
This doesn't all happen in a vacuum though. However, you'll get the opportunity while exploring to rescue refugees to add to your city's populace. The story maintains the same melancholy feel that This War of Mine had, and most of the discoveries you make out on the tundra are grim at best. Your group isn't the only one in the area, and it's essential that you locate the other teams that were sent out. In addition to managing your colony, you'll need to send out scouting teams to survey the surrounding areas. Frozen Melancholyįrostpunk also differs from many city sims in that it has a story. By the time that happens though it's tough to improve their moods enough to keep you around. While forcing overtime to stockpile some resources might seem like a good strategic idea, the second the hope gauge emptys you're given an ultimatum by the colony to shape up or ship out. However, no matter how good you might think you're doing in the long run, your citizens only care about the here and now. If you find yourself perilously low on a resource, or in desperate need of a technology researched you can impose emergency 24-hour shifts. If you're short on labor, you can enact a law that allows for children to work at "safe" jobs. Others will give you resources or boosts you need to push ahead at the cost of an angrier populace. Some of these laws will raise hope and lower discontent, like allowing the dead to be buried in cemeteries instead of thrown into a heap in the snow. To ensure the continued survival of the colony, you can enact laws at a rate of roughly once a day. The goal is to keep hope up and discontent down, but it's rarely as simple as that. The Hope and Discontent meters are primarily an indicator of how well you're doing as a leader.

There are two meters that affect your population's feelings towards their circumstances. None of your buildings matter without a workforce, and without your constant attention, you'll find yourself with a ghost town real fast. The most critical resource in Frostpunk, and the most difficult to accrue is humans. Since I was generating a surplus of wood, this allowed me to still have enough to build while turning the excess into the resource I needed more of.
#FROSTPUNK REFUGEES SERIES#
Even with multiple mines and coal thumpers, I couldn't keep up with demand, so I built a series of charcoal kilns that convert wood to coal. Each of these ways of gathering has its own pros and cons, and you'll likely find yourself trying to use a delicate mixture of each to provide the resources you need.ĭuring my playthrough lack of coal continually threatened my city's survival. You can mine coal and steel, hunt for food or grow it in a hothouse, deploy a sawmill to cut trees or drill through the crater wall to harvest frozen ones, and more. There are several methods you can gather each resource. However, those don't last long, and this is where building positioning, work management, and resource management come into play. When you arrive in the crater, there will be piles of wood, coal, and steel lying about for your citizens to gather. Of course, shelter means nothing without warmth, and the constant need for more and more coal to fire the furnaces, steam hubs and heaters to keep your population warm and alive gets more and more frantic as time goes on.

#FROSTPUNK REFUGEES UPGRADE#
As the temperature drops, tents will become ineffective against the cold, and you'll have to upgrade them into bunkhouses, and finally houses that can span multiple levels. Even when your citizens have the shelter of tents, though, you've only got a reprieve. Your population starts the game homeless, and you'll have to hastily assemble a tent village before they begin getting sick and losing limbs from frostbite. It's not a process you can take your time on either. Each decision you make will have to take temperature into account, and each building you place will serve as a bulwark against the icy tundra. You will spend the entire game fighting against the cold.


Unlike most city-builders, there is an ever present enemy in Frostpunk. Without a constant supply of coal to fuel its ravenous needs, it will dim, and your people will freeze to death.
#FROSTPUNK REFUGEES GENERATOR#
The Generator is a massive steam-powered furnace which will form the center of your colony. At the center of the crater is your lifeblood, and one of the focal pieces of Frostpunk: the Generator. You and a group of Londoners set out on a journey to colonize a vast crater. You play the role of captain of a British expedition.
