Timestamps for the tips: 0:28 - 1. Build A Lot Early 0:49 - 2. Build Districts Close Together 2:03 - 3. Expanding Districts 3:41 - 4. Build On Multiple Resource Nodes 4:43 - 5. Research And Pass Laws 5:22 - 6. Tax Those Factions 6:42 - 7. Always Have Prefabs 7:27 - 8. Use Industrial Districts 7:58 - 9. Build Another District When One Is Low 8:18 - 10. Play On Easy
From my extensive playthrough of Frostpunk 2, I'd have a few things to add/change to your list. 1. Make sure that you build districts in a way that, in future, hubs may influence most of them for maximum bonuses. It basically means having 3 hubs in a triangle, and 3 districts on the side of that triangle, fanning out in a way that allows for another bunch of 3 hubs to be places on their end. Build them like a network. Sometimes that means not covering all resource hexes possible with a single district. Sometime it is better to divide them in 2 or 3 but built in a way that maximizes hub bonuses - hubs are insanely powerful! Their -15% worker requirement or extraction efficiency bonuses beat ANY technology you might research. Building them in a way that they heat each other is nice, but overall, it is the least important reason. While they will still get the heat from each other if you build the way I said, the hub bonuses will help much much more. Especially mid-late game. 2. Expanding a resource district will hasten the extraction, even if you don't expand on a resource node. Basically, you are bringing in more workforce to extract the same amount of resources. And with finite piles, there is not really much benefit in prolonging their extraction. Better extract fast, stockpile, then use those workers for something else later. 3. When it comes to factions, pick one... but don't be exclusive. If you focus on one, you'll spend a lot of valuable time and political capital to prevent the other side from protesting and radicalizing. You really want them more balanced than not, and then push one to prominence when trust is very high. And there is no reason to hunt for Zeitgheist milestones. They are extremely powerful, but they come very late in the game, when you already should have a stable economy and diverse city - so you have no need for their extremely OP bonuses, but they will completely screw up your factions and city, you'll have to span fighting and trust hubs all over the place to keep the opposing factions in check and prevent them to grind your city to a halt. Basically, you trade for bonuses you don't need by giving a bunch of resources that you actually do need - not to mention the stability and trust. 4. Do NOT tax the factions - contrary to what the video says, unless you are absolutely in dire need of some fast $, don't tax them. You'll be losing the support of factions fairly often through various decisions, you don't need an extra hustle by taxing them. Especially avoid taxing the moderates - with them you don't have council decisions (you cannot promote them - so you have less power to bring up their trust) and their satisfaction is probably the easiest way of de-radicalizing the faction on their side. If you plan correctly and pass correct laws (there are $ generating ones for both major ideologies) you won't need to tax the factions. Quite the contrary, you'll have enough $ to increase your standing with them, so they can rally the districts for you and grant you bonuses that otherwise you won't be able to get. Basically, keep them as happy as you can, and only slightly favor one that you want to make the most rallies in your districts. 5. One thing not mentioned here - don't get complacent. Just because everything is running smoothly, does not mean you should rest and take it slow, stockpile resources etc. No, you want to be as aggressive as if you are trying to prevent the game over - at all times. Don't want to see if you MIGHT need something - because, you will need it at one point 100%. Expand and exploit as soon as you technically can, stockpile for later. But never get complacent and think that you can leave it for later. Except the finite resource hubs on the Frostland - those you exploit when you need, because scout teams are better off exploring and finding steam cores and unlimited resource nodes, than they are at exploiting the finite resource locations. Leave those for late-mid game, unless you absolutely need them earlier.
Idk the storage hubs seemed really weak to me sure 10 percent workforce less sounds good but it also requires 100 workforce. Even with massive districts like pyrochemical pumpjack with 1k workers you only get the workers at the hub back. With perfect placement and hubs hitting 3 districts you might get 300-500 extra workforce total which is not a lot. Maybe you would notice it at the absolute highest difficulty but at officer it won't make any real difference.
you got actually gave good tips unlike other youtubers, i would add also its better to be hated by a faction than to be neutral with all factions, pick a side early for more income
Hey there, I really liked the video, short and concise, and tells pretty much everything a beginner might want to know! I had a three days headstart aswell but im also still learning like you are. It's definetly a lot harder than 1!
i've only got a few hours into the game, and this really didn't touch on some of the things I wish I knew early: 1. like researching a law a new law will cause the council to vote on it. removing your ability to choose. 2. District placement, they gain buffs by being along side others. so you don't want to clump them up, rather have them be long, make it easier to overlap. 3. Exploration grants you huge amount of resources. 4. Stockpiles.... if you're not overproducing and stocking up you'll struggle on harder difficulties.
tips I'd add: 1) lower workplace usage to save on heat and to prevent filling stockpile full 2) scout map but save scouted resources for later (like scouted coal mines for very cold seasons) 3) expand districts to further lower mutual heat demands
If these tips suck or if you have a good tip I missed, let me know. I'm still learning to play/master the game even with the 3 day headstart. Just try not to spoil anything from the story mode.
