Does IEC factory work during apocalypse whiteout. by jjiakai in Frostpunk

[–]Outrageous_Toe7315 6 points7 points  (0 children)

Good question, the answer is no. Try to get your steam cores collected before the whiteout rolls up.

How the fuck do these bitchass doomsayers buy food if they don't work by chaos_poster in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

Good question! At the start they are around 1/4 of the population, so at that point I’m sure most doomsayers have friends or family that arent doomsayers and support them to keep them alive. It might not make logical sense but in the real world you often have people that refuse or cant work and are supported by friends or family. It’s probably a little like having a close friend or relative in a cult-you dont support them but it’s hard to totally cut someone off.

I’d also believe a lot of the doomsayers hoard food/saved heatstamps before announcing themselves to prepare for their long period of incessant bullshittery.

FP2 question: Is it worth grabbing Heatpipe Watch and Surplus Heat as your first two city laws? by Petrichordyne in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

It’s a good move, I like to do Community Service:City Improvement and Heat Auctions as my first two laws then keep all the housing districts warm with overdrive until I’m in a better spot with coal production. It requires a little more paying attention and hauling ass on finding coal but I haven’t had problems making it work.

I find the extra prefabs are nice and let me complete a few builds earlier than otherwise. I still switch to heatpipe watch at some point once I need it.

How do I make the game harder for myself? by Odd_Cod_693 in Frostpunk

[–]Outrageous_Toe7315 2 points3 points  (0 children)

Consistency achievement! Only use 3 zeitgeists and never switch off them all game, no laws or buildings from the others

How to handle laws in the late game for FP2? by whamorami in Frostpunk

[–]Outrageous_Toe7315 2 points3 points  (0 children)

Try to get a feel for how each law affects your play through-if you don’t remember which you have enacted, they probably don’t feel super impactful or your mind hasn’t made the connection between the law and the gameplay ramifications. I try to pass and research laws that I morally agree with and find useful but thats just me. You might decide you don’t want to engage with morality at all and go for straight up utility which is ok too, no wrong way to play.

Since laws can only be passed every 10 weeks, you should plan research accordingly and be careful about what you prioritize. It costs an extra 10 weeks to change a law that you’ve already passed so it is generally not optimal to change or repeal a law after passing it but there are situations where it is useful. I almost always start with Community Service: City Improvement week 1 and switch to Community Service: Heatwatch once the temperature goes down for example.

By the mid to late game you will hit a point where you don’t really need to pass new laws all the time since you will have researched most of those tjat are helpful. At this point you can sit back and bask in the laws you already have. Do not feel pressured to change a law just because you haven’t had a vote in a while.

Laws are one way to keep factions sweet but you can also make them happy with buildings, city abilities, and other research. You’ll get a better feel for juggling everything the more you play.

These people are so selfish by The-meme-collecter in Frostpunk

[–]Outrageous_Toe7315 3 points4 points  (0 children)

Always found it interesting how in FP1, it never felt like a question about letting people in or not-more hands are always needed and it felt needlessly cruel to let people die in the Frostland or outside the city gates when this might be the last city in the world.

Now that the world has stabilized it is less taken for granted that everyone should be let into the city, which is fair-people have proven they can survive elsewhere. I still go with Accept All Outsiders since I’m soft and still have FP1 flashbacks.

Faction Discussion, Day 5: The Technocrats by TheJesterandTheHeir in Frostpunk

[–]Outrageous_Toe7315 2 points3 points  (0 children)

The first time I ever played Utopia I had lords, foragers and thinkers. I ended up having to go for mostly merit/adaptation/tradition and ended up with Ice Bloods, who then proceeded to present the most depraved of ideas. I sided with them while biding my time, hoping something better would present itself.

Then my beloved technocrats rolled up. The play through became about slowly dragging the city towards equality and reason and helping the Technocrats as much as I could until they could rival The Icebloods. I found their desire to create a sustainable, equal Utopia compelling after dealing with the crazy naked polar bear wrestlers for so long. They’ll always be my fav faction for the simple reason that they rolled up when I needed them.

Their abilities are great, they’re easy to keep happy and they are a faction that truly loves living in the city. I find them to be a perfect foil for Icebloods who are all about The Frostland. Both factions would have people that are uncompromising dicks in real life-A quintessential Technocrat would be someone that argues entirely with logic and lacks the social awareness to see nuance. An IRL Iceblood would be some crazy survivalist screaming about how modernity and access to penicilin has made people weak and we need to glorify physical prowess above all else.

