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Frostpunk coal thumper4/7/2023 ![]() ![]() However if you try to assign the automaton to a different job while they're doing this they can't start working until they finish refueling. Normally they still get to generate resources during this travel period. ![]() Automatons normally cost 1 to build, so if you're willing to forego having an automaton at that moment you'll get more out of dismantling it.Īutomatons need to visit your generator or a Steam Hub every day to refuel. In the A New Home scenario if you dismantle the automaton you find on the bridge during the exploration event you'll get two steam cores. Additionally if you successfully enter Tesla city you can set up an outpost that will send you a Steam Core every day. It obviously costs some upfront resources and research time but it's extremely efficient resource gain for a 10 person team and you don't need to worry about them getting sick out there. In the A New Home scenario it's generally recommended to send an Outpost team to the coal outpost. If you send a team towards an already-visited location that's mostly in the same direction you can save days of travel time, especially if you're willing to pay close attention to your teams and change their destinations before they arrive at the visited location to try to get optimal travel times. Scout teams move twice as fast when traveling to locations they've been to before. Strongly consider Extended and Emergency shifts for your researchers, and later the tech that lets automatons work as researchers since they can work the night shift. The actual number of hours you have researchers working is much more important. Your second set of 5 only gets you 30% more efficiency, your third 20%, and all beyond that 10% each. Research scales very poorly with the number of engineers working. Additionally, the law past the snow pit is Organ Transplants which gives you a 20% efficiency boost in your medical buildings and doesn't actually require any dead people to work this is extremely powerful. The reasons for this are twofold: ideally you don't have people dying in droves, and so the reduced Hope malus is basically meaningless outside of a crutch for new players. Speaking of deaths, it's recommended that you don't take the law for cemeteries and instead go for the snow pit. A lot of players who would normally strive to have zero deaths will instead do "one death runs" where we accept the one Emergency Shift death so we can access this option. Note that those extra rations are *gone* and your people will still need to eat at their normal rates, but it's probably preferable to people dying all the time. If you continue using Emergency Shifts on buildings after your first person has died you'll get an event that lets you pay extra rations to keep people from dying. You can use Emergency Shift on your starting resource piles without risking people dying from the Death From Overwork event that event requires the Emergency shift be used on a building. You don't get any bonus from overlapping heat zones from your Generator and Steam Hubs either something is in a heat zone or it isn't. ![]() Use the Overdrive to keep your people warm and healthy! As long as you don't hit 100% there's no consequences. Your generator's stress level is a resource. Additionally if Discontent hits ~40% you'll start getting events where the Londoners recruit the discontented even if you're doing well with Hope. As the scenarios' crises start to hit, you'll want to keep a better handle on your Hope and Discontent for example, in A New Home with the Londoners at 05:00 every day your Hope level determines how many people join/leave the Londoners. Similarly, keep your people's Hope above 10%. Past 90% Discontent and you risk the ultimatum that you lower it to 75% or get disposed. At the start of a scenario if you keep your Discontent below ~90% you won't have any trouble beyond people's dialogue complaining about you every morning. Here's some tips.ĭiscontent is a resource. This is a game about plate spinning, but preferably you're not only barely surviving. ![]()
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