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Ephemeron posted:IIRC, Normal New Home is winnable with 0 laws. I'm pretty sure Normal New Home is winnable without turning on the generator.
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# ? Apr 15, 2019 15:28 |
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# ? Jun 3, 2024 12:16 |
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Fister Roboto posted:Yes. I know. It was still putting me over the 75% threshold and there was literally nothing I could do about it. you are really defensive about this, it is not a big deal
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# ? Apr 15, 2019 16:15 |
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Morrow posted:I'm pretty sure Normal New Home is winnable without turning on the generator. It is, I've done it. You gain a huge appreciation for just how warm some of those production buildings can get on their own and with a soup kitchen.
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# ? Apr 15, 2019 16:37 |
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Morrow posted:I'm pretty sure Normal New Home is winnable without turning on the generator. I'm curious about how to do this now
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# ? Apr 15, 2019 16:37 |
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jokes posted:I'm curious about how to do this now You just invest heavily into insulation upgrades and medical facilities. Get the workplace heaters and faith soup kitchens. Be prepared for death. Frees up quite a bit of workforce since you need very little coal production. The storm I remember being tough to get through, but you can.
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# ? Apr 15, 2019 16:39 |
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i'm unclear on how you'd handle the no-law situation, thinking about it. the londoner crisis would gut your city without a way to restore hope, no?
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# ? Apr 15, 2019 16:43 |
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the londoner crisis is surmountable without enacting laws, but you'll probably lose a few dudes that go out into the white and die
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# ? Apr 15, 2019 17:11 |
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i mean i've never tried it, how much is a few? they start out with a nontrivial portion of your population and as long as hope is below like 30% or whatever it is they keep gaining steam. going purely off my gut i'd kind of expect them to abscond with half the drat city unless you pulled a hope rabbit out of your hat.
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# ? Apr 15, 2019 17:14 |
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A dude on reddit did no-laws Refugees on Hard a while ago: https://www.reddit.com/r/Frostpunk/comments/8ler0y/refugees_hard_no_adaptation_laws_no_deaths/ Can't find anyone who did no-laws ANH though. Bear in mind that: reddit posted:This run, being a No Law run, also means it has to be a No Automaton Run.
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# ? Apr 15, 2019 17:25 |
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Yikes-a-roni
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# ? Apr 15, 2019 17:33 |
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I guess bodies should eventually decay even without a place to put them. If they don't decay, they shouldn't make people sick, and if they do decay and make people sick they should eventually decay away and stop making people sick.
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# ? Apr 15, 2019 17:42 |
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Should we do something about Bobby’s rotting corpse? Not until the captain says we have to! You ever heard of jenkem?
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# ? Apr 15, 2019 17:45 |
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Like seriously, are they leaving it on the table? Chuck it by the old storage or something, it'll freeze and nobody will get cold. "You take a right by the depot, a left by green boots"
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# ? Apr 15, 2019 17:51 |
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Coolguye posted:you are really defensive about this, it is not a big deal Sorry, when I posted I was kind of hoping for some kind of helpful tip for dealing with the problem that I had maybe overlooked. Like I don't know, maybe there's a button hidden somewhere to spread out your sick dudes? Instead I got a bunch of goons pedantically blaming me for not anticipating my citizens acting like complete morons. My discontent was high, but if it wasn't for this dumb problem I wouldn't have gotten a game over. That's the issue, not whatever else I was doing. But I've learned from it at least, and Overcrowding is kind of a trap option because it basically gives you a permanent discontent modifier. I'll go with Extra Rations from now on. Would be nice if this didn't happen though.
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# ? Apr 15, 2019 19:02 |
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Fister Roboto posted:But I've learned from it at least, and Overcrowding is kind of a trap option because it basically gives you a permanent discontent modifier. I'll go with Extra Rations from now on. Would be nice if this didn't happen though. I did Extra Rations for my first couple of games then switched to Overcrowding and Overcrowding was by far the more useful law. You may have run into some weird behaviour (or maybe your other medical facilities were not operating at that moment for some reason), but the person telling you that the overcrowding penalty was far from your biggest problem is 100% right. At this point you look like the guy spending $800 a month on candles insisting that he needs to cut down on his $40 food expenditure.
