That said, you'd be hard-pressed to find any individual game that fulfills most of the same things you enjoyed in Frostpunk, at least in the same way. Though I've had difficulty finding more recent numbers, Anno 1800, published by Ubisoft and released almost exactly a year after Frostpunk, sold 1 million copies in its first 9 months. The game wasn't just "11 bit's attempt at a city-builder" - it was different enough so that it couldn't just be overshadowed by a city-builder that did the same things it did, but better.įor comparison, Frostpunk sold about 3 million copies in 3 years. The reason it's been such a successful game in its genre, instead of falling into obscurity against other, bigger games from much bigger, more established publishers, is because it has defined itself with a unique combination of factors. Part of the problem (in the context of finding another game to scratch the same itch) is that Frostpunk is relatively unique in that regard. First, I need to go into quite an explanation for some background. They should always be on extended hours if possible, and one of them doing 24-hour shifts in the early game can get you several technologies ahead of the curve (even if it costs you scripted engineer deaths), and Automaton Engineers, who can research at night, are all massive bonuses.That's honestly a good question. Workshops give diminishing returns, however this means if you can keep them working for longer and at night this works out to a pretty huge bonus. The main bottleneck in the game is research speed. Will you use steam cores for Hothouses and use manpower for Thumpers, or will you use steam cores for Coal Mines and Hunters for food? Both work but it's best to pick one strategy. Using steam cores for one and manpower for the other also saves you a bunch of tech trees. Hunter buildings and Coal Thumper + Gathering Post buildings use a ton of manpower and you don't really have enough people for most of the game to do both. This decision really comes down to two resources: coal and food. Buildings made with steam cores are much more manpower-efficient than normal buildings. The main balancing act in this game is between manpower and steam cores. You should build medical posts as needed to accommodate all of the people who get sick, in the initial generator heat ring so they can run in the colder temperatures.įrom there, things vary, and of course there are adjustments you can make to this, but generally this is a good way of getting a solid footing in the early game. Use this absolutely anywhere you can - there's no significant downside, since the discontent increase goes away the second you turn it off. From there, research the sawmill - wood is needed to build anything, so when you run out of wood, you grind to a screeching halt.ġ8 hours after starting, sign Extended Shift. Don't build these workshops in the generator ring - they have decent insulation, and heating space is at a premium in the early game.īeacon should be the first thing you research - you want to find survivors and possibly steam cores as soon as possible. Keep the remaining 5 engineers behind so you have some people to build a workshop - which you should order as soon as you have 15 wood and 5 steel. Have 15 workers staff a steel pile, and have 5 workers and 10 engineers staff a coal pile. You will want to build gathering posts where you can by resource piles, which are more efficient than direct collection from piles and grant a level of insulation, keeping people warmer and healthier (but don't prioritize them over the workshop - see below.) This gives you enough wood for a good foundation. Have two wood piles fully staffed with workers and use Emergency Shift on at least one of them. To start the game, pause, then immediately sign Emergency Shift. Some suggestions for starting and getting a good foundation.
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