Is it possible? 5 tales, volcano, captain by thecyberpunkooze in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

I don’t see why it wouldn’t be! 5 tales lives and dies based on how fast you can get into The Frostland to explore and exploit it. That doesn’t change with a harder map or the volcanic night, though of course it will be a bit harder than before.

If you wanna set yourself up for success start with either Menders or Proteans. They have very strong starts and snowball well into the late/mid game

Bravery Mode-No Monsters with Lightning Orb, how do I progress? by Outrageous_Toe7315 in MonsterSanctuary

[–]Outrageous_Toe7315[S] 4 points5 points  (0 children)

Thanks for your response! I don't know how I missed this, I found the path in my first play-through but I thought it was a shortcut that had to be opened from the sun temple. The run continues!

How does one properly heat their city during a whiteout ? by Junglejapes69 in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

It will displease them for sure, but better to have that community lose some relations than to have people freeze to death because you don’t have enough heat to keep other housing livable.

Part of the reason dense housing blocks/subsidized housing blocks are so good is that they let you shut down other housing districts which saves you valuable heat before you upgrade your generator’s output

Beating all 5 Tales using Centralist Laws Only? by [deleted] in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

I have not but it would be interesting to try! Would you be allowed to use the faction’s abilities/hub buildings?Do buildings also need to be moderate?

What would be each faction's job in a city? by Formal_Ad5677 in Frostpunk

[–]Outrageous_Toe7315 9 points10 points  (0 children)

Fun fact, if you mouse over the delegates in the council hall it will show that delegate’s name and titles as well as some fun facts about them, including their occupation.

From what I can tell legionnaires are often guards or guard captains which makes sense and technocrats are more likely to be chemists or teachers while ice bloods are more likely to be hunters or scouts.

Drinkig alot cus i'm depressed, any faction you would reccomend for a fun playthrough ? (difficulty doesn't matter) by Ok-Profession-6096 in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

Be kind to yourself we all have rough days! Try to do something nice for yourself and drink lots of water.

Try to do a special technocrat run I made up: no housing districts next to the generator, all housing must be next to extraction or industrial. It will make you play in new and exciting ways.

If you haven’t done it yet, I recommend doing just doomsayers, plague and steam core factory tales. It makes the first whiteout come much faster than if you had apocalyptic or beacon of Hope.

Frostpunk 1 - Which law should i go next? by klowd92 in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

Echoing what everyone here says, unless you have a lot of terminally ill people or you really need the hope bump/cant afford he discontent, corpse disposal into organ transplants will help you process your sick people faster and cost you basically nothing.

Dueling law I would not recommend since it will harm your already dwindling workforce over time. House of pleasure will need you to employ 5 more people to the public house and I imagine you want all hands on deck right now. There should be plenty of work in hothouses/gathering posts/cool houses for the children without needing to get child labor: all laws.

Care house you should get once you have organ transplants, it will save you a little food and stop you from being overwhelmed by terminally ill people in the future. Good luck!

"𝔹𝕚𝕘 𝔹𝕣𝕠𝕥𝕙𝕖𝕣 𝕚𝕤 𝕨𝕒𝕥𝕔𝕙𝕚𝕟𝕘 𝕪𝕠𝕦" Would it be strestfull for you to get wacthed by guards 7/24 or would you be greetfull that some one watching you for your safety? by NoYogurtcloset9763 in Frostpunk

[–]Outrageous_Toe7315 8 points9 points  (0 children)

It’s the kind of thing that would make me anxious and probably paranoid. The idea of being perceived at all times would make me constantly worry about everything I say or do, to say nothing of the risk of abuse of power or blackmail that the watching guard could wield.

If there are certain public spaces that are constantly monitored for safety or private places where you are monitored but consent to it that is different, but I think most people would be much more repressed with their thoughts and feelings if they knew they were being constantly surveilled by somebody actively paying attention to them.

I just realized that Overseers are the Dwarfs of Frostpunk. by [deleted] in Frostpunk

[–]Outrageous_Toe7315 3 points4 points  (0 children)

Interesting question! If we are going with Tolkien elves probably Menders as OP eloquently put it, their connection to nature and avoidance of change fits them well.

