Bruh, the dialogue that popped up in the end where the some engineers said they would sacrifice themself to hold the genny, almost choked me up to the point that I almost put all of my engineers in the last transport in hopes of saving them. In the end, I manage to save 30 engineers and 470 civilians. I salute my 9 hero engineers 😢
I had 2 options. Save workers, or save the engineers. I chose the engineers, not because they were more useful. But because they were ready to die for everyone else
Forstpunk comment section is always impressive. I think it's the only place so far i could see so many people care alot about population survivals in a game
I managed to fill the Dreadnought with 500 people, but the generator ended up failing, and I realized I didn't have enough food. With the generator down, I couldn't heat my cook houses to a point where they could keep making food. I also didn't manage to get enough steel. In the end, it was my fault for not managing my transporting of supplies properly, that they all ended up perishing. Its not a win, but the game still calls it an ending, and a completion of the scenario. They don't expect you to win every time when the scenario ends, so its not called game over, but just a bad ending, I felt so bad once I realized what was going to happen, cannibalism would mean the end to most of those on the Dreadnought, perhaps some may still be alive, in their new metal home, but their numbers would be so few that life would hold no more meaning, or something else. This game hits you, because the fate of the people is always your fault. Also freaken props to the guy who managed to get this ending on fkn Extreme, check out his stuff its crazy what he does.
The possibilities for this scenario always get my imagination spinning. Yes, there's limited space onboard the Dreadnaught, but why not use the flying hunter's blimps to house more people? They could be towed by the Dreadnaught like a child holding a balloon. Also, I would guess it would be worth sacrificing some of the cabins to make an onboard hothouse. This would lessen the need for the initial rations supplied by Winterhome. I know Automatons needed to refuel using the generator, but if there was any way to modify them or the Dreadnaught to make Dreadnaught-Automaton refuelling possible, then that would be amazing to see. Citizens would be able to hitch a ride on them, or perhaps an Automaton could haul a sled for people or supplies. If not, then surely an Automaton would be invaluable for scouting, heading out on it's own (or maybe with a pilot idk) to find supplies to keep the Dreadnaught rolling. I love the worldbuilding of Frostpunk
That is a good take but... some scenarios came in to mind The blimps from the flying hunters are no different from balloons if a storm or strong wind comes (Very common on the frost lands) they would never stood a chance as for the automatons they are very slow they wouldn't catch up with the the dreadnaught and even if they did find supplies or anything really the dreadnaught may be too far away to do anything and with coal supplies very limited it would be wasteful if the automaton didn't find anything as for the Hothouses I thought of that too but.... that would mean sacrificing cabin space and with a lot of people on board could it really feed a lot of them and plants need fertilizer yes human feces (or corpses) could provide that then now you have sanitation issues and if worse comes to worst people may eat the plants before it could germinate in to more And like you it really got in to my mind
@@why_4 Hmm very interesting points. Yes, housing people in the balloons would be really dangerous in a storm, I hadn't thought of that. I stand by the hothouses though. Just a couple of hothouses in Frostpunk can feed hundreds of people if you ration it. In Winter home Im never able to fully fill the Dreadnaught, I would always have space left over for a hothouse, but maybe that's just me cos I'm not the best at the game. Frostpunk does play around with how essential a generator is. Last Autumn, New London, and The Seeds would imply that not having a generator is a certain death sentence, but then the people of On The Edge survive without a generator at all. I'm always left a little disappointed with Winterhome. No Dreadnaught = death? Surely not. Hell, my scouts in all scenarios are out for weeks at a time -60c with no shelter whatsoever. Given that my engineers can make hospitals from scratch using nothing but steam cores scavenged in the wasteland, and steel twisted out from scrap piles by children, I'm certain they could come up with alternative housing solutions. Can you think of one that might work?
@@davidbray5982 The first thought was to build structures on the outside but that would be dangerous all together and with materials limited it may not be feasible perhaps a giant sled on the outside while the dreadnaught is tied to and dragged alongside it... but if there are any obstacles that giant sled may be the first to go down The only thing I can even hope is that a busted trailer or any structure that they scrap to expand the dreadnaught but that requires large amounts of luck Or maybe even a second crater or home that they can hunker down in the dreadnaught can act as a defacto generator after all Either way the biggest factor in this whole thing is luck Oh and I almost forgot in "The Edge" DLC there are different settlements maybe they'll come across something similar?
@@why_4 If I remember correctly, The Edge posits that so long as a settlement has any source of heat or adequate shelter, it can survive. The settlement of Hot Springs has geothermal heat sources, and the residents of Children's Mine live underground, safe from the cold and the storms. It's unclear to me how the forest settlement survives (I can't remember the name of that town). Perhaps, given they're all convicts, they're all just really, really tough? With that in mind, the dreadnaught doesn't actually need to move, does it? As you say, if it could be used as a defacto generator then the survivors of Winterhome could simply drive it back to the generator site and "plug it in", right? There exists in Russia (in real life) a boat called "Akademik Lomonosov", which is a nuclear power station that sails to remote, supplying energy where it's needed. The Dreadnaught could operate in a similar way, perhaps?
