

Keeping Motivation high and Discontent almost non-existent at first is easy, but as the impending winter approaches and the realities of your encroaching deadlines loom, unavoidable, scenario-specific modifiers to both make their upkeep a true challenge. Instead, Motivation determines just how efficient your workers are at the jobs they're assigned to, while Discontent alters how likely they are to put down tools entirely and walk out on strikes. Unlike previous campaigns, though, letting either one get too high or too low doesn't end your game. Each is fairly self-explanatory-the first one measures how much motivation your workers have to get the job done, while the other indicates how unhappy they are with their current living situation. Once you come to grips with the time limits imposed on you, you can focus more on The Last Autumn's new Motivation meter, which joins the returning Discontent meter from previous scenarios.

For all the good The Last Autumn does surfacing nearly every other facet of its new mechanics, it's frustrating that it takes some lost progress to truly understand its overall tempo. It ultimately ruined my first run-I missed my first milestone without realizing that it even existed, making it impossible for me to hit subsequent ones on time before being fired. The Last Autumn features the same useful tutorials from the main campaign to make picking up its new mechanics easy, but it doesn't do a good enough job surfacing the menus you can utilise to measure your progress towards the next milestone. It makes each of the four impending milestones immediately stressful, but it's all initially more confusing than it needs to be. You have a total of only 45 game days to achieve this goal, without any preparation time to make provisions for a stable resource supply line and citizen housing. Other new structures are intrinsically tied to your new objective of building a central generator, each of which are used to build specific pieces of the giant contraption. When each ingot of steel feels as precious as the last, you'll rarely find yourself overwhelmed as was the case in some previous scenarios, escalating the overall tension as a result.

Each of these structures requires some of your more limited resources, though, making each micro-decision carry more weight than before. With new depots staffed with workers, you can quickly supply your main city with resources nearly as fast as they're unloaded, which vastly improves upon having workers manually carry them from the docks. Shipping resources in is only one part of the supply chain, too. You have to choose which spaces are dedicated to fishing for food and which others can be set up as large ports, allowing ships with stockpiles of wood, coal, or steel to dock and unload. Instead of gathering resources from deposits around you, you can build new harbors on limited coastline spaces to collect what you need. The odds are stacked against you from the start of Last Autumn's campaign, but some new tools provide reprieve in distinct ways.
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This limited space is immediately stressful-a massive generator needs to be built, resources around you already seem scarce, and the space you must work with doesn't allow for many placement mistakes. Near-freezing sprays from the nearby ocean splash against treacherous rocky beaches, with only a small space to build upon peering through the thicket of trees outlining the coast. With the cold weather encroaching on Liverpool, you lead a handful of workers and engineers on an expedition to a cove on the edge of the country. It dresses the familiar gameplay elements of Frostpunk up differently, demanding a new type of strategic thinking that reinvigorates the already satisfying formula at its core. Winter lies in wait on the periphery, so you have to worry about new means of resource gathering, timed objectives, and social challenges rather than staving off the flu. In The Last Autumn, you are in charge of making one of those very generators a reality-one that will hopefully save lives in the future. A winter of biblical proportions has descended upon Industrial Revolution England, driving its citizens into the frozen unknowns to seek out life-giving generators. In Frostpunk's main campaign, you already know the stakes.
