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Frostpunk: Post-Apocalyptic City-Building

I used to be a big fan of city-building games like Pharaoh and Zeus, but I haven't really played any lately. I've bought Frostpunk a couple of days ago and I'm liking it a lot. I went in completely blind and I'm still on my first playthrough, but I wanted to share my first impressions.

Frostpunk is a very unusual city building game. It takes place in a steampunk setting that's thrown into a sudden ice age. You control a small group of refugees from London who are huddled around a giant coal-powered generator in a hole in the snow. You command workers to gather resources, construct buildings, research, etc. as usual. You can also send out scout parties into the frozen wasteland outside of your hole, where they discover additional resources and other refugees. This is the only means of growing your population, so keep your people alive! Scouting also reveals more of the story of the game: What happened to other cities? Where did the ice age come from?

Besides their material needs, the game also tracks your people's discontent and hope. These are affected by living conditions and by Laws. Roughly every day, you can pass a new law in the city. These can unlock new buildings, or new uses for your existing buildings, and often make you choose between a civilized and an efficient alternative. For example, will you build a graveyard and have funeral services that keep your people away from work for hours, or will you dump the dead into a hole outside the heat zone? Will you build a shelter for children, or make them work? No points for guessing which options will be better for your peoples' morale. That's also why the developers call it a society survival game, I guess.

I don't think I've come close to losing the game so far. I feel like the challenge is more in keeping your city somewhat liveable than in winning the game, but who knows, maybe it's going to really ramp up the difficulty. The game also offers a hardcore mode that is more difficult and only lets you save on exit (yay!) and doesn't allow you active pause (boo!). I think I'll try it for my next playthrough.

Still, the game mechanics really reflect the setting. It feels like you never have enough people to get all the resources you need: You need food, of course, you need building materials, and when the generator runs out of coal, your people's homes get cold. At the start of the game, this only causes some discontent and a slightly higher risk of illness. But the temperature varies over time, with a definite downward trend. (Your lonely generator can pump out only so much CO2.) When I ended my last play session, things looked pretty good, actually. I just weathered a short cold (err... even-colder?) period, and had built up a bunch of better insulated houses in anticipation. When it was over, it was actually pretty cozy, given the circumstances. But the forecast started showing an even bigger temperature drop roughly a week away, and I have no idea if this one is going to be permanent. I'll need to research techs to push the generator even further. That will also burn more coal, and I don't know if I can get enough with my current technologies. And during the previous cold period I also had a problem with keeping all the workplaces heated, so that's going to be even worse. I probably can get by with the lower generator setting if necessary. I can handle some discontent and illness.

I'm a little bit sceptical about how the story is integrated with the gameplay. Due to a story event from scouting, hope in my city took a massive drop, and a group of citizens started trying to convince the rest to return to London. Your goal then is to raise hope back up again to stop them from recruiting and convince as many of them to stay. This event also unlocks one of two new sets of laws to help you: You can choose between Discipline and Faith. My situation was decent enough at the time to handle that challenge, but this could have been much worse. There was no warning at all that something big would happen when I scouted that location.

Another thing is that I feel like the story is trying to railroad me into some specific law choices at times...some time after the event I just talked about, there was another one where I could get a hope boost from signing a law that I otherwise wouldn't have considered at the time: The Faith Keepers law creates a sort of religious police force that can be used to quell discontent and doesn't normally do anything for hope. I've got one lone dude staffing their office, because I really don't need them at the moment.

EDIT: Oh, and I completely forgot: The art is gorgeous!

The game can be bought on Steam and GOG.

Has anyone else here played it? What do you think?
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Surviving the ice age is a pet favourite setting of mine, so I was really annoyed so little games deal with that topic. Of course I bought Frostpunk almost immediately. I found the game good, but too easy and too small. I handily won, without any preventable deaths, on my first playthrough without reading anything about.the systems. Not what you want from a city-builder, especially one which touts its life or death nature.

The art is really good, the atmosphere too. I hope they build the content out a bit.

Discipline and Faith don't seem to have difference between them -- one is more hope-heavy, one more discontent heavy, but who cares.
DL: PB12 | Playing: PB13
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Besides a scouting party killed by bears, I've got two or three dead so far. They all happened shortly after I signed the Houses of Healing law. I was running Sustain Life and Care House for treating the gravely ill, and those laws worked as advertised. Lesson: Don't trust quacks that try to cure frostbite with prayer!
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Ok, I for one have to eat my words about the game being too easy. There's no way I can complete the preparations for the storm. I was going to try to get as much as possible done and watch the bad ending, but now the game crashed on me (to its credit, that was the first time!) and I'll start over.

Mistakes: I should have spent more on research. I should have unlocked emergency shifts earlier; if you keep discontent minimal all the time, you're just not efficient enough.
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Frostpunk is a great game but has some replayability issues. You can always go do the same thing:

24 hr Shift -> Emergency Shift -> Soup (before cooking your food) -> Not Child Labor -> Alcohol Tree.

