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Bogart posted:crushing my workshops and child centers. Eh, more food for the rest of us
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# ? Jan 3, 2019 12:52 |
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# ? May 27, 2024 05:13 |
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How replayable is the game with the Endless Mode?
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# ? Jan 3, 2019 13:21 |
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Mystic Stylez posted:How replayable is the game with the Endless Mode? Well, I know I'm not going to be judged at the end by the timelapse screen so there's no reason NOT to go full on frost fascist. The random events keep it interesting, and can be a challenge early game. (I had one where I hadn't gone down the hothouse tech tree - then my hunters suddenly were only 10% effective and I had no food and no way to get it without my scouts finding steam cores ASAP) But I think it suffers from the "New Home" issue where, once you get things stable then you start snowballing (lol) hard on the resources, and any event they throw at you is easily managed. It's not long before you're sitting on maxxed out everything, automatons working everywhere and you have nothing to do but toggle the overdrive every once in a while while you play sim city with streetlights and gardens.
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# ? Jan 3, 2019 14:03 |
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I agree with that assessment, if you can make it through the first storm in Endless mode you have dealt with most of the challenge, and if you make it past the second storm it basically becomes an aquarium/snow globe game. I kept going to day 100 for the achievement but I hardly needed to do anything for the last 60 days except toggle overdrive during the height of the storms and keep speeding up time.
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# ? Jan 3, 2019 14:32 |
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This game reminds a lot of plantebase, and is therefore very good.
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# ? Jan 25, 2019 11:20 |
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"Chicago" mode out today
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# ? Jan 29, 2019 11:58 |
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Tinfoil Papercut posted:"Chicago" mode out today What's Chicago mode
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# ? Jan 29, 2019 23:06 |
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i think it's a joke about how Chicago is suffering from extremely cold weather. Tomorrow night they're expected to hit -50 F (-45 C) As a safety warning NWS in Des Moines said, “to protect your lungs from severely cold air, avoid taking deep breaths; minimize talking.”
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# ? Jan 29, 2019 23:15 |
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QuarkJets posted:i think it's a joke about how Chicago is suffering from extremely cold weather. Tomorrow night they're expected to hit -50 F (-45 C) Pffft. Overcharge the genny, you silly midwesterners...
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# ? Jan 30, 2019 00:30 |
Hey folks! We've been here for what, a few weeks? Anyway, I'm the Pope now, and God is angry.
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# ? Feb 3, 2019 09:32 |
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Say what you like about the eternal God-Captain, but the screams of the heretics burning on the generator make a great wake-up call.
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# ? Feb 3, 2019 09:53 |
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Soho Joe posted:Hey folks! We've been here for what, a few weeks? Anyway, I'm the Pope now, and God is angry. All I know is that since we built a coal mine and also I became pope and we executed all my political opponents, we've had enough coal. Draw your own conclusions, but as it stands, my popedom is a good thing and you have plenty of coal.
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# ? Feb 3, 2019 10:04 |
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jokes posted:All I know is that since we built a coal mine and also I became pope and we executed all my political opponents, we've had enough coal. Draw your own conclusions, but as it stands, my popedom is a good thing and you have plenty of coal. why is there a mitten and a retainer in my coal ration
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# ? Feb 3, 2019 10:08 |
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Soho Joe posted:Hey folks! We've been here for what, a few weeks? Anyway, I'm the Pope now, and God is angry. iirc aren't the generators basically in the UK? So at least there's precedent for the leader saying "hey I'm the pope now" and everyone going along with it
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# ? Feb 3, 2019 10:11 |
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QuarkJets posted:iirc aren't the generators basically in the UK? So at least there's precedent for the leader saying "hey I'm the pope now" and everyone going along with it
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# ? Feb 3, 2019 10:46 |
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Frostpunk: Brexit Simulator 2018 Became pope for the first time yesterday, I don't think faiths bonuses really rate beside the order ones. Though I could be mistaken.
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# ? Feb 4, 2019 12:34 |
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Faith is better for not-crossing-the-line runs.
