Frostpunk

Frostpunk

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Frost Punk how to survive for Dummies!
By Sober_Bender
This guide is a how to for Newbs/Beginners on how to survive the punishing cold elements of Frost Punk. There is already a lot of content available for the more developed players, but I noticed when I begun there was't really much available on the basics of the game. So if your very fresh to Frost Punk this guide is right for you, but if you are experienced you may find it a tad boring.
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Intro


Hello and welcome to my guide on Frost Punk. Do keep in mind this guide is designed for Newbs/Beginners to the world of Frost Punk. Those looking for more advanced content may not find that here. I will look to cover the main surviving basics to get you over the line in "A New Home" scenario.

If you have played already you will find that you generally approach the game with your own style of play, and that's fine.....so you should. Do keep in mind that the main story is scripted to run in a certain way of events, so you should aim to develop your style whilst meeting the demands of the game.

I won't lie, it took me quite a few goes at the main story before I really grasped what was happening or working against me. Not long later I had finished many runs and accomplished more with ease, as well as unlocking achievements along the way.

Anyway before we kick off just remember there is no right or wrong way to play out Frost Punk, but you may come up with some new techniques to take into the Frozen world and achieve greatness.....that being surviving the elements of course!
Game Script
Alright so as before I mentioned that the game runs on a script, and your probably wondering what do I mean by this?
As you progress through the main story "A New Home" the game will generally move with your choices and directions that you guide your people.
For example working your people in the open with temperatures lower than -30 degrees people will get frost bite, which will then push you towards making medical choices in the book of laws.

The script though will still run if you manage to maneuver around certain actions. So in more detail, you will learn about people from Winterhome not making it through the cold, sparking your people into unrest that they are all alone in the winter lands. This will happen regardless if you come across Winterhome from your scouting party, or if you stay away from the place all together.
So avoiding the place because of the Londoners may be a smart choice, but will only buy you time before the event runs anyway.

So here are some things I have noticed whilst playing that are an automatic script.
  • Winterhome "we are alone" activating the Londoners
  • Having to choose between Faith or Order
  • The temperature getting colder
  • The temperature rapidly dropping towards the endgame
  • Refugees fleeing to your city for help
  • The coming of the Storm "endgame"
  • The frost lands unlocking locations in specific order [you can't just rush Tesla City]
Once you learn the way or order that the script runs you will learn to have your city developed to certain points and levels to combat against these things. I generally work off days, after day 4 the temperature drops for the first time etc. One thing I have managed in several saves are the Londoners are gone by day 20, which then leaves me other time to focus on getting endgame ready.
Getting Started!
Once you have loaded into the scenario you will have 80 people at your disposal. Your first move is generally to collect resources, just wait though! Do keep in mind many of the pro's and others that play at higher levels of the game will say the start is crucial to getting you on the right foot.

The best start I have found and as most players will say, start on constructing workshops in the tech tab. Don't just build 1, build 2. Assign during construction most of the workers out to collect resources, this will force them to build prior to collecting resources. Leave behind at least 10 engineers to work in the workshops once built. On completion you can research anything you want at higher than 100% research ratio's.

There are different choices to make on research for a first pick, I most commonly pick Beacon or Faster Gathering. Reasoning behind this is of course faster resource collection, and the Beacon to get a jump ahead on scouting the Frost lands. When I started I didn't see the Beacon as an emergency research, overtime you will find out its basically how you get free resources and of course People.

People in general can only be either found or come to you, you can not breed your own with families or children etc. The children, if your smart can be put to work with choices made in child labor. Just remember they will eat just as much food as the adults.



Once you have done that go to your book of laws tab, there are a few good first picks here also but the wise one would be "emergency shift". After you activate it go back to your workshop and click the icon to activate the emergency shift. When laws are activated they don't automatically work, some are activated only once clicked in workplaces and others are autonomous to work in with other laws in general.

There are a few tips to really get a good kick-start on the scenario, each different to anyone's style really. So below you will find some tips with bonuses listed next to them as you can't obviously achieve all of them.

Tips for Starting

  • Only build the two workshops at the start - All other buildings can be constructed later at night in the resting period.
  • Always make sure your workshop is researching - Time not spent researching may hinder the endgame where certain tech could be more beneficial.
  • In book of laws pick "emergency shift", then after pick "Longer Shifts - once completed you can assign a building to work a full 24 hours, Longer shifts is self explanatory but needs set per building.
  • Longer shifts is for work in general - this means your not restricted to buildings, it includes all work such as gathering resources, resource plants, gathering posts, workshops, cookhouses etc.
  • You have 4 days to gather resources before the temperature drops - this doesn't mean after day 4 the resources can't be gathered, either build gathering posts which have warmth or wait to find an "Automatron" in the frost lands to do the work in cold areas.
  • Don't race to turn on the Generator - Coal is like gold, don't waste it through the day when nobody is there to enjoy it, turn it on late in the night to keep people warm then turn off prior dawn.
  • Don't rush shelter! - People will complain and discontent will rise but you wont need housing until temperatures start to drop quite low
  • Only put buildings close to the Generator that are essential to warmth - this is mainly either health or food style buildings, city layout is more important for endgame purposes provided you research effectively.