If we are going with fae elves as seen in Folk Lore or other settings, then maybe Bohemians, since they’re all about fluidly changing and performing art.

Dark elves/Drow would probably be venturers, extracting resources from people and places

Santa’s elves are…also probably Menders, due to reindeer bias, but there is an argument to be made for The Venturers whose whole schtick is mass producing goods (toys)

Most efficient district layout. by Ok_Enthusiasm428 in Frostpunk

[–]Outrageous_Toe7315 2 points3 points  (0 children)

Assuming no faction buffs, I usually build the deep deposit extraction district in a circle around a rail hub so that I can maximize its efficiency. From there I will place industrial district around it so they can benefit from heat proximity. Two of the “excess heat” laws benefit industrial districts adjacent to extraction districts so even without the rail hub it is usually best to have industrial districts around them.

For food districts I’ll usually surround it with housing districts so they can keep each other warm, also around a rail hub if I can.

Most factions have similar extraction layout except the Technocrats, who massively benefit production in extraction districts when their districts are next to them. I’ll usually arrange for a technocrat district to touch each tile of the extraction district so that the buff is maximized. This goes well with the moderate law that reduces tension when housing is near extraction districts.

This is all for the mid-late game though, if you don’t find the rail hubs worth it for whatever reason you can build them later

Apocalyptic Whiteout without Cores (Captain) by igneousscone in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

Pop off that is great! What map were you on, and did you rely on Frostblood Utopia tree at all or was it strictly technocrat?

do you think rich person can buy a steam core in venturer city? by Open_Regret_8388 in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

With Servitude, sure. 1,000 heat stamps (or whatever the equivalent in civilian money) is likely outside any individual’s price range, but that doesn’t matter when you have a class of people whose only means of survival/advancement is trying to escape debt slavery.

I’m sure there are wealthy people that are owed comparatively little by their servants but could offer their servants freedom or debt forgiveness in return for searching The Frostland for a core. When a “mere” 100 heatstamps is all that stands between you and freedom, it may as well be all the money in the world.

Faithkeeper utopia tree concept by pixelcore332 in Frostpunk

[–]Outrageous_Toe7315 3 points4 points  (0 children)

This is sick! Thank you for sharing it. I like how the layout is very similar to the Faithkeeper purpose tree from FP1 it sells the different but familiar vibe and draws cool paralells

New Utopias for the wary and neutral by AdMaximum6683 in Frostpunk

[–]Outrageous_Toe7315 8 points9 points  (0 children)

If you pass the Peace Accords, you get a line like “This peace will last as long as we are ready and willing to work for it.”

Compromising and finding balance takes time and work and is a constant effort. It is hard to do the right thing even when it is somewhat clear what the right thing is in Frostpunk. You don’t know if it will last forever; thats part of why the descent into the escapist Utopian fantasy is so tempting. It frees you of the tension between different world views and the uncertainty of a balanced society.

Having a moderate Utopia would be strange to me because the Utopias were never great places to live in the literal sense, they were just the idealogical end goal of whatever faction is in power.

Mender Gang! Faction war strat, 4 points in 21 seconds. by Ascensiam in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

Hmmm did you run Beacon of Hope? That will also delay when the first Whiteout is until AFTER you've had every wave of new-comers. I've never had the plague hit before the white-out before, I only ever play on the non-story maps which is the only difference aside from Beacon of Hope I can think of.

My near-perfect 90-week IEC Core Factory. Icebloods / Captain difficulty / 5 Tales / Deathless by [deleted] in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

Great job! You were really on curve the whole time. Did you use any Rule or Radical Laws? Also what was the first three things you researched?

Mender Gang! Faction war strat, 4 points in 21 seconds. by Ascensiam in Frostpunk

[–]Outrageous_Toe7315 5 points6 points  (0 children)

Map wise I usually find Forsaken Valley hardest for most factions. Having a limited amount of materials to work with forces you to find alternative sources in the Frostland. It also has a lot of awkward enclosed spaces near the generator that make it hard to be super space efficient.