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# ? Feb 4, 2019 12:54 |
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The differences between Faith and Order are: - Faith has more hope-boosters, Order more discontent-reducers - Faith's buildings mostly don't need to be manned or heated, but they take slightly more space - Faith's version of "guards" (faith keepers) come a little later, for the purpose of events - Faith's version of agitators (shrines) come a lot earlier - Faith provides soup kitchens (structures that consume food to provide a +1 heat radius), vs Foremen (food-consuming ability that boosts efficiency) - Faith's House of Healing is practically an infirmary, with a worse healing rate but can employ anyone and doesn't consume a steam core. Order's equivalent is the Prison, which is a last-resort means of reducing discontent since it takes people out of the labor pool. - They both have an ability that turns some people into "informants" who will occasionally find small amounts of resources for you On average I think that Faith is strictly better; the House of Healing is insane, since it requires no steam cores and can be manned by anyone while providing nearly all of the benefits of an Infirmary, but just a little less efficiently. And the basic structures not requiring heating or manpower is a big big deal, you can just drop churches slightly outside of the radius of your steam hubs in order to maximize housing density. While Foremen are usually much better than Soup Kitchens, Soup Kitchens can still be really good on the harder difficulties. And while having more ways to reduce discontent can be nice, the Adaptation tree is already full of those, and the Moonshine ability should make discontent a total non-issue in most games, whereas Faith has a ton of abilities that dump a ton of hope on you, the harder resource to get.
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# ? Feb 4, 2019 12:56 |
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Faith pays for its abilites with food. Order pays with people. I personally tend to overbuild food production, so I take faith in almost all situations. But from what I saw of other people playing, a lot of people like it when people start starving when the cook is late for work one day. For those playstyles order is probably better.
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# ? Feb 4, 2019 14:11 |
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My first run-through of the first scenario, I went Order and had huge numbers of sick people from taking in every refugee. I got executed about three hours before I'd have won the scenario. My second run-through of the first scenario, I went Faith and spammed Houses of Healing everywhere. I had no problems at all (though probably I'd have been OK going Order as well because I knew the game and scenario much better by then).
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# ? Feb 4, 2019 14:23 |
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Order's discontent reduction is there on top of the adaptation discontent reduction so you can spam longer shifts and overnight shifts everywhere with little consequence Hope is harder to raise than discontent, but low discontent can be traded for resources, while having high hope does nothing for you besides having high hope
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# ? Feb 4, 2019 21:20 |
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High Hope is useful for dunking on Londoners.
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# ? Feb 5, 2019 12:51 |
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ok interesting, I've always faced more material problems than hope or discontent so I guess I was biassing towards STEMlordy resource efficiency. Frostpunks really good atmospheres great I think its kinda light weight for a city management sim but I could see it getting expanded considerably.
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# ? Feb 5, 2019 17:17 |
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Ephemeron posted:High Hope is useful for dunking on Londoners.
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# ? Feb 6, 2019 19:49 |
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Just throw all londoners in jail for graffiti crimes.
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# ? Feb 6, 2019 20:02 |
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And there's an update for the vid game. Adding photo mode and saying 'mac version's out the 13th'. AND they added LARGE RESOURCE DEPOTS fuckin a
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# ? Feb 6, 2019 20:24 |
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What law decisions do people regard as no-brainers? So far I've got: * Emergency shift (to be used exactly once) * 14-hour workday (to be used everywhere that's bottlenecking development) * Overcrowding instead of extra rations for the sick (overcrowding is automatic and free except for discontent which I've not found to be much of an issue) * Fighting arena, public house, moonshine How does child labour stack up versus apprentices? Or burials versus organ transplant? I haven't used them enough to know yet.
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# ? Feb 6, 2019 21:55 |
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Soup and cemeteries are unarguable. The more radical laws should only be used when poo poo is already bad. Amputees can be kept in care houses until a factory shows up, so I’d rather not use triage or any of that because there’s still a workforce accessible.
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# ? Feb 6, 2019 22:10 |
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Gort posted:What law decisions do people regard as no-brainers? So far I've got: Child labour helps in the early game and tails off the bigger your city gets, I really like engineer apprentices for the long run. The highest difficulty settings make the early game crunch bad enough that child labour is almost essential though.
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# ? Feb 6, 2019 23:00 |
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Bogart posted:Soup and cemeteries are unarguable. The more radical laws should only be used when poo poo is already bad. Amputees can be kept in care houses until a factory shows up, so I’d rather not use triage or any of that because there’s still a workforce accessible. Cemeteries are arguable. The hit you get for building a snow pit instead of a cemetery is small and temporary but organ transplants are a permanent boost to health efficiency, which is way good. Even if you have no corpses, which is ideally your goal anyway Triage is a crappy thing that I never use but radical treatment is what I usually go for, I can live with a few amputees that will get prosthetics later anyway. And overcrowding is generally fine, on Survivor mode it's practically essential, you simply don't have enough engineers a lot of the time so to hell with it. I think that child labor isn't very good and I only use it when it's forced upon me by the scenario, medic apprentices are insanely good just because having efficient healthcare is so strong Always get soup, always get emergency and extended shifts, always go all the way up to moonshine
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# ? Feb 8, 2019 07:21 |
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Child labor seems good but it fucks with your hope and discontent when the lil rascals get their widdle paws all smushed up in the megalithic machinery. To me that's always more of a problem than resource management especially because I don't like the Jesus gestapo.
