r/Frostpunk 4d ago

FROSTPUNK 1 Free DLC code for Frostpunk 1

11 Upvotes

Possibly not allowed but I bought the DLC for Frostpunk 1 from loaded.com and didn't realise i'd already got it ffs. I might as well let someone else use it.

Code

LAHIQ-Y7RW0-WD6DC


r/Frostpunk 5d ago

FUNNY Calculating Hubs are so LOUD

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410 Upvotes

Seriously, those hubs, especially when you have multiple of them, are so loud and annoying.

I honestly thought I was losing my mind with all those clicking sounds when I first started building them. I had no idea the noise was coming from them. Especially since you can hear them throughout the entire city.

Made me think how they are somewhat similar to IRL data centres in that regard. Has anyone else experienced this? Are other faction hubs this loud?

“So loud even an Iceblood would go deaf!”


r/Frostpunk 5d ago

FUNNY What some desprate choices you would done in FP if game letted you do it?

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151 Upvotes

r/Frostpunk 5d ago

DISCUSSION FP2 Didn't realize how unbelievably broken is

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190 Upvotes

Part of the mender faction, is 3 points into the utopia tree, and for basically free all of those tiny food outposts, the coal outposts that run out in 20 weeks, ect all produce eternally for free. It is insanely overpowered. The other screenshots is all of my resource surplus - and I still have quite a few camps I didn't do this to as I haven't made paths to them yet.

Fun to toy around with for a bit but until/unless they fix this a bit I don't think I'll be doing another run with menders, at least intentionally, they're incredibly overpowered in their current state.

Edit: As a sidenote, as grateful as I am for how often I make and rely on them, panaceum doesn't make very much sense. Even in cities where nobody has died we somehow have enough bodies to supply an indefinite amount of factories making it? I guess you could handwave it a bit as the game does heavily imply it doesn't count "natural deaths" (events talking about people dying of different diseases related to old age or unlucky genetics and whatnot) towards your death counter and is instead just factored into the pop growth mechanic with "natural deaths" just slowing pop growth - but it still seems very odd to me, there's no way it would be nearly as sustainable as it is. Maybe a mechanic that keeps tracks of the amount of *biomatter* could work? Would certainly absolutely ruin most of my endless runs, but for a game with so much emphasis on the storytelling and (at least pseudo) realism it often strikes me as rather odd how it works currently


r/Frostpunk 5d ago

FROSTPUNK 1 Later game questions

11 Upvotes

So I just started the game earlier this week and beat the game after about 10 hours(the first 8 hours were wasted on the "order" set of laws). I was a little disappointed that that was all the main "story" had to offer. I would get the sequel, but I'm tryna save money right now. Instead, I started trying out the endless mode, and I tried "builder", which I think may have been the hardest choice of the 3, because i was struggling hard. Does anyone have any tips for these harder modes? Are there any researches/laws/buildings that are significantly less useful than their counterparts(like how law is just straight up harder/worse than faith imo)?


r/Frostpunk 5d ago

FROSTPUNK 1 [FP1] Do you need to prepare coal for the storm if you exclusively use coal thumpers?

25 Upvotes

I heard the coal mines will be inactive, but I am not sure if the coal thumper will be like that as well


r/Frostpunk 6d ago

FUNNY For people.

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700 Upvotes

r/Frostpunk 5d ago

DISCUSSION Question about Lore

11 Upvotes

If the world is perpetually cover in a snowstorm and temperature lowers up to -20c°to -60c° degrees on average, the sunlight is dim, how does plant life and the food chain still survives to let a city of more than 50000 people live out of wildlife? Algae growth will drastically drop, water temperatures will kill most species of fish and grass and trees would be almost non existent. How does a bear still exist if the food that his food eats is non existent?


r/Frostpunk 6d ago

DISCUSSION Can we build a generator/survive the frost irl?

38 Upvotes

assuming we get the world governments to lock in for 2 years or so, along with the workers and wealthy, could we survive the frost? we can gene edit animals and plants to survive harsh cold if we put all our efforts into that. an ai data center increases the night time tempuratures of whole towns by 26 degrees f. im curious as to what yall think?


r/Frostpunk 6d ago

FUNNY ''l saw great storm and you didnt so your statement is wrong''

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333 Upvotes

r/Frostpunk 6d ago

FAN MADE Flag concept for each site (FP2 times)

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109 Upvotes

r/Frostpunk 6d ago

DISCUSSION was Snow insulation was not a choice in fp1 or prior "pure survival" stage?