I got the bad ending where i did manage to send the dreadnought whith some people and resources on it but the generator exploded becouse i send all my engineers to the dreadnought i was almost crying at the end i acctualy felt so bad for all those people i left to die damn this a good game
Nice. I could only manage 3 decks before my time was up. Well the poor sods left behind had tons of food, coal, and a functioning automaton, so not all bad news. I like to imagine years or decades later, scouts arrived at the ruins of Winterhome. And they found my automaton diligently working the mines. Serving masters long gone.
A beautiful and haunting image, but sadly Automatons refuel using the generator. It would die alongside it's masters mere hours after the explosion. On the bright side, it's not impossible that some of your cityfolk survived the generator's explosion and were able to build a new, smaller society. If the storehouses survived the blast too, then that means they could live for a while, similar to the outpost in the On The Edge Scenario
@@davidbray5982in the arks scenario you can make automaton scouts, meaning you can have automatons away from the generator for weeks or longer if sufficiently modified. The default variant uses the generator for fuel but variants with other fuel sources do exist, the bridge autmaton, that was by the way still working being another example
I'm kinda pissed that you can't send a shipment after the generator blows. The transport is clearly not reliant on the generator. I was 36 steel from finishing the dreadnought and I was getting it by stripping buildings down. As far as I'm concerned I got the perfect ending. There's no reason folks couldn't keep going for a few hours after it blew.
The city is reliant on the Generator. As far as Frostpunk is concerned, without a Generator, a city always dies shortly after. The only exceptions is On the Edge, which is only an outpost, and The Last Autumn, because you're building a Generator.
@@reinbeers5322 You can make braziers in some scenarios, but those only do so much. Combined with fully insulated houses and heaters, in Storm events it still gets freezing cold.
legit the same exact thing happened to be where i sent the last shipment with all of the steel and the last of the 500 people and 1.5 hours before they got there the generator exploded and i got the bad one
“We saved so many.” That line always makes me burst into tears. It reminds me of the ending of “Schindler’s List” when he gets the ring that says in Hebrew, “He who saves one life saves the world entire.” That in the end, beyond the pain, beyond the suffering… there will be generations that survive based on your actions. There is no more beautiful reward than saving lives, and knowing life will thrive because you did what had to be done.
New London and Winterhome are likely two alternate realities, since the first automaton you find can go to either, and for New London's scenario you find only 34 children in a cave and not with the Resolute, or the other citizens. Canonically, that means that in New London, only the children survived since Winterhome didn't have sufficient management to keep the peace and make the Dreadnought (or construction being destroyed in chaos and panic AGAIN). In Winterhome's scenario, New London could technically survive, but without discovering the automaton and likely not coming across the Resolute, most could turn out to be child labor and manpower, resulting in a far less hopeful New London or worse. In essence: Neither scenario is going to offer the best outcome, but the most optimistic is the Winterhome Survives outcome.
Or, get this, New London could just PRODUCE more automatons using their factories and steam cores gathered from Tesla city. It's not like the automaton is the ONLY SINGLE EXISTING AUTOMATON TO EVER EXIST. Plenty more exist in the world and can be made. And it's not like Winterhome needed that automaton, too. They could've left it there, there's enough steam cores without it. I don't get why you're setting this up as some kind of "Either or" scenario. It really isn't.
When I filled the Dreadnaught with 500 people, I just realised that you couldn't fit anyone. And immediately I got a text saying the people knew there was no space anymore so they want to just let them go and brave the frozen land. I begged them to stay because I need just a couple hundreds of steel left for the last cabin level. God it made me cry.
My first try (hard) and it ended up very well. The manufacturing of steel is super important late game. Some tips include maxing out the steelworks asap, research faster outpost travel immediately, automatons man the steelworks, and demolished almost every buildings that are unoccupied. (Especially houses and depots to refund a portion of your steel)
To me, this sounds like the canon ending, because the children of Winterhome were said to be there before the city fell into chaos, and the hotspring survivors are most likely those few who didn't want to stay in the doomed city, but were unable to reach the dreadnaught in time. Plus, you all would think that if the dreadnaught did not launch, then it would be found in the scenario: A New Home.