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# ? Feb 8, 2019 07:40 |
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My thought is that the bonuses to engineering or hospitals is more worthwhile than the extra labor, especially in the mid- to late-game. Child labor is really only useful in the first week or so, and I feel like I get a lot more out of apprentices in the long scenarios or endless mode. In the scenarios, I always send them to the engineers, but they may be more useful in hospitals in endless mode.
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# ? Feb 8, 2019 08:01 |
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How much of a speed boost do organ transplants and medic apprentices actually give to medical recovery time? And how much of a boost do you get from engineer apprentices? Does it scale with the number of children in shelters, or will a single shelter do as well for this as lots of shelters will? I feel like the game is very forthcoming on most of its information but the book of laws stuff is obfuscated for some reason.
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# ? Feb 8, 2019 09:49 |
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Gort posted:How much of a speed boost do organ transplants and medic apprentices actually give to medical recovery time? And how much of a boost do you get from engineer apprentices? Does it scale with the number of children in shelters, or will a single shelter do as well for this as lots of shelters will? Child apprentices provide up to a 20% boost to efficiency. A fully-occupied child shelter provides that bonus to 2 of the relevant buildings, e.g. if you have 1 full child shelter then two of your medical posts, infirmaries, workshops, etc will get a 20% efficiency boost. That's basically 2 additional doctors on-staff. Organ transplants are also a 20% boost to efficiency, even when there are no corpses in your snow pit. Medical efficiency translates directly into healing time, a 120% efficient medical post will heal people 20% faster. You can actually click around and see these numbers in-game, they're just not well-advertised
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# ? Feb 8, 2019 11:39 |
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Cool, thanks for the information.
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# ? Feb 8, 2019 11:45 |
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Personally, I prefer using kids as engineering apprentices and rely on doubling rations for the ill to rush recovery time when I need to. If your infirmaries are even partially empty, medical apprentices seem like a waste, whereas there will always be something to research. My assumption here is that long-term gains through technology and efficiency outweigh any momentary marginal benefit you get by being able to send sick citizens back to work sooner. And remember that some technologies like insulation, heaters, and automatons can keep workers from getting sick in the first place, and infirmary upgrades can eventually make up for medical apprentices. Disclaimer: I am a babby who plays on easy and who usually has a labor surplus and food to burn, but I feel like what I say might still be true at higher difficulties.
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# ? Feb 8, 2019 15:31 |
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The, "Everyone is sick and dying and now they've banished me" spiral is the only way I've ever lost a scenario in the game so far, so I tend to prioritise anything that gives me an edge in the medical department. I also try to go full employment whenever possible - it feels like having unemployed people is inefficient since they could be generating research or resources. I like overcrowding rather than extra rations since overcrowding just works automatically and costs effectively nothing. I play on normal, haven't finished Winterhome yet.
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# ? Feb 8, 2019 15:44 |
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Bogart posted:Soup and cemeteries are unarguable. The more radical laws should only be used when poo poo is already bad. Amputees can be kept in care houses until a factory shows up, so I’d rather not use triage or any of that because there’s still a workforce accessible. Cemeteries are pointless. Very few people die anyway, and the organ transplant boost is great regardless of the number of dead people. Child-labor is an early crutch that is completely un-needed and child apprentices for engineering is the way to get to the end of the tech-tree asap. Soup is ok if you are struggling with food, but generally I don't need it. Moonshine is awesome. Radical Treatment is good, triage is ok in the refuge scenario where you have like 200 injured people that arrive at a time otherwise, it's not necessary.
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# ? Feb 8, 2019 21:01 |
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Alright, I didn't know that about organ transplants not actually... requiring dead people. But when you're in a bad way on people dying, cemeteries and ceremonial cemetaries are huge for mitigating that hit to hope. Still, I'm a little leery of the health effects of snow pits.
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# ? Feb 8, 2019 21:14 |
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# ? May 27, 2024 05:13 |
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Unless you're playing on hardest difficulty, it's fairly easy to never get a dead person in which case pits aren't an issue
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# ? Feb 8, 2019 21:15 |