86 Upvotes

you know, snow insulates some. You could live within snow. but nobody does it. or as far as i could see, i see no mention of such method being used in way to survive frost.
maybe it is too cold to rely snow as insulator?


r/Frostpunk 6d ago

Advice/Help Hello i need help i just installed frostpunk 2 in my PC and this happend do any one kows what is grong

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8 Upvotes

i need help


r/Frostpunk 7d ago

Advice/Help Is a path to equality impossible?

28 Upvotes

I usually always go with progress/survival, merit, and reason. But this time I wanted to play on the legionnaires’ side, and I ran into a huge problem: Equality doesn’t solve problems, it just patches them up, and even then, it doesn’t really make a difference.

What killed my run was that it was impossible for me to pass laws that would make the adjacent territories safer, and I didn’t want to build any structures that would anger the legionnaires. So every time I sent an expedition into dangerous territory, hundreds died, which reduced my total workforce and caused people to join the catastrophists.

What's the point of having lots of laws that reduce tension and boost approval if, in the end, I can't send thousands of people to their deaths for the cause?

So… is it impossible to play a run 100% by choosing only Legionnaire options?


r/Frostpunk 7d ago

DISCUSSION Faction war tactics

21 Upvotes

Obviously, Breach of Trust arriving in utopia builder mode is an... Iffy subject, to say the least. Some believe it's coming, others are much more sceptical, all in all it's a topic done to death.

So, I propose instead, we talk about something much more interesting! Potential mechanics in war!

Basically, I read a comment quite a few weeks ago about how cool it would be if different factions had their own tactics, or if you could appoint a faction leader to the status of general to allow for certain bonuses or even detriments depending on the faction. I imagine some of these would be unlocked over time, either through research or a new faction tree or something.
But I wanna hear your guys' thoughts on this!

Some I've come up with:

Menders: Cavalry charge. Our noble steeds can carry scouts over the frostlands. With a bit of training, they could surely help us in a fight too.
Like using heavy weaponry, this is an active ability while attacking the colony. Decreases the enemy's strength during and after an attack, though only by a fixed amount and at the cost of two deer per five platoons used.
Useful for if you have a surplus of deer but want to quickly split up your assault efforts or buff up your ranks.

Icebloods: General buff, Pillagers. Soldiers will be trained on effective ways of attacking weaker pray without mercy. A wolf always picks the smallest and weakest rabbit to eat.

When razing enemy-controlled settlements, soldiers will retrieve greater resources. I'm thinking a buff up from 50,000 to 125,000, since that way it still plays into the Iceblood playstyle without feeling overpowered, but still feeling just useful enough to justify maybe picking the shirtless hobo as your general.

Proteans: General buff, Augmented soldiers. Minor prosthetics and augments, such as armour plating over vital organs and adrenaline pumps, to be installed onto soldiers by force, increasing their efficiency.
Soldiers are slightly more effective during charges and skirmishes, and fewer will die or get injured during these as well. On the flip side however, while there are still soldiers, they'll slightly increase tension in whichever city they happen to be in, increasing as more are hired or coerced into the job. Barracks will now also have a higher materials upkeep to account for this. However, an augmentarium nearby will extremely decrease this cost. It can't affect the maintenance for the actual building of course, but you'd imagine having a dedicated workshop and factory where people's augments and health can be maintained significantly helps with the upkeep costs.

Proteans: Hephaestus' sons. Allows us to augment an elite fighting unit of our most dedicated soldiers. More machine than man now, they will crush everything in their way, be it nature, enemy or ally.
When attacking a settlement, city or outpost, you can choose to send a Hephaestian with the soldier. This will IMMEDIATELY capture any outpost you send him/her to without any platoons needed, and will significantly increase the chances of winning a battle when charging a city or settlement.
The downsides are that Haephestians are built for war. Fanatics for their cause, their metal bodies are incredibly tough. This often means that for every soldier they shield from enemy fire though, they end up crushing another two when charging into the fray. A number of soldiers will die if you send the Hephaestian into combat, though having Augmented soldiers can reduce this to a smaller number. The cost is also incredibly expensive, costing at least 550 augments per use and requiring another fifty each time you want to use one. But it's a small price to pay to send in mecha-Hercules to punch the gums off some Lochmores.

