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I've played it since it got released earlier
I can get to about stage two, then it starts becoming really really difficult, even on all easy mode.
Steel being the big factor. I did manage to build advanced dock and two advanted steam gathering things.
But it's still ridicolously hard, teching up is insane because it needs all the steel you're gathering. I had about 300 pop and still failed. I've tried like eight times.

Always the same point regardless of difficulty setting.

Any tips for staying ahead of the deadline? I usually have a dock for each of the resource and one fishing dock.
Whats the best way to avoid the first explosion messing up progress? Getting safety up is bananas hard.

Only have one foreger team since it's manpower to send them out. Not sure why they cost 15 people when scouts cost i think ten in the noirmal mode?

Anyone offer advice?, no spoilers though.
So, finished the scenario twice on medium. On my first run, all but 12 people died, but I managed to build the generator. I got the "Arise Ye Workers" achievement for that, because the 12 surviving people were all workers. :)
Second run was much smoother, finished the generator ahead of time.

Here some pointers:

1.) First step is to research "sawmills" and then build 3 sawmlils. This will be your main wood source. Also research the efficiency upgrade a little bit later for more wood output. If the sawmills run out of wood, tear them down and rebuild them at a new location.
2.) Build two docks and switch them to steel. You will leave them on steel for most of the game. In the last third of the game you might switch one to coal. First build some gathering post to collect the steel from the docks. After you researched the reloading station, replace the gathering posts at the docks with the reloading stations
3.) Build two fishing docks. This will be your main food source. If you run low on food (which should not happen) research the upgrades for the fishing docks. You should have plenty of food.
4.) Use the forager for exploring all the locations on the map, only after you finished exploring everything use them for food. One forager should be enough, no need for two or more.
5.) To avoid safety problems, you can build the ventilation system (needs coal) and pass some laws. After passing the safety law, you get a button at the generator and the factories to raise safety (will lower efficiency by 25%). You can also build a special building (workers or engineer) after you decided who to trust, which will increase safety.
6.) Sometimes you get a message, that you should build some parts ahead of time (i.e. We need 5 steam thingies...). Don't ignore this warning, build the parts. They will be needed in an accident which will happen some days later.
7.) If you need coal, there is a big pile behind the generator which can be collected using a gathering post. This might be a good alternative for the mid-game, so that you don't need to switch one of the docks away from steel. This depends of course on the amount of coal you need. (number of bath houses, ventilation system, etc...)
8.) I think the accidents with cutscenes can not be avoided, but not sure.

Have fun
Post edited December 06, 2023 by tr1n
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tr1n: So, finished the scenario twice on medium. On my first run, all but 12 people died, but I managed to build the generator. I got the "Arise Ye Workers" achievement for that, because the 12 surviving people were all workers. :)
Second run was much smoother, finished the generator ahead of time.

Here some pointers:

1.) First step is to research "sawmills" and then build 3 sawmlils. This will be your main wood source. Also research the efficiency upgrade a little bit later for more wood output. If the sawmills run out of wood, tear them down and rebuild them at a new location.
2.) Build two docks and switch them to steel. You will leave them on steel for most of the game. In the last third of the game you might switch one to coal. First build some gathering post to collect the steel from the docks. After you researched the reloading station, replace the gathering posts at the docks with the reloading stations
3.) Build two fishing docks. This will be your main food source. If you run low on food (which should not happen) research the upgrades for the fishing docks. You should have plenty of food.
4.) Use the forager for exploring all the locations on the map, only after you finished exploring everything use them for food. One forager should be enough, now need for two or more.
5.) To avoid safety problems, you can build the ventilation system (needs coal) and pass some laws. After passing the safety law, you get a button at the generator and the factories to raise safety (will lower efficiency by 25%). You can also build a special building (workers or engineer) after you decided who to trust, which will increase safety.
6.) Sometimes you get a message, that you should build some parts ahead of time (i.e. We need 5 steam thingies...). Don't ignore this warning, build the parts. They will be needed in an accident which will happen some days later.
7.) If you need coal, there is a big pile behind the generator which can be collected using a gathering post. This might be a good alternative for the mid-game, so that you don't need to switch one of the docks away from steel. This depends of course on the amount of coal you need. (number of bath houses, ventilation system, etc...)
8.) I think the accidents with cutscenes can not be avoided, but not sure.

Have fun
Thank you for the advice! Should i build Charcoal makers for coal? Since there is only two sources of coal in thi smode, the two big ones at the back and a dock.

What about the cleaning baths? Those are 72 a day, and i tend to try and keep all the resident sin the circle of one. I usually have one or two med outposts.
I started on hard difficulty and lost after the water froze over and left me with no source of food or coal (I'd already depleted the coal piles and overworld food deposits) which was effectively a game over for me. I lowered the difficulty to normal and found it really easy; I finished the generator about a day after the storm hit and rode out the storm with 2k food and coal banked up. No deaths.

