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=On the Edge= Canonically the latest that we have delved into the plot of Frostpunk (also nice to know that your efforts in the main campaign actually paid off). In it you lead a semi-permanent outpost expedition from New London to harvest supplies from an old military warehouse, named Outpost 11. New London sends you food and supplies, and in exchange you send them steel and steam cores harvested from the warehouse. New London starts sending you less food than was agreed to and increases their requests, which is kind of not acceptable at all, so you do like the Americans did and tell them to fuck off and form your own enclave. You then decide to send scouting teams to find supplies that could supplement your own limited resources. Turns out you don't need a generator to survive the storm. Three small enclaves have survived the storm: A mine full of children, a prison ship full of prisoners, and a hot springs with a bunch of farmers. With each one there is a diplomacy tree and series of events that can cause you to have better or worse relations with them, and you can invest into them to make them more profitable. It's up to you to treat them like an Empire or a mutual cooperative, but ultimately you notice New London seems to have sent a masssive group of people, presumably an army. However these turn out to be refugees, and they inform you that New London is on the brink of collapse. You can choose to let New London die, or save them. Bear in mind that if you have good relations with the other enclaves, saving New London is very easy, because the latter means you have to have massive medical infrastructure to support them. The campaign ends with the traditional cutscene, along with the revelation that your Outpost's area, called the New London Territory, ceases to exist in 1916. This was the dev's way of dropping the news a sequel is coming.
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