“Welcome to our guide for Frostpunk’s extreme mode, New Home. In this walkthrough, you’ll find two types of structured help to guide you through your daily city evolution: a summary of instructions and a step-by-step list of daily events. We’ll include the time, resources, and actions needed to achieve success. Let’s get started!”
Introduction – this is a no death run!
This version is about New Home in EXTREME mode. It is a work in progress but I will update it quickly, as I play this campaign and make the journal. Also, I aim to have no deaths.
If you want to check the normal mode guide, check the link below:
https://steamcommunity.com/sharedfiles/filedetails/?id=3343113747
My main priority guidelines are:
1) Research time;
2) Workforce;
3) Steam Cores (SC);
4) Steel.
Day 1 – Research and Beacon
The main point is to start and keep research going as fast as we can. Research wins the game. To do that I must collect enough wood and steel to supply research but also to build our city. At the same time, I don’t want anyone to die, not even to become gravely sick and I manage to do so.
To accomplish that, I plan ahead! First on how many resources I aim to collect each day and second what I want to build, leaving to build as much as I can after the working shift. The city structure will benefit from carefully placement of your buildings and streets. The range of Steam Hubs, Arenas and other area of effect buildings is an example.
Another important decision is about laws. To improve my production I choose to start with Emergency Shift (EmS) and Extended Shift (ExS).
My goal for Day 1 is to build:
1) 1 workshop – as soon as possible;
2) 2 gathering posts – just after the workshop;
3) a beacon – as soon as researched.
I also want to collect at least 42 coal for the night. That will allow me to turn the generator on for 6 hours from 22:00 to 4:00 (use the Overdrive too and the heat will last until 5:30). The heat will lower discontent and prevent sickness, more important in my case because I won’t build tents today.
Finally, my research order will be:
1) Beacon;
2) Sawmill.
Note: Comparing to my normal mode guide, I will add more detailed description of my initial workers orders because in extreme mode every minor decision is a lot more critical than in normal more.
Day 01 (8:00) New Law 01
Coal: 0 Wood: 0 Steel: 0 SC: 1 RawF: 50 Food: 0
1) Law: Emergency Shift (EmS);
Why: I don’t want to waste a second without at least one workshop doing research 24h/day.
2) I build 1 workshop (start 9:01, ready 10:57).
How: See the 1st image. I send 40 workers to collect wood and 25 to collect steel. By 9:01 I will have 11 wood and 5 steel. To provide the missing 4 wood I dismantle the roads above and below the stockpiles, leaving a hook like road remaining (see 2nd image). I select 10 engineers from the 15 I sent to the right (wood) and they build the workshop (I start an EMS when ready).
Note: To prepare for my 1st gathering post and the 1st research cost I move 12 workers from steel to wood (on the right spot).
Day 01 (10:57) New Research 01
Coal: 0 Wood: 13 Steel: 4 SC: 1 RawF: 50 Food: 0
1) Research: Beacon;
Why: To find more people and resources.
2) I build 1 gathering post for the left wood/steel source (start 11:01, ready 13:08);
Note: I use 10 wood workers to build it. To balance the production of wood/steel for the next post, I move 5 workers from the right lower wood to steel.
3) I build the post road (start 11:35, ready 13:01);
How: One of the closest wood workers is freed from the work and he builds the road step by step.
4) I build a 2nd gathering post for the right wood/steel source (start 13:01, ready 14:44);
Note: I start building the post and the road (step by step), since I have 1 extra wood I also start building the road step by step. I balance the workers following the 3rd image* to achieve at least 42 coal for the night and 35 steel for the beacon. I do that knowing that I will do an EmS on both posts as soon as they are ready.
5) I build the road (just after 18:00) I will need for my beacon.
Where: I would rather put it in the far end of the ring area, but since wood is scarce I will put it just after the nearest post (2 wood).
Note: I promise to provide shelter for 40 people.
Note: With 47 coal units, I turned the generator on at 21:00 and used the Overdrive as soon as possible (21:36). When the coal ends the heat lasts longer (adding 90 minutes) than without the overdrive on.
