A New Home scenario on extreme difficulty. No child labour, no deaths (even scripted ones). Almost utopian, carefully planned city with minimum crunches. No line crossing, Order path.
No death, no wasted recourses, no child labour, absolutely logically and artistically planned city in an extreme environment. Survivors: "DoEs OuR CaPtiAn ReAlLy HaVe A PlaN!?!?!?!?"
This is how you play this game; ruthless efficiency. If you don't want your people to suffer, let them hate you just a little beforehand, then knock it off.
@@animen2044 Don't want to falsely promise anything. I've started to record some thing several months ago, but I don't have neither time, nor wish to do so continuously. So the answer is - I don't know. Maybe. Never thought about RU-vid career since I don't have interesting ideas for any decent content .
I find it just brilliant how you shut down the overdrive on day 41 but had enough infirmaries to take care of all the sick folk when you did. Just brilliant👏🏾👏🏾
I always laugh, when I think from citizen's perspective. "What should we build next? A few more hunters huts? People are starving... Or maybe an additional medical tent? We have a lot of sick..." "Yeah, yeah sure, whatever. But I need ten more roads waaaay over there, behind that forest by morning. No one goes to sleep until it's done. Don't question my decisions!"
@@dracerad8258 All roads I placed were necessary except for a few last I built just to empty the stockpiles. Roads are the best planning tool you have in the game. They allow to mark places for future constructions without screwing the layout. Roads are to be placed in advance, because they take a lot of time (people actually have to physically walk all the way there to build them). That's why my city looks like an octopus at the start. More like Winterhell. But it is totally beatable. Stay tuned, soon here will be something epic (maybe not, but most likely will).
I mean, CO2 sublimates into a solid at -80°C so i think youd have a bigger problem than a 110°C temperature jump imagine it snows CO2 and then at once it melts into its gasous form and lays down a thick blanket of dense, almost pure C02. While youre cooking youre also suffocating.
Thats so dope. Could be a mechanic for Frostpunk 2, where once it gets cold enough you have to filter and pump air into homes to keep the people alive. Maybe you would have heated air vents in each home to keep them alive. So cool.@@tatzecom
I'd love a game with "realistic" real world scenarios in mind game mechanics . Something so brutal yet when and if achieved it would singal for a science paper on how to manage cities in crisis scenarios or catastrophes which are coming more numerous by the day . Make a real life problem into a game given by millions of mind to try to solve it at once and it would start a new way of "scientific" way of researching problems. Dont just put only the workers and engineers but put millions together trying to solve something and maybe by pure luck someone sometime cracks it. Or you know , smoke soke grass and then complain about an impossible to keep together frost punk city .
Pardon me for the comment necromancy but can I just say that I find that idea darkly hilarious? That people struck by a massive freezing apocalypse died not because of it, but the exact tomorrow, in a single moment of monstrous heatstroke. Talk about irony.
The final moments of the Londoners chapter was the most interesting to me. As their numbers are dwindled to 1 member, I can just imagine the leader of the now empty headquarters of the Londoners, hands to their head as they try so desperately to come up with a reason to make the trek back to London, by themselves if they have to. But in the end, they can't think of one real reason to leave. One by one they watched their comrades, their friends walk out on their mission. Cowards and traitors they had called them then, but now they wondered if they were right, that leaving the city was death. London was practically a frozen shell when they left. Did they honestly believe that it would not be claimed by the frost? Their head sunken low, they finally resign to their fate, and tell the City Captain their final decision: It's over, they weren't going anywhere. The Londoners were no more.
That was very immersive. Enjoyed your writing a lot. My version of this was more sarcastic, due to that single stubborn Londoner who confused me at start, until I have realized why he was SO stubborn.
@@OneBiasedOpinion @OneBiasedOpinion Basically the storm doesn't have an exact starting day and it might be controlled to a certain degree. The sooner you find Winterhome - the sooner The Londoners quest starts. But if you don't go to Winterhome at all, You still will get this quest - the lonely survivor will come and tell the people about a doomed city. This way the storm quest would be postponed as further as possible due to a londoner questline has a fixed duration (I suppose). And at the same time the game has a minimum possible storm starting time. I literally completed the londoner quest so fast that I almost broke the game storyline. And this last londoner is a protection from such a rush. He stays stubborn for so long to literally give the player more time to develop tech level - otherwise it might be impossible to beat the storm simply because inferior progress. It's a very neat and almost flawless gamedev decision, which makes sense (unlike some of the others similar features in other scenarios). And thanks to that we basically have a mule who saved the city :D
@@dr.nikolasivory8193 My city was an Disaster New Lindon went through the storm with 34 ppl left while i still reseached generator 3 heat and was running out of time before the generator went critical. Im pretty shure if you get to the storm part that youll beat it. The deaths simply stop idk why.
Yeah, I dunno why they haven't made a Frostpunk TV show. It's so perfect. I mean I guess they first have to decide if they go with order or faits, but I think for a TV show, they could do both: Divide the city between 2 ideologies and have it end in a war
it's little moments like the kid giving the guard a toy that reminds you of the humanity in the game; it shows off the price, were the game real, of treating people as resources if you go that path and makes you feel guilty for every morally questionable choice made.
