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+ | ====== Completing Frostpunk ====== | ||
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+ | The following are some notes on completing the Frostpunk game without too much of a hassle. Perhaps, there are many ways to complete the game but the method presented here is a method that focuses on efficiency rather than exploring or enjoying the game features. | ||
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+ | Here are some quick observations: | ||
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+ | * During the game the citizens will approach the player on many occasions with choices on crucial matters. In such situations it is important to understand that choosing the option that outright dismisses them is counter-intuitively the safest option (perhaps the best) that strikes the least of losses and least of gains (albeit, being the least suspenseful). For instance: promising the citizens to construct some building where the building is locked by some development tree may take unuseful time to complete. The penalty for not delivering on a promise is shockingly disproportionate to just ignoring the request in the first place. In fact, it seems that the player could run through the entire game and just be dismissive which will yield good results (when strategy players are tamed to think that "doing the right thing" always have beneficial results)! | ||
+ | * The game lays heavy accent on resource hoarding. No other action yields better long-term results other than stockpiling resources. In fact, the only way to complete the game is to stockpile coal and food / rations. That being said, not all resources are equally important. Here is a rundown of resources by importance: | ||
+ | * Coal - Coal is the most important resource if the player plans on completing the game. There should be no higher priority other than stockpiling as much coal as possible. The reason for that is that the final game sequence, during a hefty storm, a bunch of buildings just shut down "due to the storm" and will not even work. The only purpose will be to heat up the buildings and resist on rations. | ||
+ | * Food and rations - stockpiling rations is the second most important action in the game after coal gathering. During the storm, everyone will have to live for days on rations and gathering food by hunters will be disabled. | ||
+ | * Wood and steel - wood is very important at the very beginning of the game because it allows buildings and roads to be constructed fast. However, after about a week in game terms, steel becomes crucial since all steam-powered buildings, development tree upgrades and building automatas will rely on steel. | ||
+ | * **[Improvisation]**: | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * Buildings that have '' | ||
+ | * **[Bonus]** '' | ||
+ | * '' | ||
+ | * Not all buildings are helpful or worth the resources and time to build. For instance, the '' | ||
+ | * Exploration is disproportionate: | ||
+ | * The game is meant to be played as a rush style strategy game due to the onset of the storm killscreen. There is seems to be a perceivable threshold torn between developing or amassing resources and the limited time such that without a speedy development the player can be left behind, crossing the threshold and guaranteeing failure. | ||
+ | * Expeditions for resources are not worth as much as they are cool. When the storm sets, the player will be blocked from being able to receive resources from satellites and will have to rely on the resources inside the pit. It is a fair idea to mine for coal remotely in order to stockpile but the remote sites will not function during the most crucial part of the game. | ||
+ | * It is explicitly desirable to attempt and reach the last layer of development on the technology tree in order to be able to build the most advanced resource gathering technologies. For instance, relying on the flotsam scattered inside the pit to provide a stable supply of wood over time is out of the question: it will run out! | ||
+ | * **[Improvisation]**: | ||
+ | * **[Improvisation]**: | ||
+ | * **[Improvisation]**: | ||
+ | * The choice between '' | ||
+ | * Due to the game being a time trial, it is advisable to not ferry a scouting team back and forth between a point of interest and the homebase. Instead, use the same scouting team to explore all the points of interest. Scouting teams do have a limit on the load they can carry such that ferrying back and forth just wastes precious time. Bringing a scouting team home because a power core is needed for development is perhaps the only good reason to ever bring a scouting team home. Furthermore, | ||