Day 01 (23:59) New Research 02
Coal: 22 Wood: 77 Steel: 35 SC: 1 RawF: 50 Food: 0
1) Research: Sawmill;
Why: I would like to choose Faster Gathering, to get the most of it at the very start, but my tests with the extreme extra research time made me agree with most and choose Sawmill.
2) Build the Beacon;
3) At 1:48 (Day 2) I create a scout team.
Note: I have 2 options: Crash Site or Lost Expedition. I choose Lost Expedition for more people.
Day 2 – Medical care and Food
I start the day choosing the second Law: Extended Shift (ExS). The goal is to have all workers using it at all times. At the end of the day I will choose Child Labor – safe jobs.
My goal for Day 2 is to build:
1) 1 workshop (2)* – before 6:00;
2) 4 tents – at 5:00 to full fill a promise;
2) 1 sawmill – as soon as the research is done;
3) 1 hunters’ hut;
4) 2 medical posts;
5) 1 cookhouse;
6) 2 sawmills (3)* – after 20:00;
7) 1 gathering post – near the coal/steel spot.
*Note: the number after the building is the total buildings of that type.
Finally, my research order will be:
3) Hunters’ Gear;
4) Steam Hub.
Day 02 (2:00) New Law 02
Coal: 10 Wood: 19 Steel: 6 SC: 1 RawF: 50 Food: 0
1) Law: Extended Shift (ExS);
Why: I need to use it on nearly every working building for some time. Every extra effort in the base start can have a huge effect later on. There is a trick to never trigger the event to stop using ExS. I enable it only from 6:00 to 8:00 and from 18:00 to 20:00.
Status: by now my discontent bar is blinking as a warning to my bad behavior.
2) I build a 2nd workshop (ready before 6:00 for an ExS);
3) At 5:00 I start building 4 tents to fulfill a promise and lower discontent (ready at 10:39).
Note: The 1st image we can see how the city looks a little before finishing the last tent.
Day 02 (11:23) New Research 03
Coal: 0 Wood: 52 Steel: 29 SC: 1 RawF: 50 Food: 0
1) Research: Hunters’ Gear;
Why: This bonus will apply tonight. I need to build 1 hunters’ hut today and more soon.
Scout: At 12:37 the scout team explored Lost Expedition and found 36 people (4 children, 10 engineers and 22 workers) then went home.
2) I build 1 sawmill near the right post.
Note: All my workers spent the day building or gathering wood. Arround 14:30 I moved 9 workers to coal.
Shifts: At 17:58 I turn on 7 ExSs. Well, that triggers a deadline to lower discontent in 2 days. At 20:00 I start 1 EmS on a workshop and turn off the ExSs.
Scouts: At 18:06 the scout team arrives and departs to Crash Site.
Day 02 (20:00) New Law 03
Coal: 47 Wood: 165 Steel: 52 SC: 1 RawF: 50 Food: 0
1) Law: Child Labor – Safe Jobs;
2) I build 1 hunters’ hut, 2 medical posts, 1 cookhouse and 2 sawmills (3);
3) I build 1 gathering post. See the result in the 2nd image.
Note: I put 1 worker at the cookhouse just after it is built or people will start eating raw food. For future reference, when there is no more raw food I can leave it empty.
Heat: Again, I start the generator (21:00) and I use the overdrive at 21:36.
Day 02 (21:48) New Research 04
Coal: 36 Wood: 40 Steel: 47 SC: 1 RawF: 50 Food: 0
1) Research: Steam hub;
Why: To allow me to build more tents in a new heated zone.
Day 3 – Steelworks and Heaters
Today I enjoy the big improve to wood gathering to prepare for a big city upgrade, improving housing, medical care and food supply. Also I speed up research and improve steel gathering for the next day.
My goal for Day 3 is to build:
1) 1 workshop (3) – as soon as possible;
2) 4 tents (8) and 1 steam hub;
3) 1 fighting arena – carefully placed to have all initial tents in range;
4) 2 steelworks;
5) 1 medical post (3);
6) 1 gathering post (3)
7) 1 workshop (4);
8) 1 hunters’ hut (2).
