

Frostpunk refugees generator#
Build a medical post by the generator and a gathering post to collect from the 2 coal + 1 steel piles. Build a cookhouse next to the workshop, along the street that spans from the workshop to the generator. The beacon can go next to the wall drill spot. Step 5: For the day 2 buildout, I like to add streets like this near the workshop. It won't get super cold just yet, so this is OK.

Put engineers in the workshop, workers and children in the gathering posts, and the rest on steel. Your people will complete this building in the morning before work starts. Step 4: After everything is either built or being built (around 23:50), plop another gathering post near the stockpile, connected to that little road you built, so that it only gathers from wood piles. To do this, place the building sites but do not remove anyone from their resource piles.
Frostpunk refugees for free#
You should NOT build anything during working hours, save it for free time. Notice the extra street to be built above the stockpile. Notice how many streets are removed this gives us extra wood to work with. This will get you the right ratio to have the materials to build things later in the night. Step 2: Assign 9 people to steel, and the rest to wood. Do this immediately - press Escape and Space in quick succession as the cinematic camera focuses in on the crater at the start of the mission. I have gotten it down to a science and can always beat it 100% with no deaths and accepting all the lords. It's cheesy, but I don't think I would have been able to win the scenario without doing this during the first few days - it saved so much on coal, which enabled me to delay my Coal Thumpers and Gathering Posts, which in turn enabled me to focus both my labor and research on other things.I struggled with this scenario quite a bit, and I noticed others have too. One thing that I didn't know, but recently saw in a Youtube video, is that you literally only need to switch your generator on, let it charge to level 1, and then you can immediately switch it off again, and that's enough to prevent the death wave during the night. In hindsight, perhaps I should have gone to the Purpose branch first, instead of going to Moonshine, but I'm not sure I would have had the labor and resources to make it work.

After that I went for Moonshine, and then switched to the Purpose branch, where I went with Order. With regards to laws, I went Emergency Shifts, Child Labour, Food Additives, Corpse Disposal, Radical Treatment, Overcrowding, Extended Shifts, Organ Transplants.

Skipping bunkhouses saved a ton of resources that I could use on other things. I delayed getting bunkhouses til when the Lords started coming in, and instead improved my heating and simply accepted that I'd be dealing with sick people most of the time. Then Sawmill, Steelworks, and Coal Thumper, followed by More Scouts. Next was the Beacon, so the refugees wouldn't be dying (but I didn't actually send out any scouts til day 9, I think). In both cases, this only left the coal piles, so later on, I could gather sufficient coal through gathering posts, instead of the work being split between multiple piles.Īfter the Hothouses, I went for the Steam Hub and Heaters, so I could still use my Hothouses and Cookhouses when the temperature dropped to -50. In order to get enough resources for all the essential research and buildings in the first two days, I cleared out the two wood piles and the steam core pile in the bottom right, as well as the steel pile to the left of the generator. There was another incidental benefit of this approach. (I didn't start using Hunter's Huts until much later, when I started getting more labor than I needed.) This saved a ton of labor that would have otherwise gone to Hunter's Huts, which I could then use for other things. I used to think that this would take too long, and that people would starve before I set it up, but you can just about scrape by. So, research-wise, I went for Drawing Boards and then Hothouse. The trick was to completely skip Hunter's Hut and make a beeline for the Hothouse.
Frostpunk refugees plus#
So, I've been trying to do this for a while now, and today I finally managed to win Refugees on Extreme! I solved the conflict, had no deaths apart from the scripted ones, plus I managed to explore all locations, including saving all the refugees.
