A New Home

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To preserve civilisation from the chaos of its own downfall, we have fled to the end of the world. We will have to adapt to survive. Who will we become in the process?

A New Home is one of the scenarios in Frostpunk and serves as the main story. It lasts for 48 days while you maintain, expand, explore and save the people of your city from starvation, the weather and the issues that arise from scared, even hopeless survivors.

Starting resources & units[edit | edit source]

Difficulty Coal Wood Steel Steam Cores Raw Food Food Rations
Easy 60 50 30 1 150 0
Medium 0 30 10 1 100 0
Hard/Extreme 0 0 0 1 50 0
Workers Engineers Children Automatons
50 15 15

The Line[edit | edit source]

The A New Hope scenario keeps track of which laws of Faith or Order were passed and how the player responded to their events in order to determine the ending should the city survive.

On the Order path the Prison and Propaganda Centre laws will cause a number of events. Choosing the less moral and possibly more beneficial choices will cross the line. Forceful Persuasion and Pledge of Loyalty will cross the line regardless of any choice.

On the Faith path the Public Penance law will cause a number of events. Choosing the less moral and possibly more beneficial choices will cross the line. Righteous Denunciation and Protector of the Truth will cross the line regardless of any choice.

Crossing the line before the storm appears on map will change the background music. Once the storm appears however the track will change to the one unique to the scenario.

Scripted events[edit | edit source]

The scenario is split into three separate acts grouped by a central theme. Each act has multiple subplots.

Act I[edit | edit source]

The first act covers the arrival at New London through finding the city of Winterhome.

People from Our Convoy[edit | edit source]

The scenario begins with the search for additional people that may have strayed along the way to New London.

The Search for Other Cities[edit | edit source]

Once New London finds the rest of the convoy, the search begins for other cities. This concludes with the finding of Winterhome, either by sending scouts to it or by having a survivor reach your city by day 15.

Act II[edit | edit source]

The second act covers the Londoners.

The Londoners[edit | edit source]

Main article: The Londoners (Arc)

When your scouts explore Winterhome, Hope drops sharply, and some of your population join a faction called the Londoners. People will join or leave the faction based on the city's Hope, and unless everyone is persuaded to leave it, they will set off towards London. Purpose Laws are then unlocked (your choice of either Order or Faith), providing more tools to manage Hope and Discontent.

The Londoners Prey on Discontent[edit | edit source]

This subplot is centered around a series of speeches that occur when discontent is high. If you get these events to trigger on four occasions, you can effectively wash out their negative effects.

Trouble with the Londoners[edit | edit source]

This subplot is centered around a series of vandalisms caused by the Londoners.

The Londoners Steal Supplies[edit | edit source]

This subplot is centered around a series of thefts caused by the Londoners.

Act III[edit | edit source]

The third act covers the Storm.

Refugees from Frostland[edit | edit source]

After the conflict with the Londoners is resolved, refugee groups will begin arriving in your city, warning of a coming storm.

Fear of the Storm[edit | edit source]

This subplot follows the panic that the storm causes in your city.

Desperate Father[edit | edit source]

This subplot follows a father and daughter who venture outside the city. It can result in a death.

The Storm[edit | edit source]

Main article: The Storm (Arc)

The timer for the Storm is triggered by finding out about Winterhome by the dying man or by discovering it earlier than day fifteen. The latest the Storm can hit without exploits is day forty-three. The Storm can arrive much earlier by rushing to Winterhome or clearing the Londoners early.

Coal Mine Crisis[edit | edit source]

This subplot follows events that cause efficiency decreases in your coal mines during the storm.

Quests[edit | edit source]

Fight The Cold[edit | edit source]

  • Acquisition: from the beginning
  • Objectives:
  • Time limit: none

Secure Food[edit | edit source]

  • Acquisition: after quest Fight The Cold
  • Objectives:
  • Time limit: none

People From Our Convoy[edit | edit source]

  • Acquisition: after quest Secure Food
  • Objectives:
    • Build the Beacon
    • Build a Workshop
    • Rescue survivors of our Lost Expedition

Search for the Others[edit | edit source]

  • Acquisition: after rescued Survivors from Lost Expedition came
  • Objectives:
    • Find another settlement (go to scout Winterhome)
  • Time limit: none

The Londoners[edit | edit source]

  • Acquisition: This is acquired by scouting Winterhome or by the messenger arriving on day 15.
  • Objectives:
    • Don't let the Londoners disrupt the city.

Refugees[edit | edit source]

  • Acquisition: Triggers after the Londoners
  • Objectives:
    • Resolve the situation with the incoming refugees.

What looms ahead[edit | edit source]

Food[edit | edit source]

  • Acquisition: Triggers on the completion of "What looms ahead."
  • Objectives:
    • Gather at least a week's worth of food for each citizen.

Survivors[edit | edit source]

  • Acquisition: Triggers on the completion of "What looms ahead."
  • Objectives:
    • Rescue the survivors from the Snow Burrows.
    • Rescue the survivors from the Ice Crevasse.
    • Rescue the survivors from the Deep Hollow.

Outposts[edit | edit source]

  • Acquisition: Triggers on the completion of "What looms ahead."
  • Objectives:
    • Recall all scouts and outpost teams.

Cold[edit | edit source]

Final days[edit | edit source]

  • Acquisition: Triggers after the completion of Cold, Outposts, Survivors, and Food.
  • Objectives:
    • Wait for the storm to hit.