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# ? Apr 15, 2019 19:32 |
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Gort posted:You may have run into some weird behaviour (or maybe your other medical facilities were not operating at that moment for some reason), but the person telling you that the overcrowding penalty was far from your biggest problem is 100% right. At this point you look like the guy spending $800 a month on candles insisting that he needs to cut down on his $40 food expenditure. this is such a weird response to someone complaining about running into a dumb bug
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# ? Apr 15, 2019 19:41 |
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Gort posted:I did Extra Rations for my first couple of games then switched to Overcrowding and Overcrowding was by far the more useful law. If you want to go with this analogy, it would be like saying that a grocery clerk overcharged you, and having a bunch of people tell you that it's your fault for buying too many candles. Like yeah, if I knew ahead of time that this was going to happen, I would have compensated for it and not driven my discontent so high. I was playing on extreme so a lot of it was pretty necessary, I'm not sure what I would cut out of my discontent budget. But that's not really the issue. The issue is that this "weird behavior" is the straw that broke the camel's back, and a bunch of folks are telling me to take some food off of the camel to accommodate the straw.
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# ? Apr 15, 2019 19:44 |
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Jeb Bush 2012 posted:this is such a weird response to someone complaining about running into a dumb bug It's not necessarily a bug (there's a bunch of non-bug ways to have enough medical capacity but end up with overcrowded facilities anyway) and it's not a situation that would make you lose without already being a gnat's width from losing anyway. Fister Roboto posted:I was playing on extreme That makes a bit more sense, I imagine running discontent high must be pretty unavoidable on that difficulty.
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# ? Apr 15, 2019 19:53 |
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Southpaugh posted:Yeah never toggled it on, it just doesn't do enough, if people are starting to starve its probably too late, you're at the early stages of a failure cascade. Soup is one of my favorite policies because it's proved so useful for me in past games. Being able to get an instant 30 percent increase in ration production when I realize I face a raw food deficit or am going to have trouble meeting a stockpile benchmark has saved my skin several times.
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# ? Apr 16, 2019 01:39 |
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Coolguye posted:i mean i've never tried it, how much is a few? they start out with a nontrivial portion of your population and as long as hope is below like 30% or whatever it is they keep gaining steam. going purely off my gut i'd kind of expect them to abscond with half the drat city unless you pulled a hope rabbit out of your hat. Fun fact, there's a series of events where Londoners hold speeches in the town square, and if you just sit back and let that happen without breaking them up then during the (I think ) third speech you can be like "I let you speak, now it's my turn" and it causes their numbers to plummet, I recall them losing most of their membership overnight even if your hope still isn't great. But this only happens if the Londoners are above some threshold, so if you're on the ball then you don't get those events, and you have to not instinctively send in guards/faith keepers to disperse them.
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# ? Apr 16, 2019 04:45 |
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Fister Roboto posted:But I've learned from it at least, and Overcrowding is kind of a trap option because it basically gives you a permanent discontent modifier. I'll go with Extra Rations from now on. Would be nice if this didn't happen though. It is not a trap, it's one of the most powerful laws in the game and nearly a must-have on Survivor difficulties. The discontent modifier is negligible and if you plan to permanently overcrowd your medical facilities then you can dump those engineers into other essential positions (like workshops) and dig yourself out of discontent holes much more easily. For the same reason, combining overcrowded with child shelters + medic apprentices is insanely good. For a very small amount of discontent you're nearly tripling your healing throughput
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# ? Apr 16, 2019 04:55 |
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QuarkJets posted:For the same reason, combining overcrowded with child shelters + medic apprentices is insanely good. For a very small amount of discontent you're nearly tripling your healing throughput If you're playing Endless this combo is the go-to, because eventually you will run out of things to research and the engineer apprentices go to waste.
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# ? Apr 16, 2019 10:56 |
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DasNeonLicht posted:Soup is one of my favorite policies because it's proved so useful for me in past games. Being able to get an instant 30 percent increase in ration production when I realize I face a raw food deficit or am going to have trouble meeting a stockpile benchmark has saved my skin several times. You're probably better at frostpunk then me tbh, this is my first foray into management style games, but yeah 30% is a lot.
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# ? Apr 16, 2019 14:46 |
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The secret to being good at management-style games is playing on easy
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# ? Apr 16, 2019 15:05 |
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Sometimes I add sawdust to stretch things further than soup. I do this so people will get sick and die. Then I starve them out for a while. That's when the real fun begins.
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# ? Apr 16, 2019 16:40 |
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I've never had an actual empty city - if there are automatons in the city, do you get a game over if the last person starves or leaves?
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# ? Apr 16, 2019 16:53 |
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You'd probably lose way, way earlier because of the deaths.
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# ? Apr 16, 2019 17:02 |
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FAUXTON posted:Anyone ever win the main scenario without soup? I never used soup.