This time coal gathering will be more than enough to turn it on at 19:51 and leave it that way, and I keep in mind to use the Overdrive from at least 23:00 to 5:00 every night. In fact, I used it from 20:27 to 6:00.
Finally, my research order will be:
5) Steelworks;
6) Heaters.
Day 03 (5:59)
Note: I have workers to fill all facilities with one to spare (wood crates for him). I use 5 cookers until all raw food ends and leave 5 sick people in treatment in it to free the cookers to gather resources.
1) I build a 3rd workshop (ready at 9:14) as soon as I have the wood using the nearby wood crater guy and the workers from the near gathering post.
Why: I got unlucky and 1 engineer was in treatment, so this building got only 4 workers. But this is more than enough to help me complete the Heaters research in time for next day temperature drop.
Note: At 08:37 the scout team explores Crash Site, finds 169 wood and 46 raw food and moves to Observatory.
2) At 9:14, with the 2 workers I have to spare after refilling the gathering post, I start building 4 tents (8) and 1 steam hub. I also remove 4 workers from the gathering post that is nearly depleting his wood crates. That way he will be ready to be dismantled near the shift end and I will build the tents faster.
Day 03 (09:39) New Research 05
Coal: 32 Wood: 28 Steel: 50 SC: 1 RawF: 0 Food: 17
1) Research: Steelworks;
Why: I will be able to build the 2 steelworks during this night and start collecting the precious steel tomorrow at 6:00.
Day 03 (14:00) New Law 04
Coal: 72 Wood: 125 Steel: 65 SC: 1 RawF: 16 Food: 5
1) Law: Fighting Arena;
Why: To help me manage my discontent bar.
2) I build a fighting arena.
Note: At 15:08 my hunters are ready to help the builders. They usually can build from 15:00 to 18:00 (or more if I delay the start of the hunt). In fact, I start the hunt a little after midnight to allow all buildings to complete in time.
Day 03 (18:34) New Research 06
Coal: 113 Wood: 222 Steel: 58 SC: 1 RawF: 2 Food: 19
1) Research: Heaters;
Note: At 19:51 I turn the Generator on for good.
Scouts: At 19:56 the team explores Observatory and escorts back 35 people (4 children, 19 engineers and 12 workers).
Note: At 19:59 I start an EmS on a workshop.
2) I build 2 steelworks, 1 medical post (3), 1 gathering post (3) and 1 workshop (4).
Day 4 – In the way to a proper food suply
Today I enjoy the big improve to steel gathering to research down the tech tree and build some steam hubs. I also continue to improve housing, medical care and food supply. I will only be able to balance my food supply tomorrow after reaching 6 hunters’ hut and researching Hunting Tactics, because 15 hunters per 16 raw food is not working for me. When that is done, I will have 60 hunters getting 96 raw food = 192 cooked food that is finally enough for my city for a while.
My goal for Day 4 is to build:
1) 1 steam hub (2);
2) 1 gathering post (4);
3) 7 tents (15) and 1 steam hub (3);
4) 1 medical post (4);
5) 2 hunters’ hut (2).
Finally, my research order will be:
7) Drawing Boards;
8) Drafting Machines.
Day 04 (6:36) New Research 07
Coal: 39 Wood: 283 Steel: 58 SC: 1 RawF: 42 Food: 0
1) At 5:00 I build 1 steam hub (2) in the workshop area.
Scouts: At 6:06 the team arrived home (169 wood, 46 raw food and 35 people) and went to Lost Expedition. This brings new engineers needed to fill my workshops (I had only 9 engineers working at them by that time).
2) Research: Drawing Boards.
Note: At 8:29 I remove 4 workers from 1 sawmill to build a 1 gathering post for the last coal spot. My current coal production would leave me in trouble tonight. When completed, I move 10 works for it, using the 4 builders and 6 children from the coal/steel post.
Scouts: At 11:31 the team moved to Gloomy Cave.
