Hey, I mean, those roads at least give you free wood at the start of the game. Just that it takes about 15 minutes to actually demolish all of those you don't need
“We’ve finally overthrown the tyrant! We need to focus on food, medicine, and-“ “Tear down all the roads. And while you’re at it, tear down the houses.”
I love this. 😂 It threw me for a loop when he started by dismantling all the housing. But it makes so much sense in retrospect-the city planning you inherit is awful (or, what’s left after the riots), so those structures are more valuable as materials early on than as shelter. Though, I did notice at least one citizen claiming this new captain would definitely be killed too. 😅 I know I’d be pissed, were I in their shoes, lol.
The outpost crew had the hardest job of all, set up an outpost at the coal mine! *aye captain!* Now take it down, and go set up an outpost at the freshwater springs! *aye captain!* Now take that outpost down and head back to the coal mine! *......*
@@MasterHunter555 As seen there, the moment the outpost is built, a batch of resources are sent to the city. By doing this constant moving around he was able to get 2 outposts worth of resources with one crew (or even more as the coal-spring route took 10 hours, meaning 2 ways would take less than a day
You look at remains of the Generator. The heart of Winterhome that gave up it's spirit in a fiery fashion. The Dreadnought is on it's way into the unknown; with few hundred souls onboard and enough supplies to last for quite some time. You saved as many as possible and gave them a chance to start anew. Their fate is in hands of God now, along with their own will to survive against all odds, from incompetence of leaders and riots to vicious cold; they endured it all. You decided to stay and ensure that remaining people shall not despair in their final moments; some have fled on their own in pursue of hope, some took their own lives and died in the explosion. You will be remembered as a hero or as a martyr by those you managed to save. But now it's time to bid farewell with this world. You take a deep breath and a last swig of moonshine; then you sit in front of remains of the generator, waiting for the cold to do it's work, reminding yourself of one last thing to keep your conscience clear: *You did your best*
I'm really impressed with your thinking, by leaving enough food, supplies, houses, medical posts,... You really put your heart & effort in the game and played from the citizen's perspective. To many others gameplay, they'd have launch the Dreadnought as soon as they filled all the coals / with other options, not thinking about those who left behind
Yeah I even tried to leave somewhat of a functional city to those who was left behind. Maybe they'd figure out how to launch remaining steam hubs as mini-generators, or something else. I could've launched earlier by just ripping apart the rest of the city, leaving everyone in the middle of a plain.
@@dr.nikolasivory8193 I'd suppose they could use the steam hubs as braziers, OTE and LA style. Still, most things require steam to work (there are pipes under the roads) so dunno how'd it turn out. And then there's the storm...
@@dr.nikolasivory8193 When I launched mine I took all my engineers (they asked to be brought along TBH) but I left a medical automaton running an infirmary. In my headcannon that was the best I could do after stripping the city of steam cores and medical workers.
I always love the sound design of the Generator even before you start working on it. Just how it sounds sick and dying with the constant grinding and groaning it emits.
Watched 'A New Home'. Perfect gameplay. Decided to watch all your Frostpunk videos, then became sad because there's only two. Hope you continue playing and uploading all the other stories.
Yes, all the homes were at least chilly, if any were cold or worse it would say how many. (because none were, it says 0) It wants at least livable conditions for 2 days straight. Up until that point he needed to turn on the overdrive to get livable conditions in the tents, but its overdrive so he has to turn it off regularly. This leaves the tents with chilly conditions when its off- that request is basically just "stop relying on overdrive to get livable conditions, for 2 days straight".
I only just managed to evacuate with barely 4 cabins that order of steel for that last cabin is insane you NEED those automatons effectively supplementing a 14 hour boosted shift on the advanced steelworks. I genuinely think it’s impossible to complete this with just manpower alone. I am immensely impressed at the sheer force of your brain sir.
The moment you got 17 tents in one hub I knew I was watching the good stuff, the start of every scenario is the most challenging part yet you make it look so simple
... I know for a fact that none of the canon endings to any of these situations are these golden ones. Frostpunk is too grim for that. However, damn if watching you play doesn't inspire hope. You took a look at an impossible situation, and made it WORK. Bravo.
In my head, it's canon that the new captain would remain in Winterhome because he/she has a sense of duty to his/her city and people, and since the captain failed it would be logical to assume the captain choose to "sink with the ship".
The pain I felt when you placed the second church facing outwards instead of symetrically facing the first one is only comparable to the pleasure I experienced when you removed it.
The perfect frostpunk city doesn't exi... I'm sorry, I know it's an old meme but this was marvelous. I love that you can pause frostpunk and plan away for ages at a time. Great game and I hope they make a sequel or add more expansions!
I searched up “frost punk no death run” about 2 weeks ago after not even thinking about the game for a year, saw this channel with one video from 11 months ago, and a week later they release another. Amazing 👏👏
I'm not the best at city building games, but the second I saw the road layout of winterhome my only thought was "who designed this? a Seizuring Chimp?"
I always go for the lv 1 wall drill and advanced steelworks rush with automotons. Followed by engineer automotons before the dreadnought notification pop up. No coal mines, 3 steam thumpers. Near to the end when full evacuation is completed, dismantle automotons and send all steam cores at once. Even with automotons and steel outpost working all the time, I barely complete the steel required for full decks. And I never start producing prothesis for disabled people until both cost reduction upgrades are done due to the sheer amount of steel required for full decks. Your playthrough is quite different than mine. It is a whole new perspective.
@@Annokh Well, the 82 were on the other guy's watch, before he got yeeted from Winterhome for (REALLY) bad city planning. I haven't finished watching, but I presume that 140-ish were those who couldn't get tickets to the Dreadnought concert. Pretty grim, that. ='[.]'=
Well yeah, the dreadnought can only carry 500 souls, so a lot of people were left behind. But they were alive during my watch, which ended as soon as the launch command was given. If they are to die, it would be "not on my watch". We left them plenty of food and a coal thumper, warm houses and medical facilities, so in this alternative reality they might survive until the scouts from the New London arrive. The first "82 of our people are dead" were not on my watch either, so yeah - it is deathless.
@@dr.nikolasivory8193 Seeing as scout and outpost teams seem capable of surviving in the Frostlands indefinitely, perhaps researching and dispatching a third and final scout group might have diminished the theoretical losses. =^[.]^=
To anyone who's wondering, in "A New Home" when the player finds Winterhome, there were scores of dead bodies. A score of dead bodies consists of 20 people. So whoever else manages to do deathless runs of Fall of Winterhome, there will be at least 4-5 scores of bodies in the end.
That one blinking yellow road going nowhere at the bottom left side of the map throughout the game was well annoying :)))) but otherwise awesome city management. I can see you like snowpits :D
I've only noticed that road on the recording and was very disappointed. But didn't found strength to re-play the scenario :D I actually don't use snow pits in my playthrough, but since here the law was signet - what could I do. The reason I built two is because of the famous bug with stuck people.
@@dr.nikolasivory8193 yeah thanks. I also had no idea about this bug or the other similar bugs. That explains some things from some of my previous playthroughs.