The hardest aspect of it all for me was the steel. Getting 5000 is no small order and I managed to do it by dismantling each and every last building I had left, setting out with barely a fee bunkhouse and the faithkeepers standing
After getting screwed over by the game bugging out on the "send all the children first" objective because one child that I was supposed to send just didn't exist apparently, I decided to just watch the ending. Kind of a let down to be honest. On the other scenarios I really liked how it was possible to save pretty much everyone, so the best ending for this one not letting you save everyone kinda sucks. Especially since the survivors don't seem like they have very good odds anyway, since they have no idea where they're going. It would've been cooler, I think, if there were different choices you could do, instead of having to load up the dreadnought and have no idea where to go. They could've made it so the scientists (if left at their posts) would discover a new, unused generator somewhere else that you could evac to. Or maybe let you gather a huge amount of resources to make a new generator before the current one blows. As it is, this is definitely my least favorite scenario of the ones I've played.
For the last bit, I thought the point was that they couldn’t make new generators? Think about just steam cores. Already that resource is finite, and minuscule despite it being so quintessential to all of the most powerful resource generators. The technology is already long lost, and the scientists that might have a chance to figure out how to make a generator are likely long dead. The ending here fits the game better overall. From my perspective the whole point is that the winter will take and take, and all we can do is cope with the knowledge that the lives of the many will out weight the lives of the few
Another generator existed, that was New London at the north, and south was New Liverpool however is pretty much impossible to create a generator since the design are pretty much gone thank to the collapse and even with the design building one is impossible thanks to the environment
Well, there are a few problems with that. It's pretty much impossible for anyone to create a new Generator. In the Last Autumn DLC, it takes over a month to build a Generator. Not only does it require raw materials to construct, but you also need facilities to create specific parts that the Generators need. And even if you do happen to have just enough resources to create a new Generator, and you have facilities designed to create the necessary parts, there is one crucial element needed to build a proper, fully functional Generator. Every Generator is built on top of a reserve of natural gas. It requires access to these pockets of gas in order to properly function. Lastly, knowledge on how the Generators fully work is long lost in the Frost, so building one would be impossible without the know-how. This ending is satisfactory. I mean, it still sucks no matter what, but that's the point. We knew what was going to happen to Winterhome before we even started the scenario.
@@komrad7642 Order - you gonna need its buffs like Motivation Tubes and Foreman to get maximum efficency in Iron mines since its the thing that is hardest to get in requaried amount
Well, this was the only campaign where I pretty much failed. I had to make decisions that I didn´t get to even on 1st playthrough of New Home and the end is rather tragic. Dreadnought Righteous: 365 souls saved, not enough food onboard so possibly cannibalism included, fate keepers dispersing huge crowds by opening fire on mass fleeing people. The only good thing on it is that those who stayed will flee and are discovered in New Home campaign. (Of course I knew that the "order" route is better for this scenario and will be able to get much better results in future, but faith route is pretty rough for city as screwed up as Winterhome was)
I don't know how people can get so much steel so quick, I managed to fill the dreadnought with 300 people and enough cabins and food but I could never get enough steel to save as many as I could've done
I almost cried being forced to leave my workers who worked hard to save others and only saved 223 people the rest died of sickness managed to save the scouts
The enginers are the true heros while all the workers are rioting and desurting they are willing to die just to buy a little more time for people to escape. i always evacuate the engioners cus they are the sort of people i want with me at the end of the world
This scenario doesnt have a win. With the worst or the best ending, you still feel sad because you must left someone behind. I gave up on game on 3-4 run because I cant face the fact I must leave my steelwork workers and my engineers.
I left an automaton operating on the last infirmary that I had managed to keep after salvaging all the steam cores on the map when I had evacuated all the engineers after the last repair, so the people left behind would at least be able to heal themselves in the automated infirmary for some time.
Damn, after I put so much effort during the TLA to build it, even finished all upgrades and you guys in your mission manage to blow up my beautiful generator. shame on you
@@evolve117 shit ....... you just killed my hopes for those people, they will be less than 3 months to do something to survive the great storm, because that but ........ the destination condemned them from the beginning to the death. I hope you get some way to convert your dreadnought into a generator or something, that's my last hope, and until your target tragic is confirmed, I refuse to be dead, not after all. I suppose, that we will see it in FPN 2
@@diegoalvaradolugo5565 Don't be so down. Because when New London was discovered, majority of the survivors of Winterhome were already dead, and the dreadnaught was nowhere in sight.
On my 1st time I had the event were most of my people leave the city for the ship I did not have the food or homes for them so right be for they got to the ship I sent it off it made me so sad there were about 250 people coming and I think I would’ve got more people on the ship if the event did not happen
Unfortunetly - Dreadnought can carry as much as 500 at max, providing you upgraded it. Rest of unfortunate folks will eventually run to nearby places. You can actually met them in New Home scenario
@@papasmerf12000 technically if you allow enough people to die by cold or starvation you "could" save every SURVIVOR of your tyrannical rule you fu*kin monster.