Some feedback regarding the tips: 3: Expanding districts is usefull not just to get access to additional resource nodes, but rather because you expanding districts doesn't increase their upkeep or required workforce while generating more output. 4. This is nice if you want to set it and forget it, but getting the resources faster may be beneficial, depending on your resource domand. 6. There's a problem here in the long run. The factions from which you've raised funds don't forget that you did. This came back to bite me hard, as later in the game your faction reputation may decrease rather strongly. Having a stacking reduction from having raised funds to often may make getting back to acceptable terms with them a lot harder or downright impossible.
I don't really put storage hubs early game because I know I will just demolish that food district later on. I only put food storage hub on deep mine nodes. I believe you should only focus designing your districts for Housing and Industrial types because these will be permanent once you place one.
What happens if you build an extraction district over 2 different resources?. Like in story mode it feels like you could build one over prefabs and coal and prefabs and materials.
I just started playing the 1st one and it's alright. There are a few things that I don't like about it though. 1. I wish I can assign workers to different shifts. If you harvest resources during the day and then hunt at night, they rest for most of the following day. It would be better if I can just assign workers to hunt so that anyone who works at night can sleep during the day. This way anyone who harvests resources starts exactly at 8am every day. 2 Assigning shifts would also help with emergency 24-hour shifts. Instead of killing workers by overworking them, I would rather just put workers who work different shifts on the same job. If I'm running out of coal but good on food, then I would just use the hunters to harvest coal at night. 3. I would like to be able to manage individual workers more efficiently. If I assign a worker to a job and they are 'in treatment' or 'resting from the hunt', I would like to just dismiss that worker and replace them with someone else. Right now, if I dismiss them and try to add more workers, it just adds the same unavailable worker. This is annoying because if I need a certain resource, you will only start getting that resource after they are treated or rested. 4. If we were able to assign shifts, then maybe those workers can automatically be removed from that job. Going to every workplace and removing the workers manually is dumb. 5.. Give me the ability to turn off all heaters at once. Suddenly the weather gets better and it's annoying to go to every single workplace and turn them off. 6. Let me prioritize certain actions more efficiently. If I assign workers to a job and start building stuff, it seems like they will build before going to work. Yes, I can go teach building and pause construction, but it would be easier if I can just have an option to 'prioritize this'. 7. Let me place buildings before I build streets so that I can plan building placement more efficiently. Or, let me destroy roads because I don't think you can.
Is my TH-cam broken or is this entire video black screen? The tips are excellent but more than once you said "as you can see..." But the screen is black/blank
Hi guys, does somebody have tip for me? I was playing normally, but in one moment, i used up all my resources and could just use the ones from deep underground or from frostland, but i still used both and ut wasnt enought (speaking about food and materials) Is there any tip how to prevent/fix it? Couldnt find upgrade or law, that makes that deep mine faster and just exploiting frostland wanst efficient enough.
You could tank the food debuff in one city and focus on suppressing the consequences by controlling disease. For food from the map you could use the logistics building upgrade that ships more from outpost. At the same time there's a tech for bonus outpost production.
Use the law that make citizens make food in the food additive section. And pass all do maintenance to suppress materials upkeep. Building hubs that lower upkeep also helps. It trades heat for materials.
Timestamps for the tips:
0:28 - 1. Build A Lot Early
0:49 - 2. Build Districts Close Together
2:03 - 3. Expanding Districts
3:41 - 4. Build On Multiple Resource Nodes
4:43 - 5. Research And Pass Laws
5:22 - 6. Tax Those Factions
6:42 - 7. Always Have Prefabs
7:27 - 8. Use Industrial Districts
7:58 - 9. Build Another District When One Is Low
8:18 - 10. Play On Easy
From my extensive playthrough of Frostpunk 2, I'd have a few things to add/change to your list.