@@dr.nikolasivory8193 what is this bug? It might explain why I thought it impossible to do a deathless run. Although I have more faith helping buildings I could ever need I still get people dying because they won't go to the damn buildings. A few times I have clicked on them before they die and they seem to always say disposing of a corpse. Is this why, because of a snow pit bug?
Great video, Very clean and efficient build. I managed to complete the scenario using a different method. The achievement for completing all of the task at the end has a 2.7% unlock rate on Steam. Took me around 20 hours and 5 attempts to finally get it.
I know this video is 2 years old, but as a tip, you can go to Settings > Controls > "Select Next" and "Select Previous" and attach the keys X and Z respectively, then use those keys to cycle through buildings of the same category. For example: you can select one gathering post and press X to cycle through all gathering posts.
In your perfect gameplay, everything was torn down and stacked in the dreadnought. But there was no such perfect leader in the lore. Unfortunate for the Winterhome but an opportunity for the New London, they are gonna enjoy these woods.
It occurred to me, but why didn't they attempt at making balloon arks, or small hunter zeppelins? I'd imagine it would take far less steel in exchange for canvas or leather, and coal/wood would be used more effectively. Fly low enough and you can make more distance with less time and land if the wind becomes too dangerous to ride with. Not to mention: Why wasn't a blueprint made to recreate the Generator in case of failure, as engineers would know the layout in order to make repairs. You could salvage most of what the previous Generator had after tearing it down, which would save almost all the resources. Then again this is a Titanic scenario: Oversight on contingency planning, even at the bottom level, can cause a massive catastrophe (for those of you familiar with the Titanic's design flaw in the flooding chambers).
Oh yes! I know exactly what you mean by the Titanic design via flooding gates! So cool that bit of knowledge serves us in such an odd place, eh? Sorry this is a useless comment, but I got excited when you mentioned it heheh
Well, where do they get the canvas or leather? Plant fiber and animals? That's a very limited resource, perhaps more so than steel. Also, dreadnaughts need to be able to weather full on storms, with large winds, and flying vehicles generally can't handle such conditions, IRL or in-game. (Hunters, flying hunters are disabled during the storm in A New Home) Perhaps the excuse as to why they can't build generators is that it needs exotic materials/manufacturing techniques that they don't have access to anymore, and therefore what's the point in having blueprints? But that seems lame and doesn't make sense to me.
There is a DLC scenario called the Last autumn which goes about the construction of a generator... Basically you need hundreds of workers, thousands and thousands of steel, wood and coal, and an insane amount of work (The Last Autumn mission takes around 40 days) of work. You'd need to work all this time with all these resources in the cold. Not doable anymore, as even one or 2 days without the generator running spells death. Also the generator need to be build on some kind of gigantic hole/shaft that is drilled with huge equipment and is a step that has to be done previously. Now using spare parts from an existing generator can alleviate the resources use, but it would take probably as much time to clean up and replace stuff. So it's doable, but the paradox is that they would need heating while working for weeks/months, which they don't have hence why they need to repair the generator..
In on the edge the outpost is above the clouds. The bore pit in Russia in real life is 20 miles deep. The assumption is the generator that is some fraction of that. A hundred people would have to dig for a long time to get an open air pit 10 miles deep.
The two hungry guys continuously refusing to eat something when the 'facing starvation' mission was getting close to running out was driving me insane rofl. Amazing work!
I think that's 'The Refugees' dlc, it has inhabitants living in the mines and near thermal vents and because it's so close to Winterhome, I think it's implied they're the escaped residents.
@@geoffreyburr5378 everyone? I thought it was implied some were from winterhome. Anyways, I'm currently part way through this person's 'A new home' playthrough and it straight up says what happened to the survivors. You find their camps every so often along with their diary notes.
@@redrangerrr558 No. Listen, I don't know the exact number of Winterhome people that managed to evacuate, but I do know that the dreadnaught definitely did launch. Here's why, if it didn't launch, then it would've been found in "A New Home".
@@geoffreyburr5378 yeah, but not everyone could board, some were left behind, I think some of the people you find scattered around are the residents that gave up on letting themselves die after they got left behind.
1:46:20 You zoom out. You've stabilized the place. Tore out the deranged city planning root and stem, and replaced it with a packed but thriving city. *Thus ends the prologue.* Now cometh Death.
I have played this on survivor so many times and I never get an early radical treatment. I always have to wait till after the people tell me their upset and calm down a bit. Pissed at my last attempt. Everything was going well until all my engineers decided to walk to the dreadnought. 62 engineers just fled.
I hardly beat normal difficulty and came to see your video. Wow! I like to try and beat the scenarios with the information as it goes, but this one seems to require a lot of planning and foresight. It was really pleasant to see the various stages of your city, as you carefully tried to save everyone (but those scientist who are still studying)
It would be really nice if this had some commentary explaining your tips and tricks, such as building medical posts to "stockpile wood" and sending outpost teams to multiple outposts to get resources from all of them.
Heard this game got a sequel coming out soon. Can't wait to watch you masterfully navigate these godforsaken souls out of another threat of extinction 😆
I hope we get to know more about what happened with the survivors of Winterhome in Frostpunk 2 Or at least an scenario with them or information about what was their fate
Amazing as always. What was the reason behind shifting people and automatons between different jobs? Like you’d have people at coal and automatons on steel, and then you’d switch
It still kinda gets me that in a permanently frozen hell scape these people are building homes with enormous windows. I know ya gotta get that vitamin d somehow but, large patches of uninsulated wall seem counterproductive
Perfect video, thanks for this !!!! Your factory was a bit too long producing prosthesis, you could have ended it a bit quicker ! Your gaming is really cool to watch, i've learnt a lot (esp this expedition rotation steel/food i've wouldn't have though of)
I suppose that the generator in the cutscene always explodes, even if it was turned off. It's a pity. At least outside the game, it can be assumed that after evacuation the generator was simply turned off and disassembled into parts that were used to build smaller means of generating heat. Or they even contsucted a coal-fired CHP.
Turning off the generator won't work, because there is a message that states "the stress level is rising" And it will continue even if it is turned off. I think the flaw lies deep in the generator foundations or tower pumps, or maybe, in the source itself. Unfortunately there was no hope for those poor souls
@@sciarpecyril I believe that it is not the explosion that kills. It's rather small actually and mostly harmless. Those who were left in Winterhome died days or weeks after, out of cold and starvation.
@@dr.nikolasivory8193, explosion is small, yes. Although the shrapnel from it can pose a threat at a great distance. The thing is, hunters are less dependent on heating and and the heating itself can be decentralized for some time with braziers or whatnot. In such a case, survivors can switch to underground shelters or structures like igloos, which are knowingly more efficient at keeping warmth than tall wooden structures with a large number of heat dissipating surfaces that the British usually use. Perhaps they do it because of corruption and arrogance, unwillingness to greatly change the way of life in comparison with the old cities. Anyway, Nansen's shelter was built in igloo-like technique to keep as much warmth as possible and, as shown in the On The Edge scenario, a small heater and a supply of food in it was enough for people to survive the Great Storm. Of course, this is all based on the fact that such a competent Captain like you stayed in the settlement instead of evacuating, sending his officers to command the dreadnought. With an effective Captain, his officers must also be effective too, so that they will not let the dreadnought get lost. Or such an officer remained in the city, while Captain went to the dreadnought as a more responsible appointment. In the end, it is enough for them to stay alive until the expedition arrives from New London.