Later I will have a "general tips" you can refer to that you may find helpful as you progress through the scenario.
The Beacon!


My first few play through's I never considered the Beacon to be important until I used it. From the Beacon you will have the opportunity to explore the frozen lands where you will explore sites to recover resources or people, other times they will be baron but activate other sites to explore.

I have through many saves found all sites and most are either wood, steel, coal, food and steam cores. Some sites act as outposts also which we will get to in a sec, but its important to know what you want to access prior searching.
What I mean by this is once a choice is made you can't go back. For example Tesla city that has Steam cores, I initially didn't explore because it consumes your Scout party. (not all the time as its RNG). My scout at the time was carrying goods I didn't want to lose, so I returned back to the site once emptied to not be able to enter or do anything. So choose wisely.

There will be a general path your scout will follow if directed, that will unlock other sites along the way. One site "Steel Bridge" has your first and only Automatron to collect, all others you will build.



You can also collect as many goods as needed along the journey, as your scout has the biggest carry bag man has ever known out in the frozen lands.

If your keen on using the Beacon straight away, I would suggest researching through the tiers and learning all the associated techs related to scouting as this will further speed up your progression and travel times between sites.

Outposts

Outposts are a great form of income for your city. The only hard part to them is choice, as there are several outposts you can gather resources from, but in your city your limited to building only 2. I have always gone after the Coal outpost, then once unlocked the Steam Core outpost, so don't hurry to build 2 in your city straight away.
Coal will give you 800 units per day, and Steam Cores 1 per day, which is optimal for Automatron manufacturing and those advanced steam buildings.

As mentioned earlier in "The Beacon", make choices as you cant go back. Have an idea on what you want to retrieve from the sites prior to getting there. There will be no point in holding onto the food outpost if you never build one there, or want to build one, so make sure you gut the places you don't intend to use later.

Tips

The only real tips I can give you for this section is prior the Storm coming(endgame) search as far from the city as possible, preferably to the right of the frozen lands. Maybe try to have 3 scouts active to get to each site possible close to days 20-30. After the storm is announced you will be basically search and rescuing people from as many sites as possible, so play smart and go for the furthest ones away first as time will be on your side.
Once your done or close to the Storm hitting the city, recall all of the scouts and outpost workers and disband them at the city to save their lives. Through the storm, outposts or life in general will not survive in the frozen lands.

Plan ahead!
Pretty simple really, if you have a plan as to how you want to build your city and survive the cold climate you MUST stick to it!
Firstly the most important thing would be your research conducted through the workshop. Have an idea first of your city and work from there. I will use an example to give you an idea.....
  • How will we generate heat - Generator/Steamhubs/Heaters [or all three]
  • How will we generate food - Hunting lodges/Hothouses/Outposts [or all three]
  • How will we generate wood - Sawmills/Wallsdrills/Outposts [or all three]
  • How will we generate coal - Gathering/Coal Thumper/Outposts [or all three]
  • How will we generate steel - Gathering/ Steel Mill/ Outposts [or all three]
Doing combinations of these at one time can lead to disaster. So it is best to stick to one method and perfect it, this will save you time on research and precious resources going to waste on unnecessary things.

For example consider this layout for a city

  • How will we generate heat - Generator/Steamhubs only(Generator has no range upgrades)
  • How will we generate food - Hothouses only
  • How will we generate wood - Walldrills only
  • How will we generate coal - Coal thumper/Outposts only
  • How will we generate steel - Steelmills only
As the old saying goes "Jack of all trades or master of one!"



So now you have an idea on your cities composition, through research stick to researching anything that nourishes growth in these factors. Don't research hunting techs if your using Hothouses etc. Doing things this way will boost your city in the direction it needs to go to survive in general and sooner.

City Layout

Lastly we come to city layout. I would say the city would best be laid to how your composition fits it. Lets for the sake of the example stick to the layout listed above in "Plan ahead".

A lot of factors play into the design of the city short term and long term. Initially if your using Steelmills, these are built on the outskirts of the crater and will either require steamhubs or heaters to stay warm when worked. Long term you may use Automatrons to run them, and no longer require heat to operate at all.
Buildings that will be required to be built close to the generator would be Hothouses and Medical buildings provided your not increasing the Generators range.
Buildings that will be left to combat the elements late game will be resource production such as Walldrills, Steelmills and Coalthumpers which hopefully are operated by Automatrons at the point the storm hits. If you have stockpiled enough resources anyway, anything that shuts down during the storm wont be an issue anyway.