Hunters: At 15:09 they are free to work. I fill the coal/steel gathering post 1 sawmill and 1 wood post, leaving 3 to help cooking and 1 to spare. I start the building of 1 medical post and 2 hunters’ hut, but really start after 20:00. The huts are ready only at 1:46 (day 5).
Day 04 (15:22) New Research 08
Coal: 99 Wood: 253 Steel: 103 SC: 1 RawF: 22 Food: 0
1) Research: Drafting Machines;
Why: I want to reach Hunters Gear to improve my food gathering. That will also free the way to Infirmary and Steam Steelworks.
ExS: From 18:00 to 20:00 in all.
EmS: At 19:59 in 1 workshop.
2) I build 1 steam hub (3) and 7 houses (15).
Overheat: On from 21:00 to 6:00.
Scouts: At 22:29 we saved 33 people from bears (3 children, 18 engineers and 12 workers).
Day 5 – Finally a proper food suply
Today I improve steel gathering even more with Steam Steelworks and finally get Hunting Tactics. Tomorrow hunger will not be a problem anymore. I improve health care coverage by building a 4th medical post and choose Sustain Life and Overcrowding as new laws.
My goal for Day 5 is to build:
1) 1 steam hub (2);
2) 1 gathering post (4);
3) 7 tents (15) and 1 steam hub (3);
4) 1 medical post (4);
5) 2 hunters’ hut (2).
Finally, my research order will be:
9) Steam Steelworks;
10) Hunting Tactics.
Day 05 (2:00) New Law 05
Coal: 128 Wood: 211 Steel: 94 SC: 1 RawF: 0 Food: 0
1) Law: Sustain Life.
Why: Aiming for Overcrowding.
Day 05 (3:37) New Research 09
Coal: 106 Wood: 211 Steel: 94 SC: 1 RawF: 0 Food: 0
1) Research: Steam Steelworks;
Why: A big warning! Every time I finish Hunting Tactics research during a hunt, it bugs out end the current hunt gets interrupted leaving me empty handed. So I can’t research Hunting Tactics now.
2) At 5:00 I start building 4 tents (19) and pause at 6:00.
Note: Since I have 60 workers on hunting, I start the day with only 9 workers/engineers left and put them in a steelworks. The 18 healthy kids go for coal. Now I wait the arrival of new people.
Scouts: At 08:08 the team arrived home and moved to Lost Expedition. The new people went for steel and coal. The ones left went for wood.
Scouts: At 13:33 the team arrived and moved to Sturdy Shelter.
Day 05 (13:53) New Research 10
Coal: 214 Wood: 178 Steel: 143 SC: 1 RawF: 0 Food: 0
1) Research: Hunting Tactics;
Hunters: When they are free same time after 15 I put them to work, including the cookhouse.
2) I build 2 hunters’ hut (6).
Day 05 (20:00) New Law 06
Coal: 380 Wood: 212 Steel: 159 SC: 1 RawF: 0 Food: 32
1) Law: Overcrowding;
Overheat: On from 20:00 to 6:00.
2) I build 2 sawmills (5), 1 tent (19), 1 fighting arena and 2 steam steelworks after dismantling the old ones.
Day 6 – Infirmary and Coal Thumpers
With tents for all and medical care coverage above need, today we will produce more food then we need for the 1st time. With that solved, it is time to replace the 4 medical posts with an infirmary, that heals twice as fast to help my people to be back to work. Another problem is coming soon: the coal production will need another source because the crates are depleting soon.
My goal for Day 6 is to build:
1) 1 infirmary;
2) 1 sawmill (6);
3) 3 workshops (7);
4) 4 tents (23) – for the last group of people coming before Winterhome is triggered.
Finally, my research order will be:
11) Medical Post Upgrade;
12) Infirmary;
13) Coal Thumpers.
Day 06 (04:48) New Research 11
Coal: 312 Wood: 115 Steel: 133 SC: 1 RawF: 0 Food: 0
1) Research: Medical Post Upgrade.