@@sciarpecyril Unfortunately there isn't an alternative ending and we have to made it up by ourselves) It doesn't matter how good you finish - the canon result will be grim.
Canonicity: EVERYONE IS COOKED !!! MISERY AND SUFFERING !!! Reality: "I am the ultimate Captain with the PERFECT plan." Literally almost everyone survives, perfect captaincy honed through IEC training and Steam Core Temporal Warping. Makes me think of Last Spell where you are doomed to repeat the same events over and over as the Aeon to keep magic sealed away within yourself, or Into the Breach where you have to go through the infinite timelines the Vek are invading Earth in to stop them. You, Captain, or now Steward with Frostpunk II, are doomed to forever repeat building settlements... forever as the world stays cold and dying. A dimming sun? If the global electric circuit is true, the Sun powers all the planets around it. If the Sun "dies", then Frostpunk, no matter how hard you try, is doomed. No sun? No heat, no photons, no planetary energy. No active planetary core? No magnetic field. Death? Guaranteed. Sounds like more of a thing where they'd need to create artificial magnetic fields to keep space out, going the way of Tesla City or something. Heading out into space to mine the now dying planets in the solar system for its resources. Remember, with the death of the Sun all planetary activity ceases and now these planets are all glorified resources. But as we know in Frostpunk II, it's set 30 years into the future? So that must mean the dimming was just from the storms or something... Unless the star is slowly fading, and will last for several more generations before finally flickering into the void. The connection we as individuals have to our star also cannot be understated as we in a sense are also powered/affected by the Sun. There's only so much an infirmary can do before there's just no more nutrients. You could stripmine the solar system but in due time you'd have to find a way to leave as variety of food plummets, etc. Just me yapping. Frostpunk in space?! Spacenought? I could imagine different hazards like micrometeorites and such, but as with space it's a totally different genre. My imagination is getting a little too carried away.
yeah, that looks like a hard work to keep running them back and forth all the time. Is it actually more productive this way by that much that it's worth micromanaging through the game?
Basically, you can get one transport per day from each outpost. So when you place an outpost team - they send a transport, and then the one day cooldown starts for this outpost. You can move the team to another place and send another transport from there (starting a cooldown for that outpost) and then return to the first one. If you have the outpost team just sitting on the one place - you only be getting one resource. I consider it rather important.
@@dr.nikolasivory8193 came to the comments to get this answer. That’s super interesting observation about the game mechanics. So this tactic will be effective for any two outposts within 24hrs travel of one another?? That might change a lot as I take on some higher difficulty scenarios during this upcoming winter.
ok i was not expecting the double outpost trick, the scouting is "yeah thats useful" but hopping betwen outposts is great also love day 1: demolish 90% of the city, make 60 tents edit: Just finished watching, amazing gameplay. That looked way to close on steel, even with the steel outpost always active and minmaxing the steelworks with team and automaton cycling. I'm surprised you never got organ transplants, its a great law, but only when the generator was down did you really had a problem with ill people
1:51:17 Is that a crève-neige (snowbreaker) I see? It has number 484 on it. Or is it something else completely? Is that what a dreadnought looks like? Sorry, I've only watched videos. I have yet to play this myself since my computer is very old. I'd love to upgrade, but...yea... Edit: Looked it up. Separate machine. Very impressive.
Well, I talk to myself a lot when I record videos, most of it is just me mumbling my calculations and plans. The process from the moment I said "Let's do this scenario", until I pushed the "upload" button, took me forty hours.
I've just figured out that the biggest mistake of this challenge is not to build and keep 2 snow pits up at all times. I've tried it on my own with only one snow pit (cause I didn't think about the 80 bodies you start with) and my population wouldn't stop getting sick, by day 7 there were over 300 ppl ill and then they started going gravely ill and then dying, and I had invested everything on healing (laws, techs, all the medical facilities I could build).
Wait, are you saying snow pits have a body limit? That is never mentioned anywhere, right? Not in the game, not in the wiki. Unless I'm blind, which is possible. Edit: read about the snow pit bug now, so the second one is to get people disposing of corpses unstuck it seems.
@@silyarno807 Yes, of 40 bodies if I'm not mistaken, need to check to be sure, but they do have a limit. I don't think it's mentioned anywhere in the game, I've picked up on this detail by playing and watching speedruns, and if you don't take care of it, people will just be massively sick without you understanding why. And yeah, also people disposing of the bodies is a big issue, they will get stuck and then die if you find out about it too late (even if you free them), and you can partially shut it down just as in the cook house exploit where you dismantle it and pause to prevent people walking over to it instead of working or building during the day (they still eat from it though).
I have 61/63 of the achievements in this game..and this one on survivor continues to elude me...those first 15 days are literal hell. On survivor the discontent doesn't trickle down enough with turning on generator + pub to sign radical treatment..i have tried to watch the video and copy your early game but on survivor it is not the same in terms of discontent. I will keep trying. I would really like to see an extreme/survivor run on The Last Autumn from you. I am also missing that achievement. Big thing in that is sickness. Food n heat isn't an issue.
Anyone know what's the point those scientists on the last spot doing expedition searching for something? I had two runs, the first one I brought them back to base but the second run I just let them continue, but they didn't give me anything good, I was hoping them to find a new generator or something, or at least give some hope to those ones been left behind, but unfortunately nothing happened.
Those scientists are supposed to be a link between The New Home and Winterhome. Unfortunately I don't know the requirements for triggering that event, but it doesn't serve any purpose rather than being an Easter egg.
I've managed to save ALL people and have no a single soul in Winterhome on generator explosion. Main point is that if you have only children in the city all of them evacuate to safe cave. Generator explodes. No screams. I wander why devs are not added alternate ending. We will meet these kids in on the edge scenario. Also it would be interesting if we could explore frostland beforehand and find Winterhome before explosion. It would gave us alte rnate interesting scenario.
