11/3/2023 0 Comments Frostpunk londoners![]() And like you said, faith route without crossing the line seems to be a decent place to live in. And to be honest, i dont think that a pub, a fighting arena and the feeling to be one machine (order) is enough to achieve that. And the people need to be happy to achieve that. But when you think really far ahead you have to pack a very serious and Essential problem: Repopulation. I proved that to myself while i played on survival mode the golden path. The society doesnt have to be forged together trough order or something, all they need to do is to obey the captain in his logistical orders. Just economical seen.įrom a RP perspective: all in all is a competent leader everything what you need to survive in the short term and of course very essential in the longterm. Well, the thing with the storm is that you have higher probability to survive in the faith route because all your workplaces are 1 level warmer (faith kitchens) and you can provide way more medical treatment with the houses of healing because they dont require steamcores. You make the people know work is a way to survive the apocalypse not blind faith in Captain-Pope.įaith - if you don't cross the line - would be a decent place to live all things considered but I don't feel the society would be as likely to survive "The Storm" without going all in as an Order society. I think as long as you don't go all in on the rounding up people, throwing them in prison and beating them for every slight murmur of discontent you create a society that is forged in the apocalypse to survive. ![]() ![]() The only thing I prefer about Faith is the quick access to the Shrines compared to Order's agitators, I rarely build more than one Faith Healer and that one is usually for the mission. Foreman is absolutely awesome if you have food security. Easy difficulty is best.Like others have said planning in watch towers and fighting arenas to cover all your homes with little effort but then of course you need to man them. The thing to keep in mind is that you must spam the abilities whenever they come off cooldown. When going the Order & Discipline route, choose the following: Watchtower->Guard Tower->Propaganda Centre->Patrol. How to raise hope It's important to understand that you need to be super quick and on top of hope abilities as soon as the Londoners appear. Fast forward a couple of days and another event will talk about thievery and the achievement will unlock. If instead nothing happens, you are successful. If you get an event straight after this where people are angry and want you to do something about the thieves, you have failed. It could be the Propaganda Centre ability or the Patrol ability available at the guard towers (requires 10 food). Hope will go down a little because someone has died, immediately spam any hope abilities you have to try to get back to 100%. Select "LET HIM GO, HE IS NOT THE MURDERER". ![]() You will be given a choice what to do with the thief. During the third event, a guard will be murdered. By the time the third event occurs, you need to have as close to 100% hope as possible. When asked what you want to do with him, choose lock him up (if you don't have a prison, choose the option that you will build one). The second event you send the guards and it will then say the thief has been caught. For the first, you send the guards and either it fails or succeeds, but there is no further action on your part. When an event occurs, a pop up will say that something has been stolen (could be wood, could be food) and you will have the choice of either sending the guards or letting them be. The idea is to raise hope as quickly as possible, as soon as the Londoners appear. In my experience it's much easier to choose Order & Discipline, though both can work. To give them purpose you will have a choice to make: Order & Discipline or Faith. When your scout reaches Winterhome, hope will fall dramatically and Londoners will try to rally people to leave.
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