If there's one piece of advice I can give it's this: maintain perfect safety ratings at all workplaces! Strikes are very rare and the bad events are vastly less punishing. On my hard-difficulty playthrough I had a number of deaths, had to order in 50+ prosthetics, and lost a huge amount of work time to grave illness caused by accidents. On my normal-difficulty playthrough I had like 10 amputation all game, only a handful of gravely ill, and no deaths. Most of the time the difference was just one level of safety.
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tr1n: 1.) First step is to research "sawmills" and then build 3 sawmlils. This will be your main wood source. Also research the efficiency upgrade a little bit later for more wood output. If the sawmills run out of wood, tear them down and rebuild them at a new location.
2.) Build two docks and switch them to steel. You will leave them on steel for most of the game. In the last third of the game you might switch one to coal. First build some gathering post to collect the steel from the docks. After you researched the reloading station, replace the gathering posts at the docks with the reloading stations
3.) Build two fishing docks. This will be your main food source. If you run low on food (which should not happen) research the upgrades for the fishing docks. You should have plenty of food.
Mostly in agreement, but I found one upgraded dock on iron met my needs on normal. I put my second dock to work on coal to run ventilation. Ventilation is the only way to substantially improve safety on generation construction sites (up to 3 stages!), and without perfect safety you'll get too many strikes and workplace delays. You absolutely want to get as much work as possible done early while you can sustain high motivation for that +30% output, and the key on normal difficulty is just to keep perfect safety at all times. Towards the end of the level I ran 3 docks on wood, steel, and coal since you clear-cut the entire stage at a certain point but will still want to spam structural pylons for safety.
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tr1n: 4.) Use the forager for exploring all the locations on the map, only after you finished exploring everything use them for food. One forager should be enough, now need for two or more.
Note that you can have a forager enter a location to send a food shipment back to the city, then have them immediately leave to keep exploring and the food shipment will still arrive. This is a great way to start stockpiling food early. I would strongly advise avoiding depleting the forage sites until late-game; eventually you can no longer fish and will need to rely on them.
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tr1n: 7.) If you need coal, there is a big pile behind the generator which can be collected using a gathering post. This might be a good alternative for the mid-game, so that you don't need to switch one of the docks away from steel. This depends of course on the amount of coal you need. (number of bath houses, ventilation system, etc...)
Strongly recommend you leave those coal piles untouched for after your docks get frozen in. Running out of coal at that point is devastating.
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tr1n: 8.) I think the accidents with cutscenes can not be avoided, but not sure.
They can't be avoided, but if you have perfect safety at the construction site you get a special text option that negates most of the damage.
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christykitsune: Thank you for the advice! Should i build Charcoal makers for coal? Since there is only two sources of coal in thi smode, the two big ones at the back and a dock.
Definitely not; wood is very tight to begin with, and you don't want to waste time teching into something you don't need when you're going to have dock upgrades for steel anyways and can just order coal directly.
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christykitsune: What about the cleaning baths? Those are 72 a day, and i tend to try and keep all the resident sin the circle of one. I usually have one or two med outposts.
Not worthwhile, at least on normal difficulty. If you're running sufficient ventilation you won't get much sickness.
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tr1n: 7.) If you need coal, there is a big pile behind the generator which can be collected using a gathering post. This might be a good alternative for the mid-game, so that you don't need to switch one of the docks away from steel. This depends of course on the amount of coal you need. (number of bath houses, ventilation system, etc...)
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Darvin: Strongly recommend you leave those coal piles untouched for after your docks get frozen in. Running out of coal at that point is devastating.
I just finished the scenario on hard (3rd attempt) and this was one one of the most punishing things, I had to burn all non-essential buildings at the charcoal klin to miraculously survive only with 16 people dead. They were also the only food source, since I didn't stockpile anything.

One thing people didn't mention yet, are double shifts, they saved my bacon more times that I could count and the people aren't that upset if you use them. Bing to your camp as much workforce as you can and only take steam cores when you really need them.

In the log run, try to keep some spare coal and trees and food sources for when the lake freezes over.
If you are behind schedule, I think it's better to just restart and try to do that segment better because you need to be at least 5 days ahead at the end so that you don't run into big trouble.
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Grossen07: One thing people didn't mention yet, are double shifts, they saved my bacon more times that I could count and the people aren't that upset if you use them. Bing to your camp as much workforce as you can and only take steam cores when you really need them.
Double shifts are absolutely amazing and completely blow extended shifts out of the water. I misinterpreted what it was on my first few playthroughs and went with extended shifts because I was certain 11-bit wouldn't introduce something so blatantly OP. I tried it yesterday and was blown away. I can't believe they introduced something so flagrantly broken.