The scenario ending feels really contrived for the sake of gameplay, just to give the player a difficult decision cos of limited cabins: I mean do they give a reason why the Dreadnought can't just come back to the generator site and sit outside/nearby (so the massive landship doesn't shake loose the big overhanging rock or whatever?) Literally all they had to do was hook themselves up to the onboard generator! That way nothing changes, they still have their mines and resources, they just build their city around steam hubs and rely on the dreadnought for power - only difference is that the generator is on the dreadnought parked nearby, so besides more housing cos of the cabins, they'll have to devote resources to reinforcing and protect it I guess you could reason that the onboard generator wouldn’t be rated for worsening weather conditions and would be hard to upgrade cos it’s size is restricted by the vehicle it’s inside of, and cos originally it wouldve just driven off towards better weather. But i feel like with enough time they could move the onboard one to the site, like when they dismantled their original dreadnought (or build a new one at the site instead of moving it - considering the weather by the end of the scenario is worse than when they first arrived and dismantled their dreadnought, when they were presumably without power) Hell, if they park outside the site, they could made plans to just build out the dreadnought, so they can all live on/around it & trap heat in instead of just letting it escape like with the city, while still being fed by the lumber, steel & coal mines - or just build it up to be a bunker to accommodate everyone in the event of Great Storms
@orctrihar Are you responding to another comment or to me? My comment is arguing that they shouldve just driven the dreadnaught back to Winterhome (or just as close as possible but avoid shaking loose the big overhanging rock), and hook up steam hubs to its onboard generator. That way they can keep using all their hothouses, steam mills, coal & wood mines, etc etc. The only differnce is that the generator isn't in the centre anymore, it's on the Dreadnaught parked outside the city Who knows if the onboard generator is rated for worse weather, but surely it's better than driving off into the unknown with limited resources and leaving 80 of your ppl behind to succumb. Besides, with enough time maybe they could improve the generator and and adapt the Dreadnaught into a shelter for Great Storms, and so on and so on
4:08:30 - Finally you removed that piece of road that ground my gears for hours lol! Anyway, amazing playthrough, your planning is flawless. I just wondered, how do you keep track of all the events so well ? Do you have a second screen with notes besides your main one or something like that? Or do you remember all of them? (if this is the case, you are a monster, lmao!)
I am a monster. This is how my notes for this scenario looked like @@ Dismantle the outpost - send to weather station. Assign workers: - Steelworks - Sawmill @@ Aaaaaand that's literally the whole document So yeah, I improvise and remember.
Oh, I wanted to ask something. Iirc both of your runs so far used taking dangerous scouting options as parts of the strategy. What was the plan in case those go wrong? Is it a reset of entire scenario (since it's supposed to be deathless)?
Well not the entire scenario, but a part of it. This video isn't recorded in one go, I don't have that much time to play :D If something goes wrong I can re-play the last part and that's it. But if that weren't be a solution, than yeah - the entire scenario from scratch it would be. Another solution is to ignore those options completely - both scenarios are beatable without these locations (Winterhome in particular).
Felt a bit cheap on my first playthrough, sent the children to the dread, same with all my cores. Then the damn generator just explodes and says "everyone died". There was literally no hint to the fact that could be a possibilty. Felt a bit cheap like i said.
Winterhome really does show you the folly of legalizing child labor, in that a 12 year old should never have done the original city planning.
Hey, I mean, those roads at least give you free wood at the start of the game. Just that it takes about 15 minutes to actually demolish all of those you don't need
@@olegoleg258 exactly free wood all around :D
@@amoeb81 And yet I still needed a wall drill and several additional sawills on day 1 :D
gotta be really glad that even in survivor difficulty, the game pauses during the (de)construction interface@@olegoleg258
Maybe the community should stop spreading meme about child labour
“We’ve finally overthrown the tyrant! We need to focus on food, medicine, and-“
“Tear down all the roads. And while you’re at it, tear down the houses.”
I love this. 😂
It threw me for a loop when he started by dismantling all the housing. But it makes so much sense in retrospect-the city planning you inherit is awful (or, what’s left after the riots), so those structures are more valuable as materials early on than as shelter. Though, I did notice at least one citizen claiming this new captain would definitely be killed too. 😅 I know I’d be pissed, were I in their shoes, lol.
Citizens of winterhome be like: Let him cook🗣️
@@dimasfahmi510 Walter Ice
“New captain’s saying we gotta tear down our only homes, can you believe it?”
“LET HIM COOK DONNIE!! 🗣️🗣️😤😤😤”
@@cleo4922 "Just give him some time,we are in desperate times right now"
I love that the roads around the generator form the Faith symbol, especially having the Temple at the end of the central spoke. That’s a nice touch.
Research:
-Faster Gathering
-Flying Hunters
-Hunting Tactics
-Tier 4 Research
-Flying Hunters Gears
-More Scouts
-Steam Steelworks
-Advanced Steelworks
-Repair Station
-Resource Depot Upgrade
-Medical Post Upgrade
-Faster Outpost Teams
-Generator Efficiency Upgrade 1
-Steam Wall Drill
-Factory
-Repair Station Efficiency 1
-Optimised Shifts
-Repair Station Efficiency 2
-Automaton Intregation
-Automaton Intregation 2
-Coal Mining Optimisation
-Tier 5 Research
-Generator Power Upgrade 3
-Automaton Intregation 3
-Generator Efficiency Upgrade 2
-Steam Coal Thumper
-Repair Station Efficiency 3
-House Redesign
Law:
-Radical Treatment
-Overcrowding
-House of Prayer
-Evening Prayers
-Emergency Shift
-Extended Shift
-The Temple
-Shrines
-Care House
-Prosthetics
-House of Healing
-Field Kitchen
Dreadnought:
-50 children, 600 food, 1 steam core, 1100 steel
-50 children, 2500 coal
-50 children, 750 food, 800 steel
-all childen left, 3 workers, 2000 food, 500 steel
-50 workers, 2500 coal
-50 workers, 1100 food, 1200 steel
-50 workers, 400 steel
-50 workers, 1200 steel
-25 workers, 5 engineers, 1500 steel
-all steel
-all steel, 9 steam cores, all engineers
THANK YOU EXTREMELY HELPFUL
thank you so much
Don't you have to send 25 engineers first?
2:00:07 chose not to lie about abandoning the city
Thanks ma man
The outpost crew had the hardest job of all, set up an outpost at the coal mine! *aye captain!*
Now take it down, and go set up an outpost at the freshwater springs! *aye captain!*
Now take that outpost down and head back to the coal mine! *......*
I think they just built two, and moved between those :D Still funny though
I was actually wondering why it is you do this instead of just having a dedicated outpost?
@@MasterHunter555 As seen there, the moment the outpost is built, a batch of resources are sent to the city. By doing this constant moving around he was able to get 2 outposts worth of resources with one crew (or even more as the coal-spring route took 10 hours, meaning 2 ways would take less than a day
You look at remains of the Generator.
The heart of Winterhome that gave up it's spirit in a fiery fashion.
The Dreadnought is on it's way into the unknown; with few hundred souls onboard and enough supplies to last for quite some time.
You saved as many as possible and gave them a chance to start anew. Their fate is in hands of God now, along with their own will to survive against all odds, from incompetence of leaders and riots to vicious cold; they endured it all.
You decided to stay and ensure that remaining people shall not despair in their final moments; some have fled on their own in pursue of hope, some took their own lives and died in the explosion.
You will be remembered as a hero or as a martyr by those you managed to save. But now it's time to bid farewell with this world.
You take a deep breath and a last swig of moonshine; then you sit in front of remains of the generator, waiting for the cold to do it's work, reminding yourself of one last thing to keep your conscience clear:
*You did your best*
Love it, bravo!
Incredible. But does the new captain evacuate or stay with the doomed city?