1. Make sure that you build districts in a way that, in future, hubs may influence most of them for maximum bonuses. It basically means having 3 hubs in a triangle, and 3 districts on the side of that triangle, fanning out in a way that allows for another bunch of 3 hubs to be places on their end. Build them like a network. Sometimes that means not covering all resource hexes possible with a single district. Sometime it is better to divide them in 2 or 3 but built in a way that maximizes hub bonuses - hubs are insanely powerful! Their -15% worker requirement or extraction efficiency bonuses beat ANY technology you might research. Building them in a way that they heat each other is nice, but overall, it is the least important reason. While they will still get the heat from each other if you build the way I said, the hub bonuses will help much much more. Especially mid-late game.
2. Expanding a resource district will hasten the extraction, even if you don't expand on a resource node. Basically, you are bringing in more workforce to extract the same amount of resources. And with finite piles, there is not really much benefit in prolonging their extraction. Better extract fast, stockpile, then use those workers for something else later.
3. When it comes to factions, pick one... but don't be exclusive. If you focus on one, you'll spend a lot of valuable time and political capital to prevent the other side from protesting and radicalizing. You really want them more balanced than not, and then push one to prominence when trust is very high. And there is no reason to hunt for Zeitgheist milestones. They are extremely powerful, but they come very late in the game, when you already should have a stable economy and diverse city - so you have no need for their extremely OP bonuses, but they will completely screw up your factions and city, you'll have to span fighting and trust hubs all over the place to keep the opposing factions in check and prevent them to grind your city to a halt. Basically, you trade for bonuses you don't need by giving a bunch of resources that you actually do need - not to mention the stability and trust.
4. Do NOT tax the factions - contrary to what the video says, unless you are absolutely in dire need of some fast $, don't tax them. You'll be losing the support of factions fairly often through various decisions, you don't need an extra hustle by taxing them. Especially avoid taxing the moderates - with them you don't have council decisions (you cannot promote them - so you have less power to bring up their trust) and their satisfaction is probably the easiest way of de-radicalizing the faction on their side. If you plan correctly and pass correct laws (there are $ generating ones for both major ideologies) you won't need to tax the factions. Quite the contrary, you'll have enough $ to increase your standing with them, so they can rally the districts for you and grant you bonuses that otherwise you won't be able to get. Basically, keep them as happy as you can, and only slightly favor one that you want to make the most rallies in your districts.
5. One thing not mentioned here - don't get complacent. Just because everything is running smoothly, does not mean you should rest and take it slow, stockpile resources etc. No, you want to be as aggressive as if you are trying to prevent the game over - at all times. Don't want to see if you MIGHT need something - because, you will need it at one point 100%. Expand and exploit as soon as you technically can, stockpile for later. But never get complacent and think that you can leave it for later. Except the finite resource hubs on the Frostland - those you exploit when you need, because scout teams are better off exploring and finding steam cores and unlimited resource nodes, than they are at exploiting the finite resource locations. Leave those for late-mid game, unless you absolutely need them earlier.
Idk the storage hubs seemed really weak to me sure 10 percent workforce less sounds good but it also requires 100 workforce.
Even with massive districts like pyrochemical pumpjack with 1k workers you only get the workers at the hub back.
With perfect placement and hubs hitting 3 districts you might get 300-500 extra workforce total which is not a lot.
Maybe you would notice it at the absolute highest difficulty but at officer it won't make any real difference.
you got actually gave good tips unlike other youtubers, i would add also its better to be hated by a faction than to be neutral with all factions, pick a side early for more income
just finished the campaign on officer difficulty, it was easy to maintain balance and finish with peace accords
i dont think this is a good tipp, if you like riots yeah then. you need to take care of all the faction, but some not so much
better to be neutral with everyone for sure
Hey there, I really liked the video, short and concise, and tells pretty much everything a beginner might want to know! I had a three days headstart aswell but im also still learning like you are. It's definetly a lot harder than 1!
This is a golden video! Very explicative and good tips
You are going to grow on your channel, We were here on the way to the top
i've only got a few hours into the game, and this really didn't touch on some of the things I wish I knew early:
1. like researching a law a new law will cause the council to vote on it. removing your ability to choose.
2. District placement, they gain buffs by being along side others. so you don't want to clump them up, rather have them be long, make it easier to overlap.