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# ? Apr 16, 2019 23:07 |
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Southpaugh posted:You're probably better at frostpunk then me tbh, this is my first foray into management style games, but yeah 30% is a lot. later on soup is pointless because hunters get very efficient with research and investment into flying hunters, and on normal you can beeline the first of these techs so they're available almost immediately. on harder difficulties the research gets a lot slower and soup becomes a much more attractive option as a stopgap.
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# ? Apr 17, 2019 00:03 |
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................soup time
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# ? Apr 17, 2019 01:15 |
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Bogart posted:................soup time Perfect username/av/post combo.
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# ? Apr 17, 2019 02:58 |
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Coolguye posted:it's easy to lose track of the math because especially on normal it's easy to beeline research that fixes up the pretty dire food situation. but with no research, 15 hunters bring home enough raw food to make food rations for 30 people. that's a pretty raw deal when you need so many people getting wood, getting coal, etc. soup can instantly change that to 15 people feeding 39, which early on is frequently the difference between requiring two hunter huts and three, which will in turn be the crew for an entire sawmill or gatherer's hut or whatever. This also illustrates how powerful the first hunting tech is; 15 hunters suddenly bring in 20 raw food, providing 40 meals (and even more soup meals).
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# ? Apr 17, 2019 22:59 |
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I have found that hunters, particularly flying ones are a complete no brainer, particularly vs an industrial hothouse which requires two steam cores. Whats the big difference there? Does it just come down to which one you lean into with your research? I try to run both because I know all those British peasants will die without potatoes and swedes.
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# ? Apr 18, 2019 11:42 |
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I agree, hunters are generally just better. Hothouses do have some upsides, in that they run at all times of day and require fewer workers while producing a good deal of food. I get the impression that the game wasn't originally going to let hunters provide a limitless and very regular food source, but the developers chose to focus on making other systems more fun instead
QuarkJets fucked around with this message at 18:53 on Apr 18, 2019 |
# ? Apr 18, 2019 18:50 |
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QuarkJets posted:I agree, hunters are generally just better. Hothouses do have some upsides, in that they run at all times of day and require fewer workers while producing a good deal of food. I get the impression that the game wasn't originally going to let hunters provide a limitless and very regular food source, but the developers chose to focus on making other systems more fun instead Yeah, just on a thematic level, it's weird that the entire society can be supported exclusively by hunting game in such a desolate area. Even more so when the temp starts getting ludicrously cold. It would make more sense as a supplement for other food sources, at most.
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# ? Apr 18, 2019 19:12 |
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I dont know posted:Yeah, just on a thematic level, it's weird that the entire society can be supported exclusively by hunting game in such a desolate area. Even more so when the temp starts getting ludicrously cold. It would make more sense as a supplement for other food sources, at most. "Pork again? Where do the hunters find all these wild pigs? Not that I'm complaining." "Yeah, me either, working in this cold really builds up an appetite. Hey, on an unrelated note, whatever happened to that column of refugees the scouts spotted last week? Never made it to town, poor bastards."
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# ? Apr 18, 2019 19:43 |
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Might be less hunting, and more scavenging for animals that froze to death.
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# ? Apr 18, 2019 19:47 |
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QuarkJets posted:I agree, hunters are generally just better. Hothouses do have some upsides, in that they run at all times of day and require fewer workers while producing a good deal of food. I get the impression that the game wasn't originally going to let hunters provide a limitless and very regular food source, but the developers chose to focus on making other systems more fun instead Hothouses can be operated by the robots too.
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# ? Apr 18, 2019 20:09 |
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Groetgaffel posted:Might be less hunting, and more scavenging for animals that froze to death. This is what I figure: they aren’t hunting so much as Meat Miners. Searching for frozen herds of cattle or scavenging supplies like the scouts.
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# ? Apr 18, 2019 22:14 |
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# ? Jun 3, 2024 12:16 |
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Kuiperdolin posted:Hothouses can be operated by the robots too. Yeah, Hothouses are great for scenarios like The Arks, where you have few people but access to robots, and can run the Hothouses 24/7. A single Hothouse with a robot produces 72 food a day (modified by robot efficiency), getting up to ~160 per day once you research the techs, making it equivalent to 4 fully upgraded Hunter's Huts. The problem is, they're gated behind techs you can't get until well past the start of the game, they require resources you might not have, and most of the scenarios actually give you too many people so it doesn't actually address your real problems.
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# ? Apr 18, 2019 22:20 |