching and building the components (always including the efficiency upgrade). You can arguably delay starting the generator construction up to closely before the 3rd storm, or even beyond the 3rd storm. Which has the benefit of not needing the ventilation plants until you start with construction. And the safety upgrade for the wood and coal components can usually be skipped that way. With stuff like foreman, agitators or shrines, and using the 20% progress for 5 of the steel components, I can usually make it before the fourth storm if I have already built stage 1, or do stage 1-3 inbetween storm 3 and 4 and stage 4 after the fourth storm. By the way engineers are probably the biggest earlygame hurdle, as you definitely want a lot of tech early (The first storm is day 12, the earliest of all endless modes and you need 3 T2 techs to keep healthcare running) and have the whole generator construction tech tree. If you have no generator, you´ll also face a lot of sickness throughout the game, but especially before getting infirmaries. So maybe if you feel getting started is a big problem due to engineers, you might want to find out where big groups of engineers are at the beginning, restart, and get them asap.↑ Top