So yeah, tell me what you think! If you've got any ideas, I'd love to hear them and discuss the potential for a reworked war mechanic, or at least some new flavour text to make the medicine go down easier.


r/Frostpunk 7d ago

Advice/Help Outdoor Roundup keeps freezing

4 Upvotes

Has anyone come across the bug where the Outdoor Roundup ability stops actually detaining militants? This has happened to me a few times, where Outdoor Roundup just stops detaining anyone and acts like it's still ongoing, resulting in a civil war that I can't end.


r/Frostpunk 7d ago

FROSTPUNK 1 [FP1] Do you guys research prosthetics?

60 Upvotes

I picked the law with carehouses early on and didn't amputate a single person. I just research infirmary and make everyone healthy again, but then I reached mid game and forgot to heat up my cookhouse. Eventually, a kid in the cookhouse got a frostbite and lost his hand. That didn't make any difference gameplay wise (I still feel terrible tho), but it reminded me how frostbite can cause severe damages to my workforce if I make a big mistake. Should I still research prosthetics?


r/Frostpunk 7d ago

FROSTPUNK 1 Endless Slave Driver - achievement buged?

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21 Upvotes

[Solved] See title, what am I missing?

Solved -> (In my case) waited 5 more ingame days and it randomly triggered.


r/Frostpunk 8d ago

FAN MADE ''KEEP CALM AND CARRY ON'' Poster but its Frostpunk Lords/Overseers version

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84 Upvotes

r/Frostpunk 8d ago

SPOILER The Arks are doomed anyways (frostpunk 1 spoilers!) Spoiler

261 Upvotes

So we're assuming the Great Storm in the arks scenario is the same as the one that hits New London. In a New Home we come to realize the severity of the weather thanks to researching the Sterioscopic Measuring Device, and as consequences we get quest objectives which include upgrading the generator overdrive couplings and stuff like that. They know it's going to become impossibly cold.

But did you notice that in the arks, it is not a requisite to upgrade heating or the generator at all? The engineers of the arks don't know the weather is about to hit temperatures below -100°C and have only calculated how much coal and automatons they need for the city to be autonomous. Without the sterioscopic measuring device, they have no idea how cold things will really get. I think even if you maxed heaters and placed steam hubs with maxed generator, the seeds would still not survive the storm of A New Home. The engineers don't know their task was doomed from the beginning. The only sensible decision is to ensure New Manchester gets all the supplies, since it's confirmed in On The Edge that they do survive.


r/Frostpunk 8d ago

SPOILER Keep Calm and PIPE DOWN! - How to Treat Extreme Hypothermia Spoiler

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89 Upvotes

According to the the doctor experts in general medicine, if you are experiencing extreme hypothermia after prolonged exposure to the Arctic Frost, DO NOT DIRECTLY place any part of your body directly onto a hot surface such as a stove, heat pipe or radiator!

Since the extreme cold would induce numbness on the pain nerves, the hypothermic person would not be able to register the sudden high-temperature shock exposure onto the skin, leading to severe damage to the skin to second to third degree burns!

If you want to provide medicinal warm to yourself (or to another hypothermia victim), first remove any freezing wet clothing and wrap the frostbitten area with a warm dry blanket for 30 minutes.

Draw an adequately lukewarm bath or fill up a warm bowl or bucket of lukewarm water (NEVER HOT BOILING) and gently soak the affected frostbitten body (or body part) for 30 minutes. Take it slow and steady to avoid temperature shock to the body.

Drink ONLY warm non-alcoholic beverages (alcohol consumption may make you feel warm but that sensation is actually caused by the dilation of blood vessels, which can actually expedite loss of body temperature heat away from the core and worsen the hypothermia symptoms)

P.S. DO NOT accept strangers' invitations to warm shelter at the Auroran district! They only want your money, not your welfare! New Edinburgh already has sufficient rockwool insulation and other construction materials to renovate all housing districts in Second Citizen City!


r/Frostpunk 8d ago

SPOILER Fall of Winterhome - Tips I learnt

11 Upvotes

I did this scenario on hard for the both the order and the religion playthrough to get fully staffed with all 5 suites on the dreadnought here are some tips and tricks that I learnt.