First, I thought when they said double shifts that we'd get 20 hours of work total (since standard shifts are 10 hours, double should be 20, right?). Nope, you get a 24 hour shift, meaning you actually get 20% more shift time per worker. Once you have the shift coordination it's even more efficient with 60% more shift time per worker when compared to the standard 10 hour shifts. Note that extended shifts is only 40% more shift time per worker, meaning that double shifts is objectively better once you have the second law to improve it.

It gets better, though, since it also works on engineering jobs. Why did they let this work on engineering jobs!? Due to the way workshops stack, a workshop set to 24 hours shift techs up 85% faster than two workshops set to 10 hour shifts. You can pretty much just have one workshop for all your tech needs. I just grab 5 engineers at the start of the game for my initial tech then never bother requesting more because one workshop pretty much has me covered, and if I go the engineer path and need overseers then I can just use internal promotion.

But it gets even better, since the old "hunter reallocation" exploit works here too! Run standard 10 hour shifts for the working day, then switch to 24 hour shifts for the evening and reallocate workers appropriately. You basically get to have your cake and eat it too.

All things considered, double shifts is flagrantly game-breaking and makes everything vastly easier.
I have tried this about 5 times on the full-easiest setting and as soon as I get to frost I'm dead as have no food/metal or anything. Also motivation is entirely gone by now and discontent is at the top. I'm usually fired at this stage.

I just don't know what I'm doing wrong to be so useless at it :D
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Grossen07: One thing people didn't mention yet, are double shifts, they saved my bacon more times that I could count and the people aren't that upset if you use them. Bing to your camp as much workforce as you can and only take steam cores when you really need them.
avatar
Darvin: Double shifts are absolutely amazing and completely blow extended shifts out of the water. I misinterpreted what it was on my first few playthroughs and went with extended shifts because I was certain 11-bit wouldn't introduce something so blatantly OP. I tried it yesterday and was blown away. I can't believe they introduced something so flagrantly broken.

First, I thought when they said double shifts that we'd get 20 hours of work total (since standard shifts are 10 hours, double should be 20, right?). Nope, you get a 24 hour shift, meaning you actually get 20% more shift time per worker. Once you have the shift coordination it's even more efficient with 60% more shift time per worker when compared to the standard 10 hour shifts. Note that extended shifts is only 40% more shift time per worker, meaning that double shifts is objectively better once you have the second law to improve it.

It gets better, though, since it also works on engineering jobs. Why did they let this work on engineering jobs!? Due to the way workshops stack, a workshop set to 24 hours shift techs up 85% faster than two workshops set to 10 hour shifts. You can pretty much just have one workshop for all your tech needs. I just grab 5 engineers at the start of the game for my initial tech then never bother requesting more because one workshop pretty much has me covered, and if I go the engineer path and need overseers then I can just use internal promotion.

But it gets even better, since the old "hunter reallocation" exploit works here too! Run standard 10 hour shifts for the working day, then switch to 24 hour shifts for the evening and reallocate workers appropriately. You basically get to have your cake and eat it too.

All things considered, double shifts is flagrantly game-breaking and makes everything vastly easier.
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passenger4761: I just don't know what I'm doing wrong to be so useless at it :D
I haven't played Frostpunk in quite some time so my memory is hazy, but there are a few things I remember about this scenario. More than any other Frostpunk scenario, Last Autumn is all about getting a good start in the first few days. Having a solid build order that gets you started faster is critical. Thanks to the motivation mechanic, your people will be much more productive in the earlier days, so starting construction even a day earlier means every successive phase will be completed a little bit faster and there will have been less time for motivation to fall. This has a compounding effect and means even a small improvement in your build order in the first few days can save you a week by the completion of the generator.

Secondly, you want to try and finish the generator before the freeze even happens so you never have to deal with it. It's significantly harder to survive the freeze than it is to just rush the completion of the generation and have the scenario finished before the freeze even hits. Not only will motivation be very low and the temperature very cold so construction will be harder and sickness will be rampant, but you need to do a bunch of extra research (which costs more wood and steel...) and need huge amounts of coal and food stockpiled ahead of time (which cost wood and steel for storage buildings...). This ultimately means if you want to complete the generator after the freeze hits you actually need to collect significantly more resources than you would have needed to just finish it before the freeze.
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christykitsune: I've played it since it got released earlier
I can get to about stage two, then it starts becoming really really difficult, even on all easy mode.
Steel being the big factor. I did manage to build advanced dock and two advanted steam gathering things.
But it's still ridicolously hard, teching up is insane because it needs all the steel you're gathering. I had about 300 pop and still failed. I've tried like eight times.

Always the same point regardless of difficulty setting.

Any tips for staying ahead of the deadline? I usually have a dock for each of the resource and one fishing dock.
Whats the best way to avoid the first explosion messing up progress? Getting safety up is bananas hard.

Only have one foreger team since it's manpower to send them out. Not sure why they cost 15 people when scouts cost i think ten in the noirmal mode?

Anyone offer advice?, no spoilers though.
Use fishing harbors from the very start 24/7