Yes I did, right at the start - iron gain speed is slower compared to other materials. Alternatively one could use automatons but honestly I have not tried it out yet
Is there even a way to fix the generator cause they give you all these hints that your supposed to dismantle the dreadnought to fix the generator but your not able to at least not that ive found and they also let you recall the weather and expedition scientists and engineers which you would think would be to help woth the generator but again it doesn't seem to make a difference?
There's no way to fix the generator. When they talk about the dreadnaught they say "we are glad we didn't destroy it. Now it can be used to escape Winterhome".
Weird question but what would happen if so many people died before the dreadnought sets sail to the point that there's nobody left alive who can't board the dreadnought? Would it somehow end up being a better ending since 100% of the people are on the dreadnought or would the game know you did a weird thing? Also fuck this scenario. I beat a new home with the good ending (regular good, not golden path) and 650+ people first try, i beat the refugees with the good ending (reconciliation with the lords, and also no evil policies) first try, and just yesterday i beat the last autumn first try with a maxed out generator with 0 deaths, no missed deadlines, no evil policies, all before the seas froze over, and despite all of that i can't for the life of me manage to get a full dreadnought run in the fall of winterhome (hell, most of the times i can't even manage to send the right amount of supplies and cabins vs the people on board because people just rush there without authorization). I hate the chronic lack of engineers in this scenario, it's even worse than the manpower shortage in the arks. Wtf am i doing wrong?
@@Francis915Emoji Yes, it's pretty hard scenario to finish. I think about trying to give automatos a shot but it will have to wait unitl Im done with my exams
@@Francis915Emoji I just managed on normal, with this ending as well - there is a compilation of tips and discoveries on steam that makes this scenario durable :) Most importantly: right at the start, delete a few of the roads for good gathering spot placements and rush the infirmary - with that, you can save quite a few of the heavily wounded, which gives you the man power to send out a ton of hunters. After food, I immediatly reseached flying hunter and hunting tactics. I did not bother with automatons. Important thing at the end: Scrap your city. Make sure you have enough food stockpiled until the end, and scrap everything - that gave me 150 more iron then I needed for the full dreadnought, so barely enough. Also, as soon as you find the steel outpost, move the expedition team there and whenever discontent is bearably low, let those steel miners work 24 hour shifts.
Failed with 1 hour and 30 minutes left until the reactor exploded, because I did not meet the 2d faith check. Had 0 people left to evacuate and was just gathering some final steel. Absolute shit game.
Bruh, the dialogue that popped up in the end where the some engineers said they would sacrifice themself to hold the genny, almost choked me up to the point that I almost put all of my engineers in the last transport in hopes of saving them. In the end, I manage to save 30 engineers and 470 civilians. I salute my 9 hero engineers 😢
same, the dialogue of my engineers "essential services has to go on." ;___;
I feel you : (
I had 2 options. Save workers, or save the engineers. I chose the engineers, not because they were more useful. But because they were ready to die for everyone else
It is funny ,I love my engineers during base game and fall of winter home,last autumn however.....lol
Well don't forget the captain goes down with the ship
The only scenario where I truly felt bad even with the best ending I could get...
Yeah even when you win you lose the generator explodes the people who escaped will either freeze or starve not finding another generator for miles
Sometimes, you can only do your best.
@@necfreon6259 The people who escaped are in a dreadnaught, so you'd think that it would be warm.
@@shynypanzer2995 and when you play autumm scenario you know the canon option must be take it
Me either... :(
Now there only remains 1 question... Where would be the survivors of Winterhome after that...?
Forstpunk comment section is always impressive. I think it's the only place so far i could see so many people care alot about population survivals in a game
I love my engineers what can I say
İ know right
I managed to fill the Dreadnought with 500 people, but the generator ended up failing, and I realized I didn't have enough food. With the generator down, I couldn't heat my cook houses to a point where they could keep making food. I also didn't manage to get enough steel.
In the end, it was my fault for not managing my transporting of supplies properly, that they all ended up perishing. Its not a win, but the game still calls it an ending, and a completion of the scenario.
They don't expect you to win every time when the scenario ends, so its not called game over, but just a bad ending, I felt so bad once I realized what was going to happen, cannibalism would mean the end to most of those on the Dreadnought, perhaps some may still be alive, in their new metal home, but their numbers would be so few that life would hold no more meaning, or something else. This game hits you, because the fate of the people is always your fault.
Also freaken props to the guy who managed to get this ending on fkn Extreme, check out his stuff its crazy what he does.
You would be a good politician. I mean the first one who inderstands how important is human live
I hope on frostpunk 2 the devs follow the story of winterhome I kinda keen to see they settled in after all the hardships they been.
so those people who leave dreadnough arent from new home so i have confusions uhh
@@orhanefeunal1811 still needs closure what happened after that.