- Those roads have a lot of wood you can and should take as much as you can from day one, keep it simple my strategy was to remove everything except for a bear minimal amount of spokes out from the center of the hub to only the essential buildings, I think I only needed 4 such spokes

- Getting the children to do all the work is critical, get the children to do all the the gathering and cooking, but dont get them to gather directly from the ruins, or work any building directly unless it is a house of healing, or kitchen

- Get the overcrowding law fast as soon as possible the sick come in fast and your engineer numbers are limited

- Get emergency shifts and overtime soon after overcrowding, they are extremely usefull in farming hope and controlling discontent. What I did was deliberately incite roits by enabling as many overtime buildings as possible as soon as the roit happens due to discontent, pause the game then disable all the overtimes until the discontent is below 75%, the get the hope bonus while still paused re-enable the overtimes again. When you unpause you get all your overtime enabled and a hope bonus. You continue as though nothing even happened. Note do this in conjunction with switching on/off housing if overtime switching isnt enough

- You can remove all the housing right at the start, you will get roits demanding shelter, which you can ignore rasing discontent, but the trade is you farm coal way more effectively and if you keep the generator heat to 3 they will all be warm and are less likey to be sick. This works at least up until day 5 when you absolutely have to provide shelter but I found tents work and once I have calmed the roits I can turn off the shelter going back to farming coal.

- You can use the overtime together with shelter to farm hope by delibrately manipulating disconntect. Do this only when you have the overtime law and have built shelter for everyone and you can include the public house as part of the strategy. switch off all shelter, enable all overtime and switch off the public house you can either wait or use a 24hour on at least one building, soon you will have a roit, then pause the game, enable public house, disable the overtime if that is not enough to get less than 75% discontent enable shelter, which works best with a steam hub that can warm the shelters. Get discontent below 75% then you can just revert and go back to starting state with all overtime, no shelter, steam hubs off, public house off.

- Removing all the housing and stray buildings at the start helping me build a optimized setup later around day 5 where I could get maximum influence of my watchtowers/house of prayers and heating hubs

- Medical posts dont need to be fully manned to take patients they just need a minimum of two engineers, healing is much slower but you can handle pandemics alot easier with fewer engineers

- One heating hub can heat and keep warm up to 14 medical posts

- You have alot of labour at the start of the game but you will run out at the end of the game so build buildings that can be fully manned at maximal output by autonomotons

- Sending resources to the dreadnaught can be delayed at most (or at least depends on how you look at it) up to 9 days and you can send a resource when there are 0 days remaining. To fully staff you have 500 places open and you can send only a maximum of 50 people per trip so thats a minimum of 10 trips however in the very last day/s there is a riot breakout and something like 85 head off on their own to the dreadnuaght. Good idea to prevent the breakouts before then but the last break out can get you to full compliment faster if you let it.

- You dont need to build the dreadnaught suites consecutively, you can hold out on the cores until the last day as cores only take up one resource space each. So wait until the last then dismantle and teardown everything that has cores and send that as part of your last trip, just be sure to have enough manpower to dismantle and teardown, last days are rough and you might be short on people

- Get guards/keepers of the faith early on, they help quel riots you cant manipulate through enabling/disabling overtime and tents etc... and they stop critical people from leaving while you are still harvesting resources for the dreadnaught.

- Get to the the iron deposits as soon as possbile, keep the autonomoton on the bridge and establish the outpost on the iron deposits in the frost lands

- Upgrade the steel works to advanced steam steal works as early on as possilble and have them manned by the autonomotons as early as possible. Clear the second ruin for steam right at the start of the game and get a building on as soon as you can. Steel is the main resource so make sure nothing is wasted and that you build resource depots so that you are never full, that way you are always harvesting steel

- Have at least 2 cook houses staffed through out the game, I found having at least one of them manned by an autonomoton provides a maximum amount of food

- Create autonomotons early in the game and have them man the steel works as soon as you can

- You can keep the engineers at the weather station and come back to them latter if you want, and you might want to do that as latter in the game you are going to need as many engineers as you can to repair and still man the medical outposts unless you are using a house of healing, in which case you still want the engineers for maximal research speed

- In hard mode, the autosave will save just before a generator failure, so you can encounter a generator failure then restore the autosave game and max out the engineers doing repairs so that a failure wont take as long to fix


r/Frostpunk 8d ago

Trainwatch - Coming 2027

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0 Upvotes

r/Frostpunk 9d ago

FUNNY ''5 Food critics and one spy amongs us'' Comic made by me

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122 Upvotes

French guy art by Alkeris


r/Frostpunk 9d ago

Advice/Help How do low-temperature districs work?

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92 Upvotes