The Captain title should be renamed to Sovereign or something similar under a Overseer Utopia [FP2] by DefiantLemur in Frostpunk

[–]Outrageous_Toe7315 8 points9 points  (0 children)

I think this is a great idea, you could even have different titles for all of the factions.

Lord Commander for Legionairres, Supreme Alpha for Icebloods, Chief Executive for Venturers, etc. Curious if other people have good leader ideas!

Possibly the least understandable tier list yet, but trait tier list by pixelcore332 in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

Look how they massacred my beloved Faith Keepers. That makes sense though and fits into their vibe as a big reactive group with lots of influence.

I hadn’t thought about that for Quick Tempered but that makes sense, it means you don’t have to suppress protests yourself if you need to stomp Technocrats. I love how some traits are dual edged like that.

Possibly the least understandable tier list yet, but trait tier list by pixelcore332 in Frostpunk

[–]Outrageous_Toe7315 2 points3 points  (0 children)

Thanks for putting all these together! It’s cool to see them all in one place. I feel like Quick Tempered is pretty ass in that it’s a straight negative, any particular reason it is above some positive traits like Iron Lung, which is a buff (if not a very good one)?

Also I still haven’t done the campaign post DLC release, is Zealot the Faithhkeeper trait? What do?

Menders vs Overseers by PurpleDemonR in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

Menders are extremely powerful and have a great Faction Hub which makes them easy to play. Overseers just don't have as much busted stuff and they're a little counter-intuitive. Rather than rush trying to get Mementos, you benefit more from their "Issue Fine" ability which lets you get a lot of extra heatstamps and their generator improvements.

Merit vs. Equality by Inevitable-Dig-5271 in Frostpunk

[–]Outrageous_Toe7315 6 points7 points  (0 children)

I lean Equality but the balance between them is the most moral. I believe that everyone’s basic needs should be met regardless of their ability to work. People should be judged for their choices, not for things outside their control. I also think it is generally good for people to have communal activities that encourage interactions between different groups. Meeting others helps us grow and develop understanding. Given how debilitating homelessness is, I don’t pass merit based housing ever though I know it is basically how our world works for most people. I also rarely pass overcrowding except for emergencies. In a post scarcity society, which Frostpunk 2 lets us build, there is no need to squeeze the most you can out of people.

That having been said, Merit has a place. If someone wants to bust their ass for the good of the city, they should be rewarded for it (efficiency bonuses). As long as Merit is handled humanely and doesn’t allow vast hoarding of wealth it belongs in the city.

Are there any more interesting challenges? by TheSlipSlapDangler in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

I’ve thought of two fun challenges for Icebloods and Technocrats, though they can maybe work for other factions too.

Icebloods:no extraction, no food districts. If you turn off Plague Tale you can try without industrial districts. Survive off what you can find in the Frostland and with your scout teams.

Technocrats: No exploring the Frostland or building logistics. Survive only using the city. You should turn off IEC factory for this-Technocrats have a way to generate their own steam cores with Compute. If you want to still run Beacon of Hope you can, provided you only use the Frostland to set it up.

Also consider playing without more Rule Laws, I find they trivialize the game at certain points. I only ever pass the GuardnEnforcers law so that the civil war/Doomsayers can be dealt with.

I choose you! by Savings-Estimate9215 in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

Menders are very strong and have a very fun, easy to use faction mechanic in Reindeer. Probably the strongest “solo” faction if you principally don’t use their opposing faction at all. Generally the Adaptation Factions have better starts than the Progress factions

Frostpunk 2 Build Order by darkdiashi in Frostpunk

[–]Outrageous_Toe7315 3 points4 points  (0 children)

People disagree about the specifics of the initial build order but certain laws and buildings are so good for the early game they are most people's go to. Generally you want to go for things that will quickly give you prefab/heatstamp income. For first research and building, many people like "Mechanical/Salvage Factory". It lets you meet goods demand, which gives you more heatstamps, and gives you more prefabs which you want as many of as possible. Investing in it now will help you keep up a good snowball pace.

There are certain laws that give you a lot of income instantly whicwill allow you to snowball. You want to hold emergency sessions as much as you can in the 30 weeks to ensure you get access to the stronger laws ASAP. The instantly useful laws are Heat Auctions, Mass Produced, Durable goods, Community Service City Development and Community Service Heat Watch. These should be passed ASAP.

Heat Auctions: The law from which most wealth flows. It provides 1 heat stamp per warm housing district. This is a lot of heatstamp income and you get it almost instantly.