Survive[edit | edit source]

  • Acquisition: Triggers when the storm hits.
  • Objectives:
    • Survive the storm.

Tips[edit | edit source]

Scouting[edit | edit source]

  • Try to send scouts west and find the Bridge early for a free automaton.
  • If you scout Winterhome early, the next phase of the scenario will be triggered early and the final storm will also arrive earlier. However, dealing with the Londoners during better weather conditions (the weather patterns do not change) can be easier than dealing with them starting from day 15.
  • The scouting route to Tesla City unlocks only after you've discovered Winterhome. Setting up an Outpost at Tesla City will provide you with 1 Steam Core per day, which will be very useful late-game. Try to send scouts east to find Tesla City as soon as possible after Winterhome is triggered. Rushing to Winterhome, however, will result in an earlier endgame with no additional Steam Cores from the Outpost.
  • Setting up an outpost at the Coal Mine early on can be major, as it produces a massive eight-hundred coal a day, only being beat in terms of production by the advanced coal mine in the fifth and last tech tier. It can even be doubled later on with the Faster Outpost Teams technology.
  • Tesla City and the Gloomy Cave are locations with random outcomes. They can kill the scouts. Save before scouting these locations and never scout them if the scouts carry loot.
  • The map is randomized at the start of the game and will always consist of the Lost Expedition (story location) and one of the following three: Gloomy Cave, Observatory, or Crash Site. If your map includes the Crash Site - start there, then head to the Lost Expedition. If it doesn't, scout the Lost Expedition and ignore the other starting location.

Resource Generation[edit | edit source]

  • For coal, there are 4 ways to generate: Coal Mines, Outpost, Charcoal Kilns and Coal Thumpers. Try to stick to one or two ways to generate coal to maximize your optimum coal income.
  • For wood, there are 3 ways to generate: Sawmills, Wall Drills and Outpost. Again like for coal, try to stick to one or two ways. However, in the early game, getting Sawmills is necessary. Whether you continue using it and its subsequent upgrade or move to use Wall Drills instead, is your decision.

Generator and Heat Zones[edit | edit source]

  • Early on, avoid researching steam hubs and concentrate your buildings within the main Generator zone.
  • Getting optimal heat zone levels is an act of balancing between heaters and steam hubs.
  • Later, on it is more advantageous to use one Steam Hub to heat multiple buildings together rather than turn on individual building heaters (unless the building is by itself and isolated).
  • Additionally, if you use the "Faith" path, Field Kitchens may help, at the cost of Food Rations.
  • In a pinch, you may decrease the Generator heat level during the day to conserve coal and increase it back up during the night.
  • Alternatively, you may use Overdrive to increase heat levels at no additional Coal cost for a short period of time, but at the risk of driving up the generator till critical levels.

The Londoners[edit | edit source]

  • Hope will drop and Discontent will rise significantly.
  • Ensure that Hope stays as high as possible to prevent new joiners and cause some Londoners to leave. This means avoiding Laws that reduce hope.
  • High Discontent can be beneficial to get the "Let the Londoners speak" achievement. This is also one of the best ways to deal with the Londoners.
  • Alternatively, it is possible to save up some of the early game policies and then introduce them after the Hope drop.
  • If you play via the "Faith" path, the Temple can allow Londeners to repent and reduce their numbers.

The Storm[edit | edit source]

  • One of your quests suggests you stockpile a week's worth of food rations for all citizens. If you can't produce this much in time, you should be able to avoid anyone starving to death if you can get at least half the amount, but you will not receive a Hope bonus for completing that goal, and Discontent may rise if citizens get hungry.
  • It is highly recommended that your generator have all power and overdrive upgrades ready before the storm hits, as the temperature will drop significantly and it will be impossible to keep people from freezing in the last few days without them.
  • Insulation upgrades are very strong: get all of them.
  • If you didn't reach critical mass on your generator before, you can save a steam core and deliberately run it to 100%, the reset to 65% by using the steam core. This can make the very last day easier.
  • Storing raw food is more storage-efficient than storing processed food, because your Cookhouses can continue to convert it to processed food even when your producing facilities have been disabled by the storm.
  • If you built hothouses, make sure to dismantle them once they are disabled and turn the steam cores into infirmaries or automatons.

Additional notes[edit | edit source]

Trivia[edit | edit source]

  • At the end of The Storm event, the temperature in your city reaches -150 degrees Celsius. This is a good example of ludo-narrative dissonance in Frostpunk, as it's highly unlikely that any humans (even ones in a Steampunk world stuffed to the gills with coal) could survive these temperatures without advanced technology such as pressurized habitats and high-efficiency electric heating, and as such temperature on this scale only exists as a function of gameplay difficulty.
  • An often misunderstood aspect of such extreme cold is the idea that carbon dioxide from the atmosphere would begin to deposit out as a solid as the sublimation temperature is higher than temperatures achieved in game. However because of the extremely low partial pressure of carbon dioxide in earth's atmosphere evaporative effects would prevent any solids from forming. This has been confirmed with actual experiments using lab created super chilled environments.
  • People have playfully referred to this cartoonishly cold weather as "Mars Weather," particularly during DDRJake's numerous streams. This is because temperatures on Mars have been measured to range between -125 C and +6 C. However, due to the much lower air concentration it would require significantly less Energy to heat a Habitat on Mars to acceptable temperatures.