@@geoffreyburr5378 Its implied they go with the dreadnaught but honestly the story as open ended as it is could go either way
I'm really impressed with your thinking, by leaving enough food, supplies, houses, medical posts,... You really put your heart & effort in the game and played from the citizen's perspective. To many others gameplay, they'd have launch the Dreadnought as soon as they filled all the coals / with other options, not thinking about those who left behind
Yeah I even tried to leave somewhat of a functional city to those who was left behind. Maybe they'd figure out how to launch remaining steam hubs as mini-generators, or something else. I could've launched earlier by just ripping apart the rest of the city, leaving everyone in the middle of a plain.
@@dr.nikolasivory8193 I'd suppose they could use the steam hubs as braziers, OTE and LA style. Still, most things require steam to work (there are pipes under the roads) so dunno how'd it turn out.
And then there's the storm...
@@WormsMaster100 Well they only need to survive until people from New London arrive. (If we are talking about the alternative reality I created here).
@@dr.nikolasivory8193 When I launched mine I took all my engineers (they asked to be brought along TBH) but I left a medical automaton running an infirmary. In my headcannon that was the best I could do after stripping the city of steam cores and medical workers.
@@AzathothLives Houses of healing are also a nice option, because anyone could operate them
I always love the sound design of the Generator even before you start working on it. Just how it sounds sick and dying with the constant grinding and groaning it emits.
Watched 'A New Home'. Perfect gameplay. Decided to watch all your Frostpunk videos, then became sad because there's only two. Hope you continue playing and uploading all the other stories.
"only three."
53:49 - "You have to heat *_zero_* cold homes" Wait what?
2:32:12 - Wow, what a spectacular view, seeing all of them fly through each other!
Yes, all the homes were at least chilly, if any were cold or worse it would say how many. (because none were, it says 0) It wants at least livable conditions for 2 days straight. Up until that point he needed to turn on the overdrive to get livable conditions in the tents, but its overdrive so he has to turn it off regularly. This leaves the tents with chilly conditions when its off- that request is basically just "stop relying on overdrive to get livable conditions, for 2 days straight".
@@orppranator5230
Thank you for the response, highly appreciated!
After just seeing your previous video this is beyond what I could ever do. 10/10 would live in this hellhole if you were captain
I only just managed to evacuate with barely 4 cabins that order of steel for that last cabin is insane you NEED those automatons effectively supplementing a 14 hour boosted shift on the advanced steelworks. I genuinely think it’s impossible to complete this with just manpower alone. I am immensely impressed at the sheer force of your brain sir.
The dislikes are from the people that didn't get seats on the dreadnaught.
The moment you got 17 tents in one hub I knew I was watching the good stuff, the start of every scenario is the most challenging part yet you make it look so simple
A good plan pays for itself.
the "500 souls" at the end felt real. It is as if i'm reading historical record
... I know for a fact that none of the canon endings to any of these situations are these golden ones. Frostpunk is too grim for that. However, damn if watching you play doesn't inspire hope. You took a look at an impossible situation, and made it WORK. Bravo.
In my head, it's canon that the new captain would remain in Winterhome because he/she has a sense of duty to his/her city and people, and since the captain failed it would be logical to assume the captain choose to "sink with the ship".
You play this game at a completely different level compared to any of the others who post their gameplays online. Bravo.
This scenario is just brutal. Just beat it on hard today. Gearing up for the survivor run.
Good luck for this challenge!) Tell us how it was after beating.
I got through survival mode yesterday, but not all survived :p
Dude please keep these coming, you post the only decent walkthrough of this game that has no commentary. So please keep em coming
wow, if there is such a thing as survival with elegance, it was this. He even clean up after himself. xD Well done!
The pain I felt when you placed the second church facing outwards instead of symetrically facing the first one is only comparable to the pleasure I experienced when you removed it.
The perfect frostpunk city doesn't exi...
I'm sorry, I know it's an old meme but this was marvelous. I love that you can pause frostpunk and plan away for ages at a time. Great game and I hope they make a sequel or add more expansions!
Well, the sequel has just been announced
@@dr.nikolasivory8193 Woh, thanks for the news, i'll check it out.
Your wish has been granted
@@dr.nikolasivory8193comes out this year
The sequel is almost here, everybody ready?
I searched up “frost punk no death run” about 2 weeks ago after not even thinking about the game for a year, saw this channel with one video from 11 months ago, and a week later they release another. Amazing 👏👏
Amazing job! Honestly it was kinda hard seen that perfect city been taken down, i hope to see more videos in the future!
I'm not the best at city building games, but the second I saw the road layout of winterhome my only thought was "who designed this? a Seizuring Chimp?"
Subscribed, neat building is my weakness
Stay tuned for new layouts every scenario
The 1 dislike is from the other captain
I seriously hope we will see again the survivors of Winterhome on a DLC of Frostpunk 2
I always go for the lv 1 wall drill and advanced steelworks rush with automotons. Followed by engineer automotons before the dreadnought notification pop up. No coal mines, 3 steam thumpers. Near to the end when full evacuation is completed, dismantle automotons and send all steam cores at once. Even with automotons and steel outpost working all the time, I barely complete the steel required for full decks. And I never start producing prothesis for disabled people until both cost reduction upgrades are done due to the sheer amount of steel required for full decks.
Your playthrough is quite different than mine. It is a whole new perspective.
ah yes the classic "better homeless cuddled around the warm generator then freezing in some unheated tent"-strategy was what I forgot to implement
Deathless Winterhell? Oh my...
5:06 "82 of our people died!" Death is relative, I s'pose... =^[.]~=
@@Raycheetah I mean, we can also question what happened to ~140 people at the end of the game.
@@Annokh Well, the 82 were on the other guy's watch, before he got yeeted from Winterhome for (REALLY) bad city planning. I haven't finished watching, but I presume that 140-ish were those who couldn't get tickets to the Dreadnought concert. Pretty grim, that. ='[.]'=
Well yeah, the dreadnought can only carry 500 souls, so a lot of people were left behind. But they were alive during my watch, which ended as soon as the launch command was given. If they are to die, it would be "not on my watch". We left them plenty of food and a coal thumper, warm houses and medical facilities, so in this alternative reality they might survive until the scouts from the New London arrive.
The first "82 of our people are dead" were not on my watch either, so yeah - it is deathless.
@@dr.nikolasivory8193 Seeing as scout and outpost teams seem capable of surviving in the Frostlands indefinitely, perhaps researching and dispatching a third and final scout group might have diminished the theoretical losses. =^[.]^=
I don't think I've ever been as tense as in the last 30 minutes of the video. This mode's dangerous for the nerves
Dude you are the chosen one. You will bring balance to UA-cam.
To anyone who's wondering, in "A New Home" when the player finds Winterhome, there were scores of dead bodies. A score of dead bodies consists of 20 people. So whoever else manages to do deathless runs of Fall of Winterhome, there will be at least 4-5 scores of bodies in the end.
It’s inevitable mr.Anderson
love itttttt this is by far the hardest scenario
That one blinking yellow road going nowhere at the bottom left side of the map throughout the game was well annoying :)))) but otherwise awesome city management. I can see you like snowpits :D
I've only noticed that road on the recording and was very disappointed. But didn't found strength to re-play the scenario :D
I actually don't use snow pits in my playthrough, but since here the law was signet - what could I do. The reason I built two is because of the famous bug with stuck people.