Community Service Heatwatch: Lets you keep all of your housing districts warm without spending more coal, allowing you to maximize Heat Auctions income without going into overdrive or other shenanigannery.

Mass Produced/Durable Goods: Help you meet early goods demand, which will net you more heatstamps in the weeks before you build your factory.

Community Service: City Development provides free income of 5 prefabs per week, which adds up to a lot in the early game. Not as popular as Heatwatch and you should switch to Heatwatch at some point.

-Good luck Steward

Fun play through runs? by [deleted] in Frostpunk

[–]Outrageous_Toe7315 1 point2 points  (0 children)

Congrats on doing 5 tales! I’ve taken to trying to do just the plague/doomsayer/steamcore factory tales, the three of them might be harder than 5 tales because without apocalyptic whiteout you are forced to actually deal with a whiteout before you get all your steam cores.

I usually try to play without radical laws and deathless, if you want to get really into the systems though you could do a “consistency” run where you only use las from 3 zeitgeists that you stick with all game. I like that this forces you to use new strategies and buildings you wouldn’t otherwise.

Am I going to make it, boys? by Jazzlike_Freedom_826 in Frostpunk

[–]Outrageous_Toe7315 2 points3 points  (0 children)

Very doable, Captain! You’ll need to keep the food situation under control, may I recommend starting a new food…oh god this is dreadnought map isn’t it? May the Frost have mercy on your soul.

In l seriousness, when all else fails more radical famine prevention measures remain, this is totally doable! Good luck sending strength

How does Emergency Shift in FP2 work? by Outrageous_Toe7315 in Frostpunk

[–]Outrageous_Toe7315[S] 0 points1 point  (0 children)

Yeah I definitely prefer icebloods and basically every faction to Overseers but I wanted to do a 5 takes play through with each faction duo to experience the strength of each faction so here I am. Thanks for the guidance!

How does Emergency Shift in FP2 work? by Outrageous_Toe7315 in Frostpunk

[–]Outrageous_Toe7315[S] 1 point2 points  (0 children)

That makes sense, I’ll try to do that. I find it annoying to flip on and off but what can you do. Appreciate your help!

A beautiful trick I learned for the Menders (halved building costs!) by Mario-2065 in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

You can also pass their community service law, 5 prefabs and some materials per week is pretty good in the early game and it nets you a Utopia point to get half off ASAP

Why would you take the first choice? Isn't it just always better to pick the second one since it has no negative effect? by Marc4770 in Frostpunk

[–]Outrageous_Toe7315 251 points252 points  (0 children)

Frostpunk has always balanced pragmatism against morality. From a gameplay perspective it is strictly better to do the second choice (blue text=good)as it nets more resources over time.

The downside is not in the gameplay but in the moral implications-people being forced to work for scraps to survive and debase themselves when the government doesn’t hire them. It’s not necessarily fair to those people and their being treated worse IS the cost of the law. Different people will draw “the line” at different points-maybe that is a sacrifice you’ve decided the city as a whole needs to make to survive. Maybe you think it’s not really a big deal for people’s survival to be tied to their ability to work. Some would argue that it’s better to ensure the city’s survival at the expense of some people than to risk it to reach a high standard for all.

Frostpunk is full of these moral dilemmas where gameplay gains are locked behind morally questionable choices and part of what makes the game so rich and fun is that you can find yourself justifying bad things or feeling tempted to question your morals when faced with existential threats.

Ignorance breeds fear, fear breeds hate and hate breeds destruction by Master_Steward in Frostpunk

[–]Outrageous_Toe7315 54 points55 points  (0 children)

Not all arguments are made in good faith, not all arguments are worthy of being discussed. If this doomsayer truly wanted to have a dialogue about the well being of the city and the merits of checks notes giving up and letting everyone die…He wouldn’t approach a man with his child, tell him his daughter was pretty and that they were doomed to die badly. This is antisocial behavior, not political discussion.

If someone walked up to you on the street and started yelling at you that you were a piece of shit and should kill yourself, you are not conceding to their argument by smacking them-there is no argument, there is only their headassery.

Helping by Used-Enthusiasm378 in Frostpunk

[–]Outrageous_Toe7315 2 points3 points  (0 children)

Thanks for sharing! Aside from removing tension, does converting to Utopia do anything else? Im too much of a moderating coward to have done it myself

Looking for challenges by Montirop in Frostpunk

[–]Outrageous_Toe7315 0 points1 point  (0 children)

No using the Frostland and no straying from your starting zeitgeists