Tips

  • Stockpile as much food as possible.
  • One Cookhouse is enough....period!
  • Hothouses will work during the storm if heated properly, hunting buildings wont operate period during the storm.
  • Have districts/zones throughout your city - Health, Production, Storage, Food, Cold zones
General Tips
This section I was going to throw every tip from every section of the guide, but opted not to as you would have already read it once by now. So instead this section will be mainly generalized tips for your play through on the scenario.

  • Make a choice and stick to it - You may be able to research everything, but you wont be able to build or maintain all buildings so why waste time and resources.
  • Workshops for Research Stack! - The biggest bonuses are noticed up to 4 buildings after that I'm sure it only raises 5% per workshop.
  • Always think ahead for better flow - Before beginning think of the start game, then once setup think mid game, then around day 20 think end game.
  • If using Longer shifts, enable whilst building is being built - When using longer shifts there will always be a penalty to discontent, for some reason you don't take an instant penalty for activating whilst constructing the building.
  • If using steam hubs create city zones - steam hubs chew coal, if you have them at workplaces you can allocate time for them to operate saving on coal.
  • If using Automatrons remember they need to refuel - Build close by Automatron areas a steamhub but turn it off or keep on a low setting to allow the bots to refuel.
  • If possible always try to keep the book of laws timer going - You might not like the book of laws, but essentially it designs the way your city interact, slowing laws down is like slowing research.
  • If a law is enacted with a trigger you must fulfill it - If you fail to do so you wear a penalty to either discontent or hope, sometimes both and yet some requests are easily met and low cost.
  • Regardless if you pick Faith or Order you can remove hope! - If you rush these particular books of law to max laws you can remove hope all together leaving you to only worry about discontent.
  • Faith VS Order - Both are the same but offer different approaches to boosting hope and removing discontent, yet Faith seems to offer more options to do so.
  • Struggling to heal the sick, build an infirmary - I feel this building alone is the most OP thing in Frost Punk, even late game when the temperature smashes -150 degrees, 4-5 infirmary's keep death away.
  • Have trouble with maintaining food - Set the Automatron to work a Hothouse, kickback and relax.
  • Not sure why discontent rises? - Hover the mouse over the bar for more detailed information.
Conclusion


Thanks for reading this far, I hope I have helped in some way for you to understand a few different ideas and concepts behind getting to know Frost Punk better. That said, you may feel the "A New Home" scenario hard at first, but once you play the others the first scenario is like child's play.

A lot of the tips in this guide are from experience, and only a few are sourced from other players. There is a lot of content available to read and view if you feel your still missing something to your games skill level that this guide may have not offered you, so be sure to hunt around for what you need to improve on.
30 Comments
Sober_Bender  [author] 20 Oct, 2024 @ 8:59am 
Hey Orion319, I'd say they have. This guide was put together in 2020, so some things would have changed over time.
Orion319 17 Oct, 2024 @ 9:02pm 
I'm going to assume they patched the two workshops because I build two but they only research one thing at a time.
EntityZero 26 Sep, 2024 @ 6:21pm 
houses in the cold zone? dont rush shelter? for what game is this a guide, because its not frostpunk.
Sober_Bender  [author] 9 Jul, 2024 @ 11:19am 
Hi Bryanheart, thanks for the feedback; it was a joy to make. Yes, most of this is for the 'new home' scenario. You could use the concepts for other scenario's also, but as you will find with them you need to adjust when required to. As for the obedience/hope question, I think you should explore this personally, as I don't play much of Frost Punk these days. I love the game, but constantly trying to catch my backlog up. Keep at it, I aim to return to it eventually myself.
Bryantheart 9 Jul, 2024 @ 7:24am 
Newbie here. thank you for the guide. Most of this guide and tips only work for A New Home scenario, or it is viable for other scenario as well? If our population became Obedience, does that mean any building that increase Hope became useless?
Sober_Bender  [author] 28 Apr, 2024 @ 9:09am 
Thanks Juice^! Thanks for stopping by also!
juice^ 27 Apr, 2024 @ 1:27am 
dope guide bro thank you
|_| Clyax 29 Nov, 2023 @ 5:14am 
Nice idea with the "stick to your plan" point. I never realized that sticking to either generator range or steam hubs was more efficient than balancing the two. I forget which Steam guide said this, but the achievements really are recommendations for optimal builds. I know that The Ark scenario requires steam hubs to reach a building that would be destroyed early on if not for Steam Hubs, so I'll use those instead of Generator Range. Thanks for the general tips.
Sober_Bender  [author] 25 Jan, 2022 @ 1:03am 
@FortKavanagh I haven't been able to play for a while due to uni commitments, (so sorry if I am off abit here) but from memory Tesla I think was the furthest away, and closest to the storm outbreak; so try and hit it first with your scouts. It may even pay to check out a YouTuber on how to not lose any populations whilst discovering all sites.
FortKavanagh 5 Nov, 2021 @ 11:34pm 
What about tesla city?
how & when do we explore the city without losing our scouts?