İ Now right like are those people from winterhome or what also holy moly you just respond the coment is like one year old
@@orhanefeunal1811 being unemployed gives you alot of time to other things.
@@adeptusastartes1392 oh wait are you fired or what
The possibilities for this scenario always get my imagination spinning.
Yes, there's limited space onboard the Dreadnaught, but why not use the flying hunter's blimps to house more people? They could be towed by the Dreadnaught like a child holding a balloon.
Also, I would guess it would be worth sacrificing some of the cabins to make an onboard hothouse. This would lessen the need for the initial rations supplied by Winterhome.
I know Automatons needed to refuel using the generator, but if there was any way to modify them or the Dreadnaught to make Dreadnaught-Automaton refuelling possible, then that would be amazing to see. Citizens would be able to hitch a ride on them, or perhaps an Automaton could haul a sled for people or supplies. If not, then surely an Automaton would be invaluable for scouting, heading out on it's own (or maybe with a pilot idk) to find supplies to keep the Dreadnaught rolling.
I love the worldbuilding of Frostpunk
That is a good take but... some scenarios came in to mind
The blimps from the flying hunters are no different from balloons if a storm or strong wind comes (Very common on the frost lands) they would never stood a chance as for the automatons they are very slow they wouldn't catch up with the the dreadnaught and even if they did find supplies or anything really the dreadnaught may be too far away to do anything and with coal supplies very limited it would be wasteful if the automaton didn't find anything as for the Hothouses I thought of that too but.... that would mean sacrificing cabin space and with a lot of people on board could it really feed a lot of them and plants need fertilizer yes human feces (or corpses) could provide that then now you have sanitation issues and if worse comes to worst people may eat the plants before it could germinate in to more
And like you it really got in to my mind
@@why_4 Hmm very interesting points. Yes, housing people in the balloons would be really dangerous in a storm, I hadn't thought of that.
I stand by the hothouses though. Just a couple of hothouses in Frostpunk can feed hundreds of people if you ration it. In Winter home Im never able to fully fill the Dreadnaught, I would always have space left over for a hothouse, but maybe that's just me cos I'm not the best at the game.
Frostpunk does play around with how essential a generator is. Last Autumn, New London, and The Seeds would imply that not having a generator is a certain death sentence, but then the people of On The Edge survive without a generator at all.
I'm always left a little disappointed with Winterhome. No Dreadnaught = death? Surely not. Hell, my scouts in all scenarios are out for weeks at a time -60c with no shelter whatsoever. Given that my engineers can make hospitals from scratch using nothing but steam cores scavenged in the wasteland, and steel twisted out from scrap piles by children, I'm certain they could come up with alternative housing solutions. Can you think of one that might work?
@@davidbray5982 The first thought was to build structures on the outside but that would be dangerous all together and with materials limited it may not be feasible
perhaps a giant sled on the outside while the dreadnaught is tied to and dragged alongside it... but if there are any obstacles that giant sled may be the first to go down
The only thing I can even hope is that a busted trailer or any structure that they scrap to expand the dreadnaught but that requires large amounts of luck
Or maybe even a second crater or home that they can hunker down in the dreadnaught can act as a defacto generator after all
Either way the biggest factor in this whole thing is luck
Oh and I almost forgot in "The Edge" DLC there are different settlements maybe they'll come across something similar?
@@why_4 If I remember correctly, The Edge posits that so long as a settlement has any source of heat or adequate shelter, it can survive. The settlement of Hot Springs has geothermal heat sources, and the residents of Children's Mine live underground, safe from the cold and the storms. It's unclear to me how the forest settlement survives (I can't remember the name of that town). Perhaps, given they're all convicts, they're all just really, really tough?
With that in mind, the dreadnaught doesn't actually need to move, does it? As you say, if it could be used as a defacto generator then the survivors of Winterhome could simply drive it back to the generator site and "plug it in", right?
There exists in Russia (in real life) a boat called "Akademik Lomonosov", which is a nuclear power station that sails to remote, supplying energy where it's needed. The Dreadnaught could operate in a similar way, perhaps?
@@davidbray5982 Heck maybe Winterhome never needed a generator since the dreadnaught can replace it
I got the bad ending where i did manage to send the dreadnought whith some people and resources on it but the generator exploded becouse i send all my engineers to the dreadnought i was almost crying at the end i acctualy felt so bad for all those people i left to die damn this a good game
Nice. I could only manage 3 decks before my time was up. Well the poor sods left behind had tons of food, coal, and a functioning automaton, so not all bad news.
I like to imagine years or decades later, scouts arrived at the ruins of Winterhome. And they found my automaton diligently working the mines. Serving masters long gone.
