An early cookhouse and one of the food upgrade laws will help stretch your starting supplies until then. This significantly alters the usual flow of resource gathering. Opecīesides having a very small number of human laborers, forcing you to rely on coal-chugging service mechs, the Arks scenario is completely devoid of worker class citizens. Doing so will require either the heaters or steam hubs upgrades early on to protect the arks from sudden temperature drops. These arks contain the world's supply of seeds and seedlings which must be protected from freezing in the falling temperatures at all costs. The Arks only offers a skeleton crew of workers-forcing you to rely on constructing a fleet of mechanical spiders to keep four special structures warm throughout the game. We've also got a guide to Frostpunk's main game here. It is a trap! First, ok maybe second if you are rushing beacon, but on third day you must have posts or number of sick will get out of control by stacking up.Below I've put together some strategies and tips for Frostpunk's two supplemental scenarios: The Arks and The Refugees. Prevention is key, if you can always keep work places on livable or more do it. If you can, use 2 workshops during day, just keep track on your medical posts, if some beds are open you can take out engineers and put them on science.
Stupid game will send your 24 hour shift engineers if their work spot is closest on building even if you have spare people somewhere in they city. Also do not build anything near workshops outside working ours. You will dearly regret it if do when the storm hits and city will have zero food for at least a day. You will need 2 of them to rotate 24 hour shifts. Extra hands do help, and you have some creative ways to help manage your discontent with influx of new people. Well, you can escort all 3 closest survivor spots home and get 4 steam cores, if you rush beacon, then scout techs and generally are really confident with your build. Go there first, send them to your city and continue onwards, until you hit steam cores. One of them will always be closer than others, requiring to visit only 2 spots before you hit the one with people. Memorizing spots names and wield will help also, I maybe will place some list later. Well overmap layout has some patterns it follows so you can kind guess where to go. Last one will be critical when the storm hits, but you can try any combination of steam core buildings. You will get about able survivors and 4 cores from whole map, that is enough to get all 3 coal mines, 2 hothouses and 2 infirmaries. Yes I prefer to let them die instead of putting poor midgets to work. Thing about survivors going on their own, that unlike New Home scenario they will not be sick when they get to you, and the ones that die will be useless children anyway. Trick is to scout map first finding all the steam core and people spots, then load, rush beacon and later second scout team. Everything else on Extreme is a waste of time, you rarely get more then resources from one spot. But The City Must Survive right?īasically my strategy revolved around being greedy and heartless bastard, trying to grab as much stuff while not carrying if something slips through your grasp.Īnd some save scamming, but it IS possible without it, just takes a lot of experience and super-slick build order. Well… if you are ok with some people dying. So I was wondering can you ignore these to guidelines and still survive having coal mines, hothouses, child shelters, and no Purpose laws at the time the first storm ends. How useful Faith for its awesome heal houses, and that extra hands from child labor make things much more manageable.