Frostpunk

Frostpunk

75 ratings
legal CHEAT (3 days guide)
By smiling Aktheon
Tricks and secrets to use within first 3 days)
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Description
This video's purpose is to show you how to perfectly perform aggressive early-game.
Set of laws and game tricks used properly and in right order will boost your economy a lot - letting you win the game on any game difficulty.

Guide shows you only first 3 days of playthrough assuming that you are able to beat the game on your own. Most of shown tricks can be easily used on any other game scenarios.

Good luck, and don't freeze)

Tricks been used
No deaths during first night
There's script that checks people's living conditions.
If people are homeless but generator is ON - they live.
If people have homes but generator is OFF - they live.
If people are homeless and generator is OFF - % of homeless people will die.
So the best option early-game is to provide everyone with shelter before first night. To do so you have to gather lot of wood and don't use emergency shifts until all tents are built.

Chilly is OK.
Keeping living and work buildings in chilly conditions is the best way to optimize your efficiency and don't waste time on gathering coal during first 3 days. (on some other scenarios you keep generator off for more days - till temp drops down to -40C)
The thing is every day you will have some % of people becoming sick. % depends on people's working conditions, living conditions and difficulty settings. Because you can't secure comfortable working conditions - people WILL become sick anyway.
So why bothering with heating and coal gathering if your medical posts will be working anyway? (Normal = 1 med post, Extreme = 2 med posts required)

1.5 ring
Normally you are able to fit 10 small buildings in first ring. (next to generator) That cause some problems - either cookhouse (causing halt in food ration production) or 1-2 tents (causing more sick people) won't be heated by a generator.
If you build tents one step away from a generator - you'll be able to fit all critical buildings inside heat zone.
Keep in mind that >50% of territory occupied by a building has to be heated to apply heat/warm bonus.

Deathless Emergency shifts
Normally you can use Emergency shift on workplace without anyone dying for first time. Second time you use Emergency shift - scripted death will happen. (and special Arc will start) BUT..
As long as you use Emergency shifts on coal/wood/steel piles - no scripted deaths will happen.
But beware, after Emergency shift been used on a Pile, the very next usage of Emergency shift on Workplace will cause a pre-scripted death. (Piles do not count as Workplaces)

Child Labor
You start game with 65 men able to work and 15 children. By signing this law you can boost your workforce output by 23%

Superhot hunters
Hunter huts can be kept outside of heat zone, decreasing your coal consumption. Hunters spend less than an hour in their huts, so it's highly unlikely they'll get affected by hut's temperature level. Keep in mind that when Storm hits - you will have to disable huts manually else hunters will be trapped in huts for all night.

Soup - extreme
On Extreme difficulty you will gather 20% less resources. This debuff is also been applied to raw food gain. So on Extreme - soup (or sawdust) law has to be signed. (optional for Normal)

Fighting arena - extreme
On Extreme difficulty your discontent limit few times less than on Normal. That means that any discontent rising factor will have more impact on your discontent and people are more likely to start riot. (optional for Normal)

PS: you can rotate buildings by clicking MMB
Laws
Laws were signed in this order:
Child labor - safe jobs
Emergency shifts
Soup
Fighting Arena

Highly recommended to sign this 2 laws:
Radical treatment
Overcrowding
Technologies
Technologies been researched in this order:

Hunter's gear
Heaters
T1 tech unlock

Technologies recommended to research onward:
Wall drill
Beacon
19 Comments
кардиолог 4 Dec, 2022 @ 1:06pm 
>So the best option early-game is to provide everyone with shelter before first night
Actually, not. The best option is to turn the generator on at ~2:30 until ~5:00 (don't remember the exact time, it might be variable)
smiling Aktheon  [author] 10 Apr, 2022 @ 1:17am 
yes, you can, but, imho, it requires too much micromanagement.
Also iirc there was a patch that fixed the abuse of never sleeping hunters and engineers, they still need some time to sleep even been reassigned
Apophis 9 Apr, 2022 @ 11:44pm 
Also, Ive noticed you can work the med post at night and disable them during the day to use the engineers and sick as workers. The sick still get healed over time
Apophis 9 Apr, 2022 @ 11:41pm 
Scripted deaths only occur in the first 3.5 hours. If you use emergency shift but disable the building for 3.5 hours then you can re-enable it for the rest of the 20.5 hours without deaths.
Purple Farmer 2 Mar, 2021 @ 1:39pm 
Never thought about the 1.5 ring... will use it next time. Thanks!
smiling Aktheon  [author] 25 Oct, 2020 @ 9:27am 
LOL, i was sure both options were providing same amount of food, but i still prefer soup.
soup: 2raw -> 5 rations + discontent
sawdust: 2 raw -> 6 rations + 6.5% chance to become sick
Good note anyway
HoHhoch 25 Oct, 2020 @ 6:31am 
For this, I'd say adding wood to the food is better than soup on extreme. Soup gives 1.5x back on food rations, the additives gives 2x back and doesn't cause discontent. Less discontent means more 24 hr shifts on the workshop. You're trading discontent for sick, which you're going to have a lot of sick anyway due to it being on extreme, so the infrastructure will already be a must.
Yros 11 Oct, 2020 @ 11:00am 
" PS: you can rotate buildings by clicking MMB "

THANK YOU ! Just went through various guides just for that one info. Excellent guide though.
dreamerInSilico 21 Aug, 2020 @ 3:24am 
I feel like a dumbass for not having figured out the 1.5 ring thing before, haha. Handy, that!
smiling Aktheon  [author] 11 Jul, 2020 @ 9:01am 
Thank you) glad to hear that)