The Last Autumn

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The Last Autumn is one of the scenarios in Frostpunk and is part of The Last Autumn (Expansion).

Overview[edit | edit source]

This Scenario is a prequel to the rest of the game. As an IEC subordinate, Player is tasked with building a generator at Site 113. This specific generator is meant to house the people of Liverpool. The player will be expected to meet various deadlines throughout the scenario. Failing to meet these deadlines repeatedly results in a termination.

Temperature[edit | edit source]

The scenario starts at +10 degrees. The temperature decreases rather slowly.

Motivation[edit | edit source]

The Hope meter has been replaced with the Motivation meter which largely works the same, except that it is split into three distinct sections. Having your Motivation in sections 1, 2, and 3 affects all productivity at -30%, +0%, and +30% respectively.

Strikes[edit | edit source]

Workers will go on strike for various reasons, and demand benefits to resume work. These demands range from basic necessities to being outright obnoxious. Should you side with the Engineers, you will be able to break strikes, but at a cost. Strikes may only occur at the Construction Site, in workplaces related to Generator.

Arcs[edit | edit source]

Camp life[edit | edit source]

Main article: Camp life(Arc)

This arc follows through workers and engineers around the site.

Work Safety[edit | edit source]

Main article: Work Safety(Arc)

News from London[edit | edit source]

Main article: News from London(Arc)

This event arc triggers after building the Telegraph Station.

Overseers[edit | edit source]

Main article: Overseers(Arc)

Security Outpost[edit | edit source]

Main article: Security Outpost(Arc)

Tower pumps[edit | edit source]

Main article: Tower pumps(Arc)

This event arc triggers when a disaster occurs in the Tower pumps

The Core[edit | edit source]

Main article: The Core(Arc)

Letters from home[edit | edit source]

Penal Colony[edit | edit source]

Main article: Penal Colony(Arc)

The beginning of the end[edit | edit source]

The final days[edit | edit source]

Main article: The final days(Arc)

This event arc triggers after the The beginning of the end (Arc)

Quests[edit | edit source]

Basic Facilities[edit | edit source]

  • Objectives:

Hearty Meals[edit | edit source]

  • Objectives:

Generator construction[edit | edit source]

In this scenario the Player does not start with a generator, the whole gameplay focuses around building one instead. Temperature is much milder to offset that.

Stages[edit | edit source]

Construction of the generator is done in multiple stages.

Stage Stage cost
Set up the Shaft Structure 8 Structural Profiles
Build the foundations 10 Structural Profiles, 10 Steam Exchangers
Heart of the Generator 25 Steel Composites, 50 Structural Profiles
Assemble the Generator 50 Steam Exchangers, 20 Steel Composites

The first three stages have scripted disasters that delay construction and force the player to choose between protecting the generator or saving workers. If the workplace is Unhealthy or better, there will also be an option to use a prepared safety procedure that results in minimal injuries and damage. For the second and third disaster, the player will receive an event beforehand asking them to spend resources to make safety gear - if this is done, then the generator can be saved without any workers dying (although some will still be injured).

Bonus Objectives[edit | edit source]

If the player has additional time and resources left over, they can research upgrades for the generator. This has no gameplay impact but changes the ending slightly.

Buildings[edit | edit source]

Most of the normal buildings cannot be placed in generator's vicinity, so that structures like Ventilation Plant, Foundry, Machine Shop and Profiles Manufacture can be built. Most of those structures employ workers to produce specialized resources from basic ones. Each stage needs a number of those resources as well as significant manpower.

Resource Produced in Base cost
Structural Profile Profiles Manufacture 25 Wood
Steam Exchanger Machine Shop 20 Steel
Steel Composite Foundry 25 Steel, 50 Coal

Each of those resources has an associated -20% cost and -50% production time upgrade.

Work Safety[edit | edit source]

Buildings that produce specialized resources and the generator construction stages themselves have a Work Safety parameter. It affects workers' chance to go on strikes, get ill, gravely ill or die. Ventilation plant doesn't employ any workers, and increases Work Safety across the whole site instead, consuming Coal. Work Safety can be improved in Factory Inspectorate if sided with engineers.

Toxic Gas[edit | edit source]

The construction site has a Toxic Gas parameter, which affects the work safety of the whole site, ranging from 0 to -3, changing +/-1 at midnight. After the Player has installed the Core (during Heart of the Generator stage), toxic gas level will be permanently set to 0. Ventilation plants will continue to function after that.

Engineers or Workers[edit | edit source]

After a certain point the player has to choose between supporting the workers or engineers this has many effects, and both will unlock exclusive sets of laws in the Labour portion of the law book.

Convicts[edit | edit source]

Convicts are a scenario-specific social class. They are less prone to strikes, eat less, but can only work under supervision. The Player can round up many workers in his Penal Colonies, but needs to watch out for riots.

Foraging[edit | edit source]

Instead of scouting parties, the player can send out foraging teams. these work as a sort of combination of outpost workers and scouts. they can scout out points and set up camps which work similar to outposts, delivering food to the site. Each foraging party requires its own tent to be build at the site.

Docks and Fishing Harbours[edit | edit source]

The Docks are another kind of scenario-specific building. Dock workers will unload incoming resource barges at a constant rate, basically generating resources. This creates resource piles near the docks. Each dock can pile up coal, steel, or wood. Only one resource kind can be produced, and there is a delay on switching between them. Docks have 2 upgrades, each increasing its production and adding an additional pile of resources. Reloading stations may be built on top of those piles, boosting gathering speed. They are not affected by Faster Gathering, having their own efficiency upgrade instead. Reloading stations may be upgraded twice, boosting their speed. Each tier of Reloading station requires 1 additional Steam Core. Docks and Fishing Harbors may only be built on specific spots near the shore. There's a total of 4 spots, shared between both kinds of buildings.

After you build the docks, letters from home events will start occurring. These events can cause everything from additional food rations to workers or engineers leaving.

The Telegraph[edit | edit source]

The telegraph allows you to request various aid from the mainland. The Player pays a price in Logistical Capacity for each shipment. Capacity grows over time. The aid may include (price per unit is in brackets):

Shipments take 24 hours to arrive. Note that if the sea freezes, no aid may be requested, even though capacity continues to grow.

Administration and Labor[edit | edit source]

Laws are split into two trees in this scenario. Administration is similar to Adaptation from other scenarios, dealing with things like a bath house, medical laws, and the public house. Labor deals with job related laws, and focuses on Generator construction, dealing with Work Safety and shift lengths.

Trivia[edit | edit source]

May contain spoilers.

Not only Great Britain is seeking refuge up north. The Player encounters moderate French presence, as well as a mention of Germany.

There are no automatons in this scenario, however there's a reference to "mechanized walkers" dispersing riots in England.

There are 2 additional generator sites meant for Liverpool. Player has an option to visit both, only to find them destroyed for various reasons.