3/19/2023 0 Comments Gathering post frostpunk![]() ![]() You want resources, not an early hope nuke.ĮDIT 3.1: If you go with radical treatment, rush prosthetic law or else a guy you force amputate the leg of will commit suicide and tank hope.Ĥ: Bunkers are over-rated. Invest in a sick bay adjacent to the tower of life in the first day or two.ģ: Get your scout going ASAP, but don't rush the story quests beyond the free steamspider. As soon as the first frost hits, you will need to stop sending them out and instead use gathering houses, but those require a road connection, and so leave the closer piles for now so your gathering spots are closer to the center later.Ģ: You'll get a sickness almost immediately. Everything changes, you will need entirely different tactics to survive these seven days.ġ: Send your workers to DISTANT resource piles. Late: After you've settled the Londoners issue and started seeing."warning signs".Įnd: Everything is building up to this phase. Mid: This is after the fate of winterhome. Super vital to setting up your city.Įarly: In story terms, this is before the "fate of winterhome" event. Opening Days: This is the very initial days, -20 C. I'm splitting my tips into various phases, for assistance. ![]() At least, that's been my experience so far. Lastly, it makes it easier to stay on top of turning heaters on and off, depending on the temperature, when they are all clustered together instead of being scattered around. Later on, buildings that passively or actively add efficiency to production buildings can efficiently serve a large number since they are clustered together. The result is a clustering of production buildings that share a minimal number of steam hubs, which operate at the greatest possible efficiency because they are not using the range extension upgrades. Place production buildings with similar extended hour shifts within coverage of these steam hubs. Have the steam hubs operate from 0600 to 2000 as well. Have the mines work on the 0600 to 2000 extended shifts ![]() Place steam hubs that serve mines in such a location that they don't require the range extension upgrade. Lastly, make strategic use of 0600 start time hubs near your fixed location production buildings (mines) without range extensions. Put your normal workday production buildings around 0800 start time steam hubs with room for growth when range upgrades are researched. Put your residential buildings, and those path-specific buildings that like to be nearby (like faith buildings), around 24 hour steam hubs, leaving room to add more when steam hub range extensions are researched. I'm an urban planner in real life and it pains me to say this, but single use zoning is your best friend in Frostpunk. Those extra hours of work sure help keep Jack Frost at bay for another day.Īs others have mentioned, be very strategic about how you cluster around steam hubs. The production buildings' extended hours (not the 24-hour emergency shifts) are very useful and worth keeping on all the time for key resource building and while there is a discontent penalty, people get a whole lot more ornery when they're freezing cold. They have cool downs and no audible or visual cue on the main screen when they are ready to go again, so make a habit of checking on them regularly it's part of my 'morning routine'. They can sit out in the periphery deep freeze.įaith path buildings have some very useful temporary orders/events. Storage buildings don't need to be in a heated zone. ![]()
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