3. Exploration grants you huge amount of resources.
4. Stockpiles.... if you're not overproducing and stocking up you'll struggle on harder difficulties.
tips I'd add:
1) lower workplace usage to save on heat and to prevent filling stockpile full
2) scout map but save scouted resources for later (like scouted coal mines for very cold seasons)
3) expand districts to further lower mutual heat demands
Flawless video, certainly worth a subscription.
If these tips suck or if you have a good tip I missed, let me know. I'm still learning to play/master the game even with the 3 day headstart. Just try not to spoil anything from the story mode.
Some feedback regarding the tips:
3: Expanding districts is usefull not just to get access to additional resource nodes, but rather because you expanding districts doesn't increase their upkeep or required workforce while generating more output.
4. This is nice if you want to set it and forget it, but getting the resources faster may be beneficial, depending on your resource domand.
6. There's a problem here in the long run. The factions from which you've raised funds don't forget that you did. This came back to bite me hard, as later in the game your faction reputation may decrease rather strongly. Having a stacking reduction from having raised funds to often may make getting back to acceptable terms with them a lot harder or downright impossible.
Tip Nr. 10 is key for the first playthrough
Excellent job mate.
I don't really put storage hubs early game because I know I will just demolish that food district later on. I only put food storage hub on deep mine nodes.
I believe you should only focus designing your districts for Housing and Industrial types because these will be permanent once you place one.
ONLY 144 hours in Frostpunk?!
Amateur!
bro is carrying my gameplay ( thank you )
Man said, "I'm a big Frostpunk fan I got over 100 hours in the first game." Lol I got 1400 hours myself XD I'm also a big fan
Came to here looking for your comment! I have been known to put 100 hrs into a game I don't like!
As a new fan I can 100% see why
It’s an amazing game I will be playing for years to come
He might have some stuff to do other than play all day, I guess haha. Like a job.
What happens if you build an extraction district over 2 different resources?.
Like in story mode it feels like you could build one over prefabs and coal and prefabs and materials.
I just started playing the 1st one and it's alright. There are a few things that I don't like about it though.
1. I wish I can assign workers to different shifts. If you harvest resources during the day and then hunt at night, they rest for most of the following day. It would be better if I can just assign workers to hunt so that anyone who works at night can sleep during the day. This way anyone who harvests resources starts exactly at 8am every day.
2 Assigning shifts would also help with emergency 24-hour shifts. Instead of killing workers by overworking them, I would rather just put workers who work different shifts on the same job. If I'm running out of coal but good on food, then I would just use the hunters to harvest coal at night.
3. I would like to be able to manage individual workers more efficiently. If I assign a worker to a job and they are 'in treatment' or 'resting from the hunt', I would like to just dismiss that worker and replace them with someone else. Right now, if I dismiss them and try to add more workers, it just adds the same unavailable worker. This is annoying because if I need a certain resource, you will only start getting that resource after they are treated or rested.
4. If we were able to assign shifts, then maybe those workers can automatically be removed from that job. Going to every workplace and removing the workers manually is dumb.
5.. Give me the ability to turn off all heaters at once. Suddenly the weather gets better and it's annoying to go to every single workplace and turn them off.
6. Let me prioritize certain actions more efficiently. If I assign workers to a job and start building stuff, it seems like they will build before going to work. Yes, I can go teach building and pause construction, but it would be easier if I can just have an option to 'prioritize this'.
7. Let me place buildings before I build streets so that I can plan building placement more efficiently. Or, let me destroy roads because I don't think you can.
Thanks for these tips Sir! 🙂
Solid, ty.
ur computer is so smooth, what about ur hardware infomation?
I like it the FrostPunk
"I'm a massive Frostpunk fan, I've played over 100 hours". Giggles... Oh I remember back when I only had 100h....
thank you
Is my TH-cam broken or is this entire video black screen? The tips are excellent but more than once you said "as you can see..." But the screen is black/blank
Hi guys, does somebody have tip for me? I was playing normally, but in one moment, i used up all my resources and could just use the ones from deep underground or from frostland, but i still used both and ut wasnt enought (speaking about food and materials)
Is there any tip how to prevent/fix it? Couldnt find upgrade or law, that makes that deep mine faster and just exploiting frostland wanst efficient enough.
You could tank the food debuff in one city and focus on suppressing the consequences by controlling disease. For food from the map you could use the logistics building upgrade that ships more from outpost. At the same time there's a tech for bonus outpost production.
Use the law that make citizens make food in the food additive section. And pass all do maintenance to suppress materials upkeep. Building hubs that lower upkeep also helps. It trades heat for materials.
Enact dictatorship