I also hope they push out more than a single story DLC. The current 3 missions are kinda hit and miss for enjoyability for me. I love New London and The Arks but the Refugees is just thematically not very interesting and kinda boring gameplay wise.

My pet-idea DLC Mission would be one where there is no food and you have too many people and you have to eat your people to survive where you have to pick who lives and who is dinner.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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(June 23rd, 2018, 16:14)antisocialmunky Wrote: Frostpunk is a great game but has some replayability issues.  You can always go do the same thing:

24 hr Shift -> Emergency Shift -> Soup (before cooking your food) -> Not Child Labor -> Alcohol Tree.  

I also hope they push out more than a single story DLC.  The current 3 missions are kinda hit and miss for enjoyability for me.  I love New London and The Arks but the Refugees is just thematically not very interesting and kinda boring gameplay wise.  

My pet-idea DLC Mission would be one where there is no food and you have too many people and you have to eat your people to survive where you have to pick who lives and who is dinner.

Why hello there Mr Karidian! Are you here to put on a production of That Scottish Play?
Travelling on a mote of dust, suspended in a sunbeam.
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My second attempt yesterday went much better. My biggest mistake in my first game was to send people gathering without a gathering post during the first cold period. That left me with way too many gravely ill people than I could handle at this point.

Liberal use of overtime keeps you comfortably ahead of the curve in heating and coal extraction capabilities. And then later on you can just send all the overworked people home and replace them with automata. Also saves on heating for the workplaces. This isn't the life-or-death struggle I was promised, but I liked my frozen post-scarcity utopia where most people don't need to work, and most of the ones who do work get to hunt animals from airships. Seriously though, Extended Shift is OP, there's no reason at all not to use it everywhere all the time. I think it should increase Discontent more the longer you have it switched on.

Definitely agree on the lack of replay value. It's a bit awkward, there's not enough depth to play this game over and over and it's too long for that anyway IMO. But for a game that you play a few times to experience the story, it's a bit short, and lacking any conclusion.

The storm passes, temperature climbs to a comfy -30 degree Celsius, and that's it? Hurray, we survived! How do we know there isn't a bigger one coming next week? The game drops hints about the cause of the ice age when you explore research outposts, but in the end, nothing is really explained, unless I missed something. (One or two map markers were eaten by the storm before I could explore them.)

I'll check out the other scenarios later. Has anyone of you tried the hardcore mode?
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(June 23rd, 2018, 18:45)Brian Shanahan Wrote:
(June 23rd, 2018, 16:14)antisocialmunky Wrote: Frostpunk is a great game but has some replayability issues.  You can always go do the same thing:

24 hr Shift -> Emergency Shift -> Soup (before cooking your food) -> Not Child Labor -> Alcohol Tree.  

I also hope they push out more than a single story DLC.  The current 3 missions are kinda hit and miss for enjoyability for me.  I love New London and The Arks but the Refugees is just thematically not very interesting and kinda boring gameplay wise.  

My pet-idea DLC Mission would be one where there is no food and you have too many people and you have to eat your people to survive where you have to pick who lives and who is dinner.

Why hello there Mr Karidian! Are you here to put on a production of That Scottish Play?

Gotta have a conscience of a king to do what needs to be done.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Funny thing about scenario length -- I never used a single steam core in my first play through, as I only had 5 and one of the few things I read told me that I can't make more. So I thought to stockpile these until I run into a problem that doesn't seem solveable without them. And then the scenario endgame began.

Possibly the link of the game pace to scouting is at fault -- there is just no pressure unless you purposefully rush to Winterhome, which I didn't on my first playthrough as it was pretty clear that whatever is there, it won't be good.

And yeah, once you discover overtime and its low cost the game is an absolute breeze. (Yeah, I didn't use a single extra shift in the first playthrough either, ending up in some bizarre self-imposed variant).

P.S. For completeness, I went with Graveyard (no downside if you have no deaths), Radical Treatment (downsides entirely eliminated by Prosthetics eventually), Fighting Pit, Child Labor (a poor choice, medical assistants are better I think), and then the Faith tree up to, but not including the finisher. My coal was produced by thumper.
DL: PB12 | Playing: PB13
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Wait, if you don't explore Winterhome, the storm just never comes? crazyeye

About the steam cores, I remember that tutorial notice, and it's a lie, because an outpost at Tesla City delivers one core per day. I guess technically you're not making them, but I'd still call it misleading.

Coal Thumpers are still pretty good compared to mines, as I found out during a (random?) event during the storm that brought my advanced coal mines down to 20% efficiency. The downside is that they require more workers to collect all the coal. I think I might use them in my next playthrough, it should be pretty easy to cluster some thumpers and gathering posts and heat them all with one steam hub.
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