A beautiful and haunting image, but sadly Automatons refuel using the generator. It would die alongside it's masters mere hours after the explosion.
On the bright side, it's not impossible that some of your cityfolk survived the generator's explosion and were able to build a new, smaller society. If the storehouses survived the blast too, then that means they could live for a while, similar to the outpost in the On The Edge Scenario
@@davidbray5982in the arks scenario you can make automaton scouts, meaning you can have automatons away from the generator for weeks or longer if sufficiently modified. The default variant uses the generator for fuel but variants with other fuel sources do exist, the bridge autmaton, that was by the way still working being another example
I feel so sad for my 25 engineers and 25 workers whose left behind the town.
I'm kinda pissed that you can't send a shipment after the generator blows. The transport is clearly not reliant on the generator. I was 36 steel from finishing the dreadnought and I was getting it by stripping buildings down.
As far as I'm concerned I got the perfect ending. There's no reason folks couldn't keep going for a few hours after it blew.
The city is reliant on the Generator. As far as Frostpunk is concerned, without a Generator, a city always dies shortly after. The only exceptions is On the Edge, which is only an outpost, and The Last Autumn, because you're building a Generator.
@@xshullaw even so, you’d be freezing for only a few hours after it blows
you could burn the remaining coal or wood to keep the last shipment up
@@xshullaw Nothing says you can't make a fireplace with all the coal and wood you have. Sure, it's no generator, but you'll stay warm.
@@reinbeers5322 You can make braziers in some scenarios, but those only do so much. Combined with fully insulated houses and heaters, in Storm events it still gets freezing cold.
legit the same exact thing happened to be where i sent the last shipment with all of the steel and the last of the 500 people and 1.5 hours before they got there the generator exploded and i got the bad one
“We saved so many.”
That line always makes me burst into tears. It reminds me of the ending of “Schindler’s List” when he gets the ring that says in Hebrew, “He who saves one life saves the world entire.” That in the end, beyond the pain, beyond the suffering… there will be generations that survive based on your actions. There is no more beautiful reward than saving lives, and knowing life will thrive because you did what had to be done.
New London and Winterhome are likely two alternate realities, since the first automaton you find can go to either, and for New London's scenario you find only 34 children in a cave and not with the Resolute, or the other citizens.
Canonically, that means that in New London, only the children survived since Winterhome didn't have sufficient management to keep the peace and make the Dreadnought (or construction being destroyed in chaos and panic AGAIN).
In Winterhome's scenario, New London could technically survive, but without discovering the automaton and likely not coming across the Resolute, most could turn out to be child labor and manpower, resulting in a far less hopeful New London or worse.
In essence: Neither scenario is going to offer the best outcome, but the most optimistic is the Winterhome Survives outcome.
it is possible to survive the new home scenario with little automatons I've done it before from a city of 500 people before the storm and 100 after.
@@milesjosephbautista5020 I had only 1 automaton and lived, so...
Or the children simply were saved from the riots and simply stayed in the cave, unaware that Winterhome was evacuating.
Or, get this, New London could just PRODUCE more automatons using their factories and steam cores gathered from Tesla city. It's not like the automaton is the ONLY SINGLE EXISTING AUTOMATON TO EVER EXIST. Plenty more exist in the world and can be made. And it's not like Winterhome needed that automaton, too. They could've left it there, there's enough steam cores without it.
I don't get why you're setting this up as some kind of "Either or" scenario. It really isn't.
When I filled the Dreadnaught with 500 people, I just realised that you couldn't fit anyone. And immediately I got a text saying the people knew there was no space anymore so they want to just let them go and brave the frozen land. I begged them to stay because I need just a couple hundreds of steel left for the last cabin level. God it made me cry.
You only need 20 people for steel production, so I decided to just let them go
My first try (hard) and it ended up very well. The manufacturing of steel is super important late game. Some tips include maxing out the steelworks asap, research faster outpost travel immediately, automatons man the steelworks, and demolished almost every buildings that are unoccupied. (Especially houses and depots to refund a portion of your steel)
yea, I cannablised all my buildings at the late game too XD Managed to scourge up the last bit of steel
To me, this sounds like the canon ending, because the children of Winterhome were said to be there before the city fell into chaos, and the hotspring survivors are most likely those few who didn't want to stay in the doomed city, but were unable to reach the dreadnaught in time.
Plus, you all would think that if the dreadnaught did not launch, then it would be found in the scenario: A New Home.
The hardest aspect of it all for me was the steel. Getting 5000 is no small order and I managed to do it by dismantling each and every last building I had left, setting out with barely a fee bunkhouse and the faithkeepers standing
After getting screwed over by the game bugging out on the "send all the children first" objective because one child that I was supposed to send just didn't exist apparently, I decided to just watch the ending. Kind of a let down to be honest. On the other scenarios I really liked how it was possible to save pretty much everyone, so the best ending for this one not letting you save everyone kinda sucks. Especially since the survivors don't seem like they have very good odds anyway, since they have no idea where they're going.
