Master Frostpunk's 'A New Home' scenario with our detailed walkthrough. Learn optimal initial setup, resource management, and automation strategies for survival.
Walkthrough
- 1Day 1: Sign Child Labour (Safe Jobs) or Emergency Shift. Assign workers to Wood and Steel, leaving 5 Engineers to build a Workshop near Stockpiles. Research Faster Gathering. Build tents for everyone, then a Medical Post and a Gathering Post. Sign Emergency Shift if you chose Child Labour, aiming for Extended Shifts.
- 2Day 2: Build a second Gathering Post (prioritize Coal). Research Beacon or Steam Hub. Build a Hunter's Hut away from the generator. Sign Extended Shift law and activate it.
- 3Day 3: Build a Cookhouse and assign children. Assemble a Scouts team. Research Sawmill, Coal Thumper, or Heaters based on resource needs. Send scouts to find survivors or Steam Cores. Sign Soup or Radical Treatment. Turn on the generator. If you rescued the Lost Expedition, build another Medical Post and more tents. Build a Steam Hub to warm grouped buildings.
- 4Day 4: Build another Hunter's Hut. Research Radical Treatment or Child Labour (All Jobs/Apprentices). Build Sawmill and Steelworks. Save before scouts reach the Gloomy Cave due to a potential event. Use Steam Hubs to warm tents outside the generator's range. Sign Extra Rations for the Ill or Overcrowding.
Tips
- Build an extra Workshop for a research speed bonus (requires 5 more Engineers).
- Place Gathering Posts strategically to cover multiple resources.
- Group important buildings (Medical Post, Cookhouse) together for efficient heating with Steam Hubs.
- Prioritize resource gathering technologies like Sawmill and Steelworks.
- Be prepared for people to get sick; build Medical Posts proactively.
- Scout locations are crucial for finding survivors and Steam Cores.
- Consider the risks and benefits of laws like Child Labour, Emergency Shift, and Extended Shifts.
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