Scouts: The team found 242 wood, 99 food and 1 SC and went to Steel Bridge.
Day 06 (11:47) New Research 12
Coal: 346 Wood: 163 Steel: 183 SC: 1 RawF: 0 Food: 0
1) Research: Infirmary.
Scout: At 14:56 the team found an automaton and dismantled it for 85 steel and 2 SCs and went to Large Convoy.
Hunters: When they are free same time after 15:00 I put them to work on the empty buildings and I build 1 last sawmill (6).
Day 06 (21:52) New Research 13
Coal: 397 Wood: 315 Steel: 253 SC: 1 RawF: 0 Food: 128
1) Research: Coal Thumpers;
2) I build 1 infirmary and 3 workshops (7).
Scout: At 03:10 the team found 44 people (18 engineers and 26 workers) and went home.
3) At 5:00 I build 4 tents (23) and pause at 6:00.
Day 7 – Factory and 12 workshops
Today I will receive 3 SCs and build a factory to create 2 automatons. The law will be Corpse Disposal to reach Organ Transplants.
My goal for Day 7 is to build:
1) 1 coal thumper and 1 gathering post (3);
2) 1 factory;
3) 5 workshops (12) and 4 steam hubs.
Finally, my research order will be:
14) Factory;
15) Flying Hunters.
Day 07 (08:00) New Law 07
Coal: 316 Wood: 200 Steel: 240 SC: 0 RawF: 0 Food: 57
1) Law: Corpse Disposal;
Why: I am aiming for Organ Transplants.
Day 07 (08:34) New Research 14
Coal: 326 Wood: 204 Steel: 246 SC: 0 RawF: 0 Food: 53
1) Research: Factory.
Day 07 (16:28) New Research 15
Coal: 430 Wood: 276 Steel: 308 SC: 0 RawF: 56 Food: 101
1) Research: Flying Hunters;
2) I build a coal thumper near the left gathering post in my images and a 2nd gathering post to that coal thumper;
3) At 20:00 I build 5 workshops (12) and 5 steam hubs (8);
Scout: At 23:20 the team arrived home and went to Bridge to Winterhome. I have 228 people!
3) I build a factory.
Image: I had to build and pause 10 resource depots to “storage” wood and steel beyond my limits.
Day 8 – Improving the automatons
Today I will improve the coal gathering adding a steam coal thumper to the current coal thumper. I also improve food gathering by replacing 2 of my 6 hunters’ huts with 2 hunters’ hangars. As I have more steel to spare I will replace the rest too. I am spending a lot of steel in research to improve the automaton tree. That will also give me the opportunity to reach Advanced Steelworks.
My goal for Day 8 is to build:
1) 1 steam coal thumper and 4 gathering posts (7);
2) 2 hunters’ hangars replacing 2 hunters’ hut.
Finally, my research order will be:
16) Steam Coal Thumpers;
17) Mechanical Calculators;
18) Automaton Integration.
Day 08 (02:00) New Law 08
Coal: 330 Wood: 470 Steel: 265 SC: 2 RawF: 42 Food: 140
1) Law: Organ Transplants;
Day 08 (04:19) New Research 16
Coal: 177 Wood: 227 Steel: 45 SC: 0 RawF: 92 Food: 111
1) Research: Steam Coal Thumpers;
Day 08 (12:14) New Research 17
Coal: 272 Wood: 272 Steel: 109 SC: 0 RawF: 2 Food: 139
1) Research: Mechanical Calculators;
Scout: At 15:14 the team arrived at Bridge to Winterhome and moved to Weather Station.
2) I build a steam coal thumper and 4 gathering posts (7).
Day 08 (19:05) New Research 18
Coal: 507 Wood: 226 Steel: 86 SC: 0 RawF: 40 Food: 235
1) Research: Automaton Integration;
2) I replace 2 hunters’ hut with 2 hunters’ hangars.
Day 9 – soon
And that wraps up our share on Frostpunk: Frospunk – New Home (extreme mode) step by step.. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by fernandofsr, who deserves all the credit. Happy gaming!