It would've been cooler, I think, if there were different choices you could do, instead of having to load up the dreadnought and have no idea where to go. They could've made it so the scientists (if left at their posts) would discover a new, unused generator somewhere else that you could evac to. Or maybe let you gather a huge amount of resources to make a new generator before the current one blows. As it is, this is definitely my least favorite scenario of the ones I've played.
I had the exact same problem with the missing child and it was infuriating. Glad I wasn't the only one
For the last bit, I thought the point was that they couldn’t make new generators?
Think about just steam cores. Already that resource is finite, and minuscule despite it being so quintessential to all of the most powerful resource generators. The technology is already long lost, and the scientists that might have a chance to figure out how to make a generator are likely long dead.
The ending here fits the game better overall. From my perspective the whole point is that the winter will take and take, and all we can do is cope with the knowledge that the lives of the many will out weight the lives of the few
Another generator existed, that was New London at the north, and south was New Liverpool however is pretty much impossible to create a generator since the design are pretty much gone thank to the collapse and even with the design building one is impossible thanks to the environment
@@luisvilca4467 some funky bois on builders:
Hoe about we make one anyways?
Well, there are a few problems with that. It's pretty much impossible for anyone to create a new Generator. In the Last Autumn DLC, it takes over a month to build a Generator. Not only does it require raw materials to construct, but you also need facilities to create specific parts that the Generators need. And even if you do happen to have just enough resources to create a new Generator, and you have facilities designed to create the necessary parts, there is one crucial element needed to build a proper, fully functional Generator. Every Generator is built on top of a reserve of natural gas. It requires access to these pockets of gas in order to properly function. Lastly, knowledge on how the Generators fully work is long lost in the Frost, so building one would be impossible without the know-how.
This ending is satisfactory. I mean, it still sucks no matter what, but that's the point. We knew what was going to happen to Winterhome before we even started the scenario.
Good job man, I'm still having trouble with this one.
Thank you. On what difficulty you play?
@@papasmerf12000 Just Medium on Winterhome for now. Just finished New Home and Refugees on Hard though. My steel production still inefficient hahaha!
@@robodrome try to make it on easy for now and start gathering Steel from the very begginig (meanwhile do a lot of storehouses) and go Order path
@@papasmerf12000 order or faith ? and why
@@komrad7642 Order - you gonna need its buffs like Motivation Tubes and Foreman to get maximum efficency in Iron mines since its the thing that is hardest to get in requaried amount
Well, this was the only campaign where I pretty much failed. I had to make decisions that I didn´t get to even on 1st playthrough of New Home and the end is rather tragic.
Dreadnought Righteous: 365 souls saved, not enough food onboard so possibly cannibalism included, fate keepers dispersing huge crowds by opening fire on mass fleeing people. The only good thing on it is that those who stayed will flee and are discovered in New Home campaign. (Of course I knew that the "order" route is better for this scenario and will be able to get much better results in future, but faith route is pretty rough for city as screwed up as Winterhome was)
I don't know how people can get so much steel so quick, I managed to fill the dreadnought with 300 people and enough cabins and food but I could never get enough steel to save as many as I could've done
Rush Steam and Advanced steelworks, build resource depots wherever possible. Foreman and Extended Shifts will help a lot.
There is no good ending to this one, not enough seats for everyone
I almost cried being forced to leave my workers who worked hard to save others and only saved 223 people the rest died of sickness managed to save the scouts
The enginers are the true heros while all the workers are rioting and desurting they are willing to die just to buy a little more time for people to escape. i always evacuate the engioners cus they are the sort of people i want with me at the end of the world
I didnt know that steam cores were needed so i could only fit 247 people on there like 150 of them were children and rest engineers.
This scenario doesnt have a win. With the worst or the best ending, you still feel sad because you must left someone behind. I gave up on game on 3-4 run because I cant face the fact I must leave my steelwork workers and my engineers.
I left an automaton operating on the last infirmary that I had managed to keep after salvaging all the steam cores on the map when I had evacuated all the engineers after the last repair, so the people left behind would at least be able to heal themselves in the automated infirmary for some time.
01:53 Prostitutes is always the answer when it's cold outside.
Damn, after I put so much effort during the TLA to build it, even finished all upgrades and you guys in your mission manage to blow up my beautiful generator. shame on you
What happened to 500 people on dreadnought?
Fate remains unkown. They are not mentioned anywhere else. Judging by the ending however they left for search of the new site to settle
@@papasmerf12000 keep in mind the great storm in the end of New home scernario may end up with Dreadnought Resoulte not surviving either way.
