

#Frostpunk reddit crack#
Thing about these is you want them researching basically constantly during a work shift, and it does no good to have a crack science team who finish up early and have to sit around twiddling their thumbs because there isn't enough wood and steel to make bunkhouses and queue up the next research project. Only ever used 4 workshops tops, might have to give more a try - I do favour extended shifts on them, though. Note that doing this will cause you to fail 'heat homes' objectives though. If someone runs in with a spreadsheet of calculations that contradict me you'd be better off listening to them though, I'm pretty casul when it comes to running the math on my in-game decisions beyond the very basics. Not sure if this one is 'the way to go' necessarily but it makes sense to me. Sickness is some sort of weighted average of how cold people were during their day AFAIK. With Overdrive, or if short on coal, you can 'pulse' heat up during the night while everyone's at home, then lower it during the day when they're scattered hither and yon working outside of heat zones.
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Steel too, but wood and coal are the early priorities. You want to get, for example, sawmills or a wall drill or whatever online before running out of crate piles, or your economy will stall hard.
#Frostpunk reddit generator#
At the end you're basically dependent on having lots of them because people are going to get sick no matter how much you crank the heat up.įor layouts, personally I favour steam hubs, maybe with a 1 level range boost on the generator itself.Įarly on, gathering posts are vastly better than assigning people to individual piles.
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Not sure about the hospital tip - if I'm gauging it right, that'd mean you'd be able to hold more sick people - but the treatment times are based on how many engineers are in them, IIRC, so understaffing them means people will take forever to be treated, and everyone sitting in a hospital bed is both eating full rations and accomplishing absolutely nothing until they get better.Ī couple of fully manned infirmaries should be able to handle day-to-day sickness, maybe 3-4 or a batch of extra medical posts should be able to handle illnesses from having it too cold in houses.

And you have to keep your research going constantly. The key is to keep things moving evenly - you don't want a spike in hunger, coal consumption, etc, but you also don't want glut of production that you can't store. After that it's just a matter of systematic expansion - add a couple more Hunters, another half-ring of houses, etc.

Then food - I usually go for some Hunters. Next you should get some coal production going - get a coal thumper and some gathering huts instead of going coal mine just yet. Then I go for a Beacon and start exploring. Research the first-level wood and steel buildings, get those built. I generally build a gathering post or two, then a medical center and as many workshops as I have engineers for. It sounds like you might not be researching enough though. Without seeing exactly what you're doing it's hard to say. Once you have played through the game once you know how everything works well enough to succeed every time. I dunno, I found it pretty easy even on the harder difficulties.