@@dr.nikolasivory8193 I didn't know about the bug. I'll read and find about it. Thanks for the clarification.
@@dr.nikolasivory8193 yeah thanks. I also had no idea about this bug or the other similar bugs. That explains some things from some of my previous playthroughs.
@@dr.nikolasivory8193 what is this bug? It might explain why I thought it impossible to do a deathless run. Although I have more faith helping buildings I could ever need I still get people dying because they won't go to the damn buildings. A few times I have clicked on them before they die and they seem to always say disposing of a corpse. Is this why, because of a snow pit bug?
@@andygeary3531 Yes, that is exactly the bug with them. Basically this is why you need two of those pits, to unstuck people
Great video, Very clean and efficient build. I managed to complete the scenario using a different method. The achievement for completing all of the task at the end has a 2.7% unlock rate on Steam. Took me around 20 hours and 5 attempts to finally get it.
I could not for the life of me even come close to winning on normal, kuddos to you sir that was impressive to witness!
I know this video is 2 years old, but as a tip, you can go to Settings > Controls > "Select Next" and "Select Previous" and attach the keys X and Z respectively, then use those keys to cycle through buildings of the same category. For example: you can select one gathering post and press X to cycle through all gathering posts.
In your perfect gameplay, everything was torn down and stacked in the dreadnought.
But there was no such perfect leader in the lore.
Unfortunate for the Winterhome but an opportunity for the New London, they are gonna enjoy these woods.
It occurred to me, but why didn't they attempt at making balloon arks, or small hunter zeppelins? I'd imagine it would take far less steel in exchange for canvas or leather, and coal/wood would be used more effectively. Fly low enough and you can make more distance with less time and land if the wind becomes too dangerous to ride with.
Not to mention: Why wasn't a blueprint made to recreate the Generator in case of failure, as engineers would know the layout in order to make repairs. You could salvage most of what the previous Generator had after tearing it down, which would save almost all the resources.
Then again this is a Titanic scenario: Oversight on contingency planning, even at the bottom level, can cause a massive catastrophe (for those of you familiar with the Titanic's design flaw in the flooding chambers).
Oh yes! I know exactly what you mean by the Titanic design via flooding gates! So cool that bit of knowledge serves us in such an odd place, eh? Sorry this is a useless comment, but I got excited when you mentioned it heheh
This DLC wouldn't happen if they used braziers like On the Edge.
Well, where do they get the canvas or leather? Plant fiber and animals? That's a very limited resource, perhaps more so than steel. Also, dreadnaughts need to be able to weather full on storms, with large winds, and flying vehicles generally can't handle such conditions, IRL or in-game. (Hunters, flying hunters are disabled during the storm in A New Home)
Perhaps the excuse as to why they can't build generators is that it needs exotic materials/manufacturing techniques that they don't have access to anymore, and therefore what's the point in having blueprints? But that seems lame and doesn't make sense to me.
There is a DLC scenario called the Last autumn which goes about the construction of a generator... Basically you need hundreds of workers, thousands and thousands of steel, wood and coal, and an insane amount of work (The Last Autumn mission takes around 40 days) of work. You'd need to work all this time with all these resources in the cold. Not doable anymore, as even one or 2 days without the generator running spells death.
Also the generator need to be build on some kind of gigantic hole/shaft that is drilled with huge equipment and is a step that has to be done previously. Now using spare parts from an existing generator can alleviate the resources use, but it would take probably as much time to clean up and replace stuff.
So it's doable, but the paradox is that they would need heating while working for weeks/months, which they don't have hence why they need to repair the generator..
In on the edge the outpost is above the clouds. The bore pit in Russia in real life is 20 miles deep. The assumption is the generator that is some fraction of that. A hundred people would have to dig for a long time to get an open air pit 10 miles deep.
this is sick, you double down on discontent before the work day even begins..awesome play
The two hungry guys continuously refusing to eat something when the 'facing starvation' mission was getting close to running out was driving me insane rofl. Amazing work!
Would Frostpunk be more awesome if there was a scenario where it shows what happens to those who managed to evacuate from Winterhome?
I think that's 'The Refugees' dlc, it has inhabitants living in the mines and near thermal vents and because it's so close to Winterhome, I think it's implied they're the escaped residents.
@@redrangerrr558 I appreciate your guess. But the scenario "The Refugees" states that everyone was from London, not Winterhome.
@@geoffreyburr5378 everyone? I thought it was implied some were from winterhome. Anyways, I'm currently part way through this person's 'A new home' playthrough and it straight up says what happened to the survivors. You find their camps every so often along with their diary notes.
@@redrangerrr558 No. Listen, I don't know the exact number of Winterhome people that managed to evacuate, but I do know that the dreadnaught definitely did launch. Here's why, if it didn't launch, then it would've been found in "A New Home".
@@geoffreyburr5378 yeah, but not everyone could board, some were left behind, I think some of the people you find scattered around are the residents that gave up on letting themselves die after they got left behind.
This is what happens when a father of a big company appoints his son to do a complex CEO tasks which ends up as the Winterhome city planning.
1:46:20 You zoom out.
You've stabilized the place.
Tore out the deranged city planning root and stem, and replaced it with a packed but thriving city.
*Thus ends the prologue.*
Now cometh Death.
2:32:15 the highlight of the run
I have played this on survivor so many times and I never get an early radical treatment. I always have to wait till after the people tell me their upset and calm down a bit.
Pissed at my last attempt. Everything was going well until all my engineers decided to walk to the dreadnought. 62 engineers just fled.
Did you immediately put people in the pub to lower discontent?
Man I just can't wrap my head around this one, too much stuff to do on day 1, could never finish this sucker
Whoever the past captain of Winterhome:
You suck at placement.
Almost like it was set up to fail...? Frostpunk Conspiracies
Wasn't the past captain of Winterhome Prime Mininster Lord Coward?
A career politician who lives down to his name.
@@JoshSweetvale no, not a Prime Minester, but the military guy that is already dead
I hardly beat normal difficulty and came to see your video. Wow! I like to try and beat the scenarios with the information as it goes, but this one seems to require a lot of planning and foresight. It was really pleasant to see the various stages of your city, as you carefully tried to save everyone (but those scientist who are still studying)
It would be really nice if this had some commentary explaining your tips and tricks, such as building medical posts to "stockpile wood" and sending outpost teams to multiple outposts to get resources from all of them.
Someone who can play Frostpunk like this must be from the heavens lol
Heard this game got a sequel coming out soon. Can't wait to watch you masterfully navigate these godforsaken souls out of another threat of extinction 😆
Probably not going to happen
@@tanker00v25Ha!
@@JoshSweetvale ????
The devs were really obnoxious with the road placement, tedious as hell to clean that up
I hope we get to know more about what happened with the survivors of Winterhome in Frostpunk 2
Or at least an scenario with them or information about what was their fate
using snowpits to measure... Why did I never think of that that's genius. I really hope they fix all the spacing issues for frostpunk 2 tho
Amazing as always. What was the reason behind shifting people and automatons between different jobs? Like you’d have people at coal and automatons on steel, and then you’d switch
Could you point out a specific timing?
automations run at a lower efficiency, so during the day time switch to human would yield more steal.