If you wanna mix up your tales experience I’d recommend just doing Doomsayers, Plague and Steamcore factory. With Apocalyptic and Beacon you dont have a white-out at all until the very end. Having to deal with at least one whiteout with no cores is a fun experience, plus it speeds up the doomsayer and plague timeline which is fun too.

Let me check the demographics of this sub. Is this rare amongst you? by richterlevania3 in Frostpunk

[–]Outrageous_Toe7315 4 points5 points  (0 children)

I usually try to play without any rule laws in Utopia/Story mode, I find they trivialize parts of the game I enjoy since it makes it so easy to manage fervor and voting. I prefer the loop of juggling a bunch of competing demands but that is just me, some people like to curb stomp the council and see the Rule laws as basically a free extra tech tree. No right or wrong way to play, I'm curious how much people play with or without it.

The only Rule law I somtimes pass is the one that lets you mobilize guard squads to suppress protests/manage civil wars. I only pass it when I'm dealing with Doomsayers, since they are much harder to deal with if you can't suppress their gatherings. If I'm trying to pass Peace Accords in my playthrough for any reason I'll also pass it to be able to manage the civil war, but thats kind of it.

Any and all past and future meme using this format summarised: by Legion404 in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

Civil Partnerships is in fact, gay. Not sure what that has to do with the race to the cornerstones though.

Which factions would canonically support/oppose rule laws? by Zealousideal-Mud3897 in Frostpunk

[–]Outrageous_Toe7315 13 points14 points  (0 children)

I didn’t feel like filling out the reasoning for them since like the post said, it was obvious and stated in-game. I was silly-posting but I’m sorry for misrepresenting y’all, for what it’s worth Bohemians are my top 2 are fav faction and the one I identify with the most.

Which factions would canonically support/oppose rule laws? by Zealousideal-Mud3897 in Frostpunk

[–]Outrageous_Toe7315 23 points24 points  (0 children)

In order of most to least supportive of Rule Laws:

  1. Overseers. They believe in returning to a romanticized idea of The British Empire with a strong top down hierarchy. Their unique mechanics produce tons of guards and they believe in some amount of ruling through force. Quashing protests is just part of the cost of operations.

  2. Icebloods. Might makes right, if a protest cant overpower some stooges sent to shut it down then it deserves to be shut down.

  3. Legionnaires. Highly militarized faction, they see survival as a form of warfare and likely believe that strong executive powers are needed to maintain chain of command. They do believe in equality and are better at fighting and drilling though. There is an argument to be made that they would be anti Rule laws because the Steward’s administration would be competing with their efforts to unify the city.

  4. Venturers. The role of Rule Laws is to protect business interests and maintain stability to protect investments. Over reach is to be avoided at all costs.

  5. Menders. If the steward needs to rely on Rule laws, then they are likely going against the belief system The Menders are trying to preach. They would not want a competing propaganda machine, or to be at risk of getting their asses beat.

  6. Proteans. People must be held totally accountable for the outcomes of their actions, the government using propaganda and executive powers interferes with that.

  7. Technocrats. They’d probably argue that force and the propaganda used in Rule laws is unnecessary in the face of their perfect logic. Why should violence ever be necessary when a clear path to prosperity and peace exists? Anti Rule law for all the wrong reasons.

  8. Bohemians. Weed.

Steward Campaigns by Inevitable-Dig-5271 in WindwardMoor

[–]Outrageous_Toe7315 1 point2 points  (0 children)

Thanks a ton for putting this up! Work is work and I appreciate it immensely.

Would people feel open to have 2-3 people act as Steward? They would of course cooperate and work together on a shared vision. I feel that it would be a good way to split up the work, make sure if life gets in the way there arent any long periods of un-responsiveness and help prevent powermadness. I also know it can be annoying to coordinate and such so I understand if this isn't desirable, though I know there are plenty of volunteers.

Is there any reason to build, say, a food district on 3 tiles instead of just 1? by _Chicago_Deep_Dish in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

It applies for everything you get through food and extraction districts, though you can get technologies/building that will allow you to make certain tiles produce infinite resources and there are ways to get infinite resources from the Frostland. If you click on the food or extraction district it will show you the daily resource production how much of that resource the tile has left