

Frostpunk order or faith generator#
Every time you research a generator upgrade, it’ll automatically be turned on, make sure to flick it off if necessary.The Generator should be monitored throughout all major temperature changes, and especially once you’ve researched insulation for your buildings.I also don’t sign either of the Overcrowding or Extra Rations for the Ill laws.I never have to sign either of the food laws (Soup or Food Additives) as I plan well and stockpile food early in the game.Do not sign Duelling Law, as it can lead to deaths Fighting Arena > Public House > Moonshine: again, keeps Hope high.Cemetery > Ceremonial Funerals: both help in keeping Hope high.Radical Treatment > Carehouse > Prosthetics: if you play the game right, you’ll end up with few amputees, but I found it better to get them back working again with prosthetics, rather than them just being in a sickbed forever.Child Shelters > Medic Apprentices: Having all children in shelters keeps Hope high, and having children work as Medic Apprentices speeds up recovery time in Medic Posts/Infirmaries.Emergency Shift > Extended Shift: I mentioned this a bit before, but I never use Emergency Shift, and Extended Shift only when really necessary, as it causes Discontent.

Frostpunk order or faith free#
Feel free to experiment with different laws as you see fit. These are only my suggestions/what worked best for me. The Book of Laws allow you to control your citizen's lives, as any true leader would Dismantle buildings you no longer need to recover resources.a storm is coming, and you’re low on coal), but try to avoid 24-hour shifts as someone usually dies (I RARELY use 24-hour shifts, and after 30 in-game days, the only person who died was the 1 straggler from Winterhome) Use Extended Shifts during emergencies (i.e.Do your building at night during free time, that way you’re not interrupting precious working hours for building (as citizens will abandon work to construct a new building, slowing down the collection time).Never have your citizens idle: every single person should be working during working hours.If you see the icon saying a workplace has reached capacity, empty it and move your workers elsewhere Move workers around as necessary: anticipate needs and change workers accordingly.Build extra storage when needed, and stockpile coal and food (late game, you’ll want to stockpile steel and steam cores).As soon as your resource piles empty, start building proper workplaces, i.e Coal Thumper, Steelworks and Sawmill.Don’t use 3x speed during the working day, as you’ll need to keep an eye on your workers and resource piles, because things will constantly change throughout the day.Send out troops using the Beacon, use the Gathering Hut to collect resources, and prepare a team to hunt that evening.The temperature will drop on Day 4, so prepare to turn the Heater on in the Cookhouse, and leave the Generator on all-day.On night 3, you’ll need to do a lot of building to prepare for Day 4: build Gathering Huts near your remaining resource piles (you’ll likely only need two, one near the pile of wood and steel to the right of the Generator, and one by the two piles of coal near the north of the Generator), build a Hunting Hut, and build your Beacon.Start researching Heaters first, then research a Beacon.Take the Workers off and put them back onto a resource pile when all the food is cooked. Assign 5 Workers to the cookhouse on day 3, and they’ll cook the raw food you have.During the 2nd night, build two Workshops and the Cookhouse these can all go on the second ring.Turn the Generator back off during morning- for the first four days you’ll only need it at night.Take 5 Engineers off one of your resource piles, and assign them to the Medical Post Between 3–5 people will get sick the first night. Finally, turn on the Generator at night.Build one Medical Post in the first ring near the Generator (leave a space for a second Medical Post, which you’ll place later).