That day one WOW might try that on my survivor mode if I have the speed for it.
It still kinda gets me that in a permanently frozen hell scape these people are building homes with enormous windows. I know ya gotta get that vitamin d somehow but, large patches of uninsulated wall seem counterproductive
We also ignore the fact that thy build them in like 10 hours. Out of crates...
@@dr.nikolasivory8193 And where's the glass come from anyways? the non-iron, non-coal parts from the mines/steel works?
I HATE that scenario... It's a pain from the beginning to the end.
👍
Thanks for uploading.
Perfect video, thanks for this !!!! Your factory was a bit too long producing prosthesis, you could have ended it a bit quicker ! Your gaming is really cool to watch, i've learnt a lot (esp this expedition rotation steel/food i've wouldn't have though of)
2:00:34 best words of the frostpunk game
woah
woah I just watch your video the other day
I suppose that the generator in the cutscene always explodes, even if it was turned off. It's a pity. At least outside the game, it can be assumed that after evacuation the generator was simply turned off and disassembled into parts that were used to build smaller means of generating heat. Or they even contsucted a coal-fired CHP.
Turning off the generator won't work, because there is a message that states "the stress level is rising" And it will continue even if it is turned off.
I think the flaw lies deep in the generator foundations or tower pumps, or maybe, in the source itself. Unfortunately there was no hope for those poor souls
@@dr.nikolasivory8193, oh well. Then retreating to a safe distance will work too.
@@sciarpecyril I believe that it is not the explosion that kills. It's rather small actually and mostly harmless.
Those who were left in Winterhome died days or weeks after, out of cold and starvation.
@@dr.nikolasivory8193, explosion is small, yes. Although the shrapnel from it can pose a threat at a great distance.
The thing is, hunters are less dependent on heating and and the heating itself can be decentralized for some time with braziers or whatnot. In such a case, survivors can switch to underground shelters or structures like igloos, which are knowingly more efficient at keeping warmth than tall wooden structures with a large number of heat dissipating surfaces that the British usually use. Perhaps they do it because of corruption and arrogance, unwillingness to greatly change the way of life in comparison with the old cities.
Anyway, Nansen's shelter was built in igloo-like technique to keep as much warmth as possible and, as shown in the On The Edge scenario, a small heater and a supply of food in it was enough for people to survive the Great Storm. Of course, this is all based on the fact that such a competent Captain like you stayed in the settlement instead of evacuating, sending his officers to command the dreadnought. With an effective Captain, his officers must also be effective too, so that they will not let the dreadnought get lost. Or such an officer remained in the city, while Captain went to the dreadnought as a more responsible appointment.
In the end, it is enough for them to stay alive until the expedition arrives from New London.
@@sciarpecyril Unfortunately there isn't an alternative ending and we have to made it up by ourselves)
It doesn't matter how good you finish - the canon result will be grim.
Canonicity: EVERYONE IS COOKED !!! MISERY AND SUFFERING !!!
Reality: "I am the ultimate Captain with the PERFECT plan."
Literally almost everyone survives, perfect captaincy honed through IEC training and Steam Core Temporal Warping.
Makes me think of Last Spell where you are doomed to repeat the same events over and over as the Aeon to keep magic sealed away within yourself, or Into the Breach where you have to go through the infinite timelines the Vek are invading Earth in to stop them. You, Captain, or now Steward with Frostpunk II, are doomed to forever repeat building settlements... forever as the world stays cold and dying.
A dimming sun?
If the global electric circuit is true, the Sun powers all the planets around it. If the Sun "dies", then Frostpunk, no matter how hard you try, is doomed. No sun? No heat, no photons, no planetary energy. No active planetary core? No magnetic field. Death? Guaranteed.
Sounds like more of a thing where they'd need to create artificial magnetic fields to keep space out, going the way of Tesla City or something. Heading out into space to mine the now dying planets in the solar system for its resources. Remember, with the death of the Sun all planetary activity ceases and now these planets are all glorified resources.
But as we know in Frostpunk II, it's set 30 years into the future? So that must mean the dimming was just from the storms or something... Unless the star is slowly fading, and will last for several more generations before finally flickering into the void.
The connection we as individuals have to our star also cannot be understated as we in a sense are also powered/affected by the Sun. There's only so much an infirmary can do before there's just no more nutrients. You could stripmine the solar system but in due time you'd have to find a way to leave as variety of food plummets, etc.
Just me yapping. Frostpunk in space?! Spacenought?
I could imagine different hazards like micrometeorites and such, but as with space it's a totally different genre. My imagination is getting a little too carried away.
you are a god tier player.
Thanks for the video.
2:32:10 Thats actually pretty cool to see, all of them rising at the same time
New London on the corner just waiting:
*They diden’t know*
Can u explain me how Outpost dismantle mechanic work??? Love this one btw
yeah, that looks like a hard work to keep running them back and forth all the time. Is it actually more productive this way by that much that it's worth micromanaging through the game?
Basically, you can get one transport per day from each outpost. So when you place an outpost team - they send a transport, and then the one day cooldown starts for this outpost. You can move the team to another place and send another transport from there (starting a cooldown for that outpost) and then return to the first one. If you have the outpost team just sitting on the one place - you only be getting one resource. I consider it rather important.
@@dr.nikolasivory8193 came to the comments to get this answer. That’s super interesting observation about the game mechanics. So this tactic will be effective for any two outposts within 24hrs travel of one another?? That might change a lot as I take on some higher difficulty scenarios during this upcoming winter.
@@fosterlewis7360 It depends highly on the amount resources you need during the game. Sometimes i use three outposts by just one team and it helps
what a beautiful city you made. then disassembled
To be fair, the place is doom, the generator have construction error.
ok i was not expecting the double outpost trick, the scouting is "yeah thats useful" but hopping betwen outposts is great
also love day 1: demolish 90% of the city, make 60 tents
edit: Just finished watching, amazing gameplay. That looked way to close on steel, even with the steel outpost always active and minmaxing the steelworks with team and automaton cycling. I'm surprised you never got organ transplants, its a great law, but only when the generator was down did you really had a problem with ill people
the fall of winterhome is the hardest scenário
change my mind
1:51:17 Is that a crève-neige (snowbreaker) I see? It has number 484 on it. Or is it something else completely? Is that what a dreadnought looks like?
Sorry, I've only watched videos. I have yet to play this myself since my computer is very old. I'd love to upgrade, but...yea...
Edit: Looked it up. Separate machine. Very impressive.
How many tries did it take you to be able to do this? I doubt anyone could do this level while also doing commentary.
Well, I talk to myself a lot when I record videos, most of it is just me mumbling my calculations and plans.
The process from the moment I said "Let's do this scenario", until I pushed the "upload" button, took me forty hours.
I've just figured out that the biggest mistake of this challenge is not to build and keep 2 snow pits up at all times. I've tried it on my own with only one snow pit (cause I didn't think about the 80 bodies you start with) and my population wouldn't stop getting sick, by day 7 there were over 300 ppl ill and then they started going gravely ill and then dying, and I had invested everything on healing (laws, techs, all the medical facilities I could build).