@@evolve117 shit ....... you just killed my hopes for those people, they will be less than 3 months to do something to survive the great storm, because that but ........ the destination condemned them from the beginning to the death.
I hope you get some way to convert your dreadnought into a generator or something, that's my last hope, and until your target tragic is confirmed, I refuse to be dead, not after all.
I suppose, that we will see it in FPN 2
@@diegoalvaradolugo5565 Don't be so down. Because when New London was discovered, majority of the survivors of Winterhome were already dead, and the dreadnaught was nowhere in sight.
I could only get 4 decks ready in time I have no idea how early I'm supposed to start collecting steel sooner but I just can go any faster.
winterholm is fun to play but story for me is last autumm is some kind give hope for many people
On my 1st time I had the event were most of my people leave the city for the ship I did not have the food or homes for them so right be for they got to the ship I sent it off it made me so sad there were about 250 people coming and I think I would’ve got more people on the ship if the event did not happen
So in this ending it's not actually possible to save every single person?
Unfortunetly - Dreadnought can carry as much as 500 at max, providing you upgraded it. Rest of unfortunate folks will eventually run to nearby places. You can actually met them in New Home scenario
@@papasmerf12000 wait you can meet them in new home? How do you know?
@@mjc11493 There are 2 locations - shoruded cave (children from Winterhome) and Freshwater springs
@@papasmerf12000 oh I see I never really played the winter home section first I always played winterhome last so I never really saw it this way.
@@papasmerf12000 technically if you allow enough people to die by cold or starvation you "could" save every SURVIVOR of your tyrannical rule you fu*kin monster.
I only saved 300 but gave them huge amount of food
Even on easy I still run out of steel before the end. Did you set up your outpost at the Iron mine by chance? I fell that will tip the scales.
Yes I did, right at the start - iron gain speed is slower compared to other materials. Alternatively one could use automatons but honestly I have not tried it out yet
@@papasmerf12000 sorry for the late reply, but do you have to destroy the old coal outpost to place a new iron one?
Is there even a way to fix the generator cause they give you all these hints that your supposed to dismantle the dreadnought to fix the generator but your not able to at least not that ive found and they also let you recall the weather and expedition scientists and engineers which you would think would be to help woth the generator but again it doesn't seem to make a difference?
There's no way to fix the generator. When they talk about the dreadnaught they say "we are glad we didn't destroy it. Now it can be used to escape Winterhome".
How did you manage to get so many steam cores? I think I only amassed 5 throughout the whole playthrough...
Weird question but what would happen if so many people died before the dreadnought sets sail to the point that there's nobody left alive who can't board the dreadnought? Would it somehow end up being a better ending since 100% of the people are on the dreadnought or would the game know you did a weird thing?
Also fuck this scenario. I beat a new home with the good ending (regular good, not golden path) and 650+ people first try, i beat the refugees with the good ending (reconciliation with the lords, and also no evil policies) first try, and just yesterday i beat the last autumn first try with a maxed out generator with 0 deaths, no missed deadlines, no evil policies, all before the seas froze over, and despite all of that i can't for the life of me manage to get a full dreadnought run in the fall of winterhome (hell, most of the times i can't even manage to send the right amount of supplies and cabins vs the people on board because people just rush there without authorization). I hate the chronic lack of engineers in this scenario, it's even worse than the manpower shortage in the arks. Wtf am i doing wrong?
What is the difficulty ?
Easy - on normal I could not get Iron supplied on time
@@papasmerf12000 hi i play normal but finally cant get enought food and stell...this one too hard
@@Francis915Emoji Yes, it's pretty hard scenario to finish. I think about trying to give automatos a shot but it will have to wait unitl Im done with my exams
@@Francis915Emoji I just managed on normal, with this ending as well - there is a compilation of tips and discoveries on steam that makes this scenario durable :) Most importantly: right at the start, delete a few of the roads for good gathering spot placements and rush the infirmary - with that, you can save quite a few of the heavily wounded, which gives you the man power to send out a ton of hunters. After food, I immediatly reseached flying hunter and hunting tactics. I did not bother with automatons. Important thing at the end: Scrap your city. Make sure you have enough food stockpiled until the end, and scrap everything - that gave me 150 more iron then I needed for the full dreadnought, so barely enough. Also, as soon as you find the steel outpost, move the expedition team there and whenever discontent is bearably low, let those steel miners work 24 hour shifts.
@@schneeritterstudios2648 Wait you can delete roads? How?
Failed with 1 hour and 30 minutes left until the reactor exploded, because I did not meet the 2d faith check. Had 0 people left to evacuate and was just gathering some final steel. Absolute shit game.
Thats kinda unfortunate.
skill issue
What happened after this?
In game - it was the end of The mission, in lore - they moved to find another generator zone to live