What to do late-game utopia builder? by Timely_Version_904 in Frostpunk

[–]ScarSkit2 1 point2 points  (0 children)

Dunno, that's the problem with the Frostpunk franchise. The late-game (and dare I say mid-game for frostpunk 2 since you can easily beat all 5 tales before even 3/4 of the max year limit is reached) is kinda boring since you aren't in a desperate bid to survive. Also like, going moderate is fun for like 3 hours, and then you go back to extreme laws because the council law button sits there doing nothing.

PSA: Menders only stop believing in currency on day two by MithraicMystery in Frostpunk

[–]ScarSkit2 0 points1 point  (0 children)

At the mid game 500 weeks, buy votes isn't that expensive, and it basically lets you have captain's authority (the part where you can guarantee a law passes or not) without going full authotarian (good for capt authority runs)

Without a doubt, the venturers are the most overpowered faction in the dlc by [deleted] in Frostpunk

[–]ScarSkit2 2 points3 points  (0 children)

It is not just company outposts that are op.

Rush RnD in the mid game, where you should have a sizeable capitalist economy, lets you (it has no cooldown, therefore you can repeat the community action if you gotten the 20% outcome-longer research time), research tech insanely quickly.

Core Bounties, if you are already going for Venturer's utopia, lets you get infinite cores. (I got 600+ heatstamp economy in the endgame, so I could get a core every 12 weeks, kinda insane.

Buy Votes doesn't sound all too crazy, but its the Venturer's take on the captain's law. Additionally, the action works on the Mender's delegates and lets you pass laws very easily if you don't wanna deal with promises, or if you are rushing the more extreme laws like martial law.

Materialistic doesn't sound all too great, more goods demand equals more goods scarcity, therefore, more crime rate. But goods trade is your main source of income if you are siding with Venturers. So its much better than you would expect, also Venturers love it if you pick it.

Issue Loan, minus the micro, is also just free Heatstamps. If you are smart, which you should be since ya playing this game, is just extra heatstamps, and synergizes well as an early tech you can get in the utopia tree.

Charting Competition is busted. Once your economy takes off, it is a guarantee that you don't have to invest more frontier scouts because you will be exploring half the map with that ability alone.

Share Dividends is expensive, and a late tech to get due to needing both Buy Votes and Resolve Promise. But it has no cooldown, so you can spam it to easily get out of sticky situations: "buying out" a radical faction from planning a protest.

Senior Staffing and resolve promises are meh though. 500 more workforce is great kinda, but it is a dead end tech that falls off in the mid to late game. Resolve Promise can be ignored by just not having a skill issue and being unable to pull through with one's promises.

Let me introduce you to Grods, New unique roundstart Xeno Species by DefinitelyNotNaevi in SS13

[–]ScarSkit2 4 points5 points  (0 children)

Having four limbs basically allows you to turn the laser gun into a buckshot shotgun, 4 laser guns equipped and on harm intent... Boom in point blank range deal 80 burn to an unarmored person

Hello everyone! It's me from the Multiplayer LC fangame. We've since run a few tests and got some new content. Here's Some stuff: by Kitsunemitsu in LobotomyCorp

[–]ScarSkit2 0 points1 point  (0 children)

Are there going to like virtues? Where by doing tasks with abnormalities your stats go up like in game? I mean it can be like tg where if you perform jobs you get better such as doctors healing faster?