Wait, are you saying snow pits have a body limit? That is never mentioned anywhere, right? Not in the game, not in the wiki. Unless I'm blind, which is possible. Edit: read about the snow pit bug now, so the second one is to get people disposing of corpses unstuck it seems.
@@silyarno807 Yes, of 40 bodies if I'm not mistaken, need to check to be sure, but they do have a limit.
I don't think it's mentioned anywhere in the game, I've picked up on this detail by playing and watching speedruns, and if you don't take care of it, people will just be massively sick without you understanding why.
And yeah, also people disposing of the bodies is a big issue, they will get stuck and then die if you find out about it too late (even if you free them), and you can partially shut it down just as in the cook house exploit where you dismantle it and pause to prevent people walking over to it instead of working or building during the day (they still eat from it though).
[bro making chudjak face]
Winterhome will fall
-None must die
I have 61/63 of the achievements in this game..and this one on survivor continues to elude me...those first 15 days are literal hell. On survivor the discontent doesn't trickle down enough with turning on generator + pub to sign radical treatment..i have tried to watch the video and copy your early game but on survivor it is not the same in terms of discontent. I will keep trying.
I would really like to see an extreme/survivor run on The Last Autumn from you. I am also missing that achievement. Big thing in that is sickness. Food n heat isn't an issue.
I think I oughta practice a few times on extreme first. I am not too worried about deaths but it would sure be nice to have 0
This is actually impressive to do on the hardest difficulty
Anyone know what's the point those scientists on the last spot doing expedition searching for something? I had two runs, the first one I brought them back to base but the second run I just let them continue, but they didn't give me anything good, I was hoping them to find a new generator or something, or at least give some hope to those ones been left behind, but unfortunately nothing happened.
Those scientists are supposed to be a link between The New Home and Winterhome. Unfortunately I don't know the requirements for triggering that event, but it doesn't serve any purpose rather than being an Easter egg.
I've managed to save ALL people and have no a single soul in Winterhome on generator explosion.
Main point is that if you have only children in the city all of them evacuate to safe cave.
Generator explodes. No screams.
I wander why devs are not added alternate ending.
We will meet these kids in on the edge scenario.
Also it would be interesting if we could explore frostland beforehand and find Winterhome before explosion. It would gave us alte rnate interesting scenario.
+1 Nice work engineer !
i cant even get past the first part of this scenario and i have no idea how you did it but good job.
First time I finished Winter home, I got everyone on the Dreadnought, but only one cabin was incomplete.
The scenario ending feels really contrived for the sake of gameplay, just to give the player a difficult decision cos of limited cabins: I mean do they give a reason why the Dreadnought can't just come back to the generator site and sit outside/nearby (so the massive landship doesn't shake loose the big overhanging rock or whatever?)
Literally all they had to do was hook themselves up to the onboard generator! That way nothing changes, they still have their mines and resources, they just build their city around steam hubs and rely on the dreadnought for power - only difference is that the generator is on the dreadnought parked nearby, so besides more housing cos of the cabins, they'll have to devote resources to reinforcing and protect it
I guess you could reason that the onboard generator wouldn’t be rated for worsening weather conditions and would be hard to upgrade cos it’s size is restricted by the vehicle it’s inside of, and cos originally it wouldve just driven off towards better weather. But i feel like with enough time they could move the onboard one to the site, like when they dismantled their original dreadnought (or build a new one at the site instead of moving it - considering the weather by the end of the scenario is worse than when they first arrived and dismantled their dreadnought, when they were presumably without power)
Hell, if they park outside the site, they could made plans to just build out the dreadnought, so they can all live on/around it & trap heat in instead of just letting it escape like with the city, while still being fed by the lumber, steel & coal mines - or just build it up to be a bunker to accommodate everyone in the event of Great Storms
No, the generator is doomed because of constrution error, also, go where ? And in what time ?
@orctrihar Are you responding to another comment or to me?
My comment is arguing that they shouldve just driven the dreadnaught back to Winterhome (or just as close as possible but avoid shaking loose the big overhanging rock), and hook up steam hubs to its onboard generator.
That way they can keep using all their hothouses, steam mills, coal & wood mines, etc etc. The only differnce is that the generator isn't in the centre anymore, it's on the Dreadnaught parked outside the city
Who knows if the onboard generator is rated for worse weather, but surely it's better than driving off into the unknown with limited resources and leaving 80 of your ppl behind to succumb. Besides, with enough time maybe they could improve the generator and and adapt the Dreadnaught into a shelter for Great Storms, and so on and so on
4:08:30 - Finally you removed that piece of road that ground my gears for hours lol! Anyway, amazing playthrough, your planning is flawless. I just wondered, how do you keep track of all the events so well ? Do you have a second screen with notes besides your main one or something like that? Or do you remember all of them? (if this is the case, you are a monster, lmao!)
I am a monster. This is how my notes for this scenario looked like
@@
Dismantle the outpost - send to weather station.
Assign workers:
- Steelworks
- Sawmill
@@
Aaaaaand that's literally the whole document
So yeah, I improvise and remember.
@@dr.nikolasivory8193 You are hands down the best person at this game that uploads it.
I hate this scenario, it’s so annoying to tear done the roads
Damn right, that and the previous rule like child work is really what I hate the most about it.
We wanna see you with Frostpunk 2 mate
Yesssss! Ty!
I don't understand how nobody dies when there are 170 hungry, 130 starving, 54 uncared sick strolling around?
The city will survive
I keep trying this and failing… I need the spreadsheets or something lol
I used to use those a lot when I was starting to play - and they really do help organizing things (especially science and resource income).
The 101 person being left behind: O_O
Well there is only so much one giant dreadnaught can fit unfortunately
*Adios*
@@dr.nikolasivory8193
Exactly, there was multiple to arrive.
So Doc, think you can pull it off in the sequel?
Oh, I wanted to ask something. Iirc both of your runs so far used taking dangerous scouting options as parts of the strategy. What was the plan in case those go wrong? Is it a reset of entire scenario (since it's supposed to be deathless)?
Well not the entire scenario, but a part of it. This video isn't recorded in one go, I don't have that much time to play :D If something goes wrong I can re-play the last part and that's it. But if that weren't be a solution, than yeah - the entire scenario from scratch it would be.
Another solution is to ignore those options completely - both scenarios are beatable without these locations (Winterhome in particular).
@@dr.nikolasivory8193 Thanks for the explanation. I'm using this opportunity to say that I'm definitely looking forward to more of your stuff!
@@Annokh As I said during the premiere - see ya in a year :D don't think the new one will come up any earlier...
@@dr.nikolasivory8193 Oof! Well then, good luck with whatever you are going to do instead!
@@Annokh Thanks. Stay warm and eat hearty meals. Cheers.
amazing
Felt a bit cheap on my first playthrough, sent the children to the dread, same with all my cores. Then the damn generator just explodes and says "everyone died". There was literally no hint to the fact that could be a possibilty. Felt a bit cheap like i said.