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Frostpunk laws
Frostpunk laws





frostpunk laws

The scenario is a good step up from the Ark in complexity, but there’s a lack of decisions at the start that have long term impacts. Overall it took me 6 tries to get through the first 2 nights, and the rest fell into place without too many hiccups. You’re presented with moral choices, and the decisions here have some minor ripple effects. The last few decision points should be taken at the management level, rather than the personal one. Faith/Order keepers are needed to break up any conflicts – and they are generally required for other bits anyhow, so you’ll have them. If you’ve got the first 10 groups under control, the lords are easy enough to manage. There are 10 sets of basic refugees (and some at various explored outposts), then some lords show up in the final quarter. Everyone needs a place to live, you need a medical spot, and you need to have gathering huts to build it all. The “trick” to this particular scenario is all about getting through the first two nights without a ton of sick people.

frostpunk laws

Even though the game says you’re in a bad state, it’s often just a warning rather than a failure. Places with people should never be lower than chilly. You can’t go a night without housing someone or they will get ill. This particular scenario best exemplifies the needs of the people, how long you can ignore them, and what you can do manage discontent. That raises some interesting design choices in this game I’ll get to later. And the children, good golly the children that show up.Ĭombined, for practical purposes you need to pass the Child Worker (kids can work safe jobs) and Overcrowding (double medical capacity) laws. These people often show up sick too, and with poor housing, you’re going to be rolling in sick people. The idea of this scenario is that you’re given a tight build space, few resource to start, and LOTS of people showing up to the door every 2 days. Given enough time though, getting balance across everything is absolutely achievable. Sure, you may have all your coal needs covered, but odds are you’re low on food, or steel.

Frostpunk laws full#

Given that the scenarios are always against a clock, and primed full of crises, you’re never really in a balanced mode. What’s left is the Endless mode, where there are no win conditions, only failures. So what do you think? What ending would I have gotten if I could see the very end before it crashes? The only thing that I think the game might categorize as "crossing the line" would be "public penance" even though I only used it as an alternative to banishing a guy.This is the last scenario in the base game, and I’ve taken a solid swipe at it now. Hope was maxed and discontent on zero for much of the game, including right up until the storm. I didn't take "Keeper of the Faith" or the last tier after Public Penance Went Faith and got Faith Keepers, and in response to a scripted event I got Public Penance (otherwise I would have had to banish the guy), but I never used the ability and when a clergyman said Public Penance should be voluntary, I agreed. Heading was comfortable or livable through most of the storm, didn't go below Chilly until the very end, and no one died during the storm. Economy was great, ending with 20,000+ coal left at the end of the storm even with shutting down the coal mines, and thousands of food).

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Very few people died (I think 3 or 4, scripted or on flukes that I don't think I could have done anything about, like someone died due to "lack of care" moments after getting sick even though there was plenty of healthcare available) I think I got an ending very similar to one I saw on Youtube - "First we put our children to work/Parents lost their children/Faith." but I can't see the end of my ending to see whether or not it will say that I "didn't cross the line." Maybe you can help me determine what ending I would have gotten: My game keeps crashing on my ending of "A New Home" so I can't see my full ending.







Frostpunk laws