At the same time, because it's a game, I can't slap the fool and yell at them to hold. We have food, we have fuel, all I need is for them to keep their head. Go, stay with your family for the next two days, I don't want to see you outside. Embrace your loved ones. Stay warm and get a pot of stew. The automatons are working the walldrills. The children are busy in the cookhouses. All. Is. Well. Also, the game is missing a "Feed the bodies to the Generator" funeral. Not that I'd want to use it but it's fairly thematic.
I am in shock and awe and how well planned this went, zero wasted resources, no child labor needed, fed everyone, and all of this in the WORST conditions?! AMAZED You deserve a medal my guy
Script: (till Day 11) Research tree: Beacon>Heater>Hunting gear> Steam Hub> Drawing board> More scouts> Wall Drill> Coal Mining> Generator Power Upgrade > Hothouse > Drafting Machine > Outpost depot > Hunting Tactic > Lighter Scout Sleds Law: Emergency shift>Extended shift>Soup>Radical LIfe> Overcrowding> Fighting Arena > Child Shelter (Just after Winterfall) > Neighbourhood Watch Scout : Lost Expedition > Crash site (brings Scout straight back after collecing resource) > Sturdy shelter (brings back reesource) > Observatory> Gloomy Cave>Steel Bridge (Dismantles the Automaton) > Large Convoy (doesn't deal with survivors, just sends the Scout to Winter Home> Coal Mine (Dismantles machine) > Keeps a Scout waiting at Crash Site, as soon as WinterHome is explored new locations appear on map > American camp >Winterhome to Large Convoy (always brings all survivors back with scout) Day 01 Buildings: Workshop > Medical > 2nd Medical > Gathering post> 5 tents Work: Coal had 5 people; 2 wood piles and 1 steel pile had EMERGENCY SHIFT; Day02: Buildings: 3 tents > Cookhouse > 1st Hunter's hut > Beacon Work: All piles and Workshop had EXTENDED SHIFT; Note that no one is yet working at Gathering post, Discontent is maxed out by now. Day03: 2nd Hunter's hut > 4 more tents > 2nd Gatherering post > 3rd Gathering post. (11 Sick by now) Day04: Building: 2nd Workshop > 3rd Hunter's Hut > 3rd Wokrshop > 3rd Medical Post > 4th Gathering Post Accepts People's demand to feed all; Temp drops to -40C and turns on Heaters Day05: 1st steam hub > 4th Workshop >2 more tents > 3 more tents> 4th Hutner's Hut Day 6: 3 more tents Day 7: 5th Hunter's Hut> 5th workshop> Wall Drill Day8: Coal Mine > Fighting Arena > 4th Medical post Pauses the Construction of Figting Arena in the last second and stops generator too just before WinterHome, promises to improve living conditions, turns on Generator Day 9: Day 10: 10 tents > Figting Arena in between > 2nd Steam Hub > 2nd and 3rd Coal Mine > 2nd Wall Drill> 1st and 2nd HotHouse Day 11: 1st and 2nd Child Shelter (just after Winterhome); Also fulfills promise of Warmth just after Winterhome; Unpauses the construction of Fighting Arena right after; Also improves food qualtiy > 6th Hunter's Hut > 1st outpost Depot (for fishing village) > Watch tower
Wow, that was unexpected. Very cool though. Unfortunately, it is hard to continue the guide further, because after a few days the game becomes a little bit more random and requires a lot of improvisation.
@@dr.nikolasivory8193 yeah i guess, everyone struggles most on the first few days, once the foundation is laid out it gets a tad bit easier. But i will know once i try playing it again
@@dr.nikolasivory8193 How did you know that you will survive bears and Tesla tower, does Lighter Scout Sleds upgrade heave anything to do ? I was told it 50-50% event.
2:40:00 I really like the transition here. The temp drops, the new music starts just as the popup hits, then that nice work siren goes off and your only objective is to not die. I think that was really well made(though I wish that second popup didn't happen).
It actually took me about thirty hours of planning and trying different layouts. I'm still a bit unsatisfied about some parts of the city and maybe would try to fix them on the survivor. Someday...)
@@dr.nikolasivory8193 i was wondering, your scouts have a resources before to in tesla city, you select the expand teslacity, what if they die? didn't think abut it=?
In the beginning when I saw you place things 'randomly' (strategically), for example the two piece streets and first workshop, I was like "ok, a master is at work here". Seeing the pre-planned spots for future buildings to be built on is so satisfying.
As everyone else had said, this is a work of art. A true masterpiece. Every subtle move had purpose. Scouts bringing in food the moment people are hungry. The wall drill just as you run out of wood without saw mills. The delay of exploring winterhome until midnight to stifle the Londoners. I'm only 40 minutes in and I had to pause this just to mentally process everything. Well fucking done.
You really get an appreciation for how hard this is when, after seeing an two hours of choreographed and planned preparation, the populace's hope still nearly breaks during the final cold snap.
Congrats mate, what a pleasure to watch. You absolutely nailed it. Just an incredible and perfect playtrough. Stunning! Thank you and many greetings from germany :) Wissam
After watching this i managed to win at extreme difficulty , good job and thank u for posting , one small tip put a steam hub near working automation and keep it off , u will save time returning to base to recharge power
This is the most insane frostpunk gameplay I have ever seen! You could even add speedrun to the title and it wouldn't be a lie, you have mastered this game, my friend.
everything from 2:23:00 is just a flex really... VERY nicely done - absolutely clinical Also get huge Final Fantasy 7 Midgar vibes from the city layout towards the end
Dude, this was art. I just beat this game today and literally was doing to 2 hours left of my generator running but I made it through...this was beautiful to watch!!
The artistic skill that went into creating this city has me in sheer awe. when compared to what i have done when first playing, a patchwork of random buildings that are cobbled together, almost as in search of warmth, pales in comparison to what is done in this video. Well done , this was highly enjoyable watching.
I didn't expect to stumble across a 3hr Frostpunk video and watch it all the way through, was thoroughly impressed by your handiwork! I'll have to try strategically planning housing / working areas at some point. Right now, I kinda just yolo it every time XD
A truly spectacular and wonderful gameplay. I had just recently gotten into playing the game and got to learn a lot from this! Can't wait to binge your other videos on the rest of the scenarios.
the neatness, efficiency and style of your city literally had me yelling and screaming every time you expanded it. so glad i checked this one out after the new autumn one. i imagine the winterholm one will be equally as impressive
Decided to wait for my coffee to watch this and guess what? Best decision I've made in awhile. Brilliant video! you've got such a great mind for strategy.
I fell asleep last night watching this longplay.... I rewatched again this morning because it was so perfect and I didn't want to miss your careful masterplan. So well executed.
I've just gotten back into the game recently and I've been trying to beat extreme and I'm hopeless and the laying of the roads made no sense for me at the start, then it clicked. Truly are a genius my friend, fair play
I've played this game a lot. One of my favorites. But it was clear I'm going to learn a lot from this playthrough from the first few minutes. And then I see roads being placed in the middle of nowhere, and wonder "Wtf is going on?" I guessed it was to control the spacing / positioning of buildings. The only one that made no sense was placing the Kitchen waaay out of town. That's a long walk in the freezing cold for hungry folk, exposing them to ambient cold for longer than necessary. But on the whole I'm loving the "method hidden in the madness".
Been binging videos of this game and lord this is like a breath of fresh air after watching some folks blatantly forgetting things like sustainable sources of wood/coal for 80% of the scenario
I recently discovered this game and survived my first mission, half my population died but made it after all and I was pround until I saw your video and my jaw dropped. I saw gameplays, but always seemed people adjusting as needed, but here i saw careful planning and executing. Nicely done! Cheers!
dude you don’t know how much of a godsend this video is. I have like over 50 restarts just trying to get a perfect 2 weeks on hard difficulty lol. doesn’t help that I’m also going for the iron savior trophy so deathless and the storm are kicking my ass. nice video
I still can’t figure out how you can give 24H shifts without people dying? First shift no one dies, but give a second one the 24h shift than they start dying like flies…
I wish I could play the game at least similarly as you! It was awesome to see your leading skills captain! Just like a movie... Looking forward to your future content! By the way, happy new year!
Damn, Steam Cores were so scarce in my run so i never thought of using Infirmaries as a form of storm shelter! I've noticed them burning red amidst the storm but to spamming them is unthinkable! Great work, Captain!
The whole beginning, i had the aerosmith song "livin on the edge" in my head. Very nice video, kind of satisfying in a weird way. And if theres something i learned from this, is that no matter how good you try in your life, people will still complain all the time 😂
I loved your design, and learned so much from this run. Used most of your design in my run as well, don't know if you are out there (hope you are doing okay...) but I must say, thank you so much for this video!
Would have loved some commentary explaining your decisions and any mistakes you may have made. Anyway amazing video, seeing you place these random roads is weird at first. But then 15 minutes later it pays off when you see the beautiful and efficient urban landscape you've constructed.
@@plolochufu When you're building, even though buildings have a set tile space (like 3x5), due to the radial layout, some tiles can be cut in half or extended. So the game offers you a bit of leeway when building things, letting you expand buildings up to like 1/2 or almost 1 extra tile or contract them about 1/4 of a tile. Those roads were there to keep those shapes in check, and contract the hunting houses just a tiny bit so they'd all fit nicely.
Just waouh! I'd the same video with your voice on it for the tips you used and I can easily see again for the pleasure. Thanks I went 30 to 41 thanks to you
I don't understand the "Build Outpost" -> "Dismantle Outpost" logic. (With 20hs in the game). Woohoo, he found his daughter! Well, I rarely see perfection. Amazing job. Tried to replay this, got kicked out of the town on day 4
Dude... I just spent the last two days playing this on hard mode over and over and still didn't manage to get the deathless achievement. You're amazing 🥴