Satisfying all demands efficiently - Frostpunk 2 Tips and Tricks

แชร์
ฝัง
  • เผยแพร่เมื่อ 6 ต.ค. 2024

ความคิดเห็น • 64

  • @Logistical
    @Logistical 2 วันที่ผ่านมา +40

    Bros quietly solving FP2 over here! Really nice work on all the tutorials!

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +5

      Thanks, I've been watching your channel too =) I'm new to youtubing I'd love some tips!

    • @Logistical
      @Logistical 2 วันที่ผ่านมา

      @@DataEngineerPlays thanks :) ima join your discord and we can dm if you want!

  • @gergelyosvath74
    @gergelyosvath74 2 วันที่ผ่านมา +6

    About the efficiency and optimizing, people often forget about some really useful good practices. When you find yourself in a situation where you solve a problem and that creates another one, you often "overdoing" something. Try to tailor your production to your demands.
    -If you see that you overproduce something grab that potmeter and align it to that level, where it barely hit your needs. This way you can significantly lower your heat and material and workforce needs.
    -Always use frostland settlements to fullfill your city needs. This way you can get rid of some people from your city and both provide infinite amount of resource and possibly allow you to scale down your city production saving further heat/material demand and also give you do ability to exhaust your city resources at a much slower rate.
    -Build a lot of stockpile hub near your districts its not just allows you the lower your workforce demand, but also make you able to brutally scale up your production before the cold season coming and create a huge amount of stockpiles that will allow you to completly shut down your whole production during the hard winter when the heat demands will skyrocket. This way you will be able to spare a lot of fuel during a such time, when the heat costs are very high.
    -If your population start to overgrow send your people from New London to smaller settlements/colonies, and cut import/export activity as low rate between colonies as you can. On smaller colonies you can build industrial districts that can fulfill the local needs for good, you can build composite factory that fulfill some local need for materials and by building a local ecosystem not just relieves the bandwith of your export route, but it can also free up a lot of houses in New London at the same time.
    -Also for population problem, use worker houses. I often working with 1-2 food settlements/huntingground import and 2 food districts in my city built with 1 normal biowaste hothouse and 1 workers home built on it. Due to the settlements and hunting grounds im not forced to have too big production in my city, so a single hothouse and a workerhouse each built on two district is more than enough to fulfill my needs meanwhile its not just produces the food but also gives the housing.
    -If overgrown population is still an issue, check your small colonies like Dreadnaught or Winterhome and if you find such resource pile that you not even really need still you can build an extraction district on them with 2 worker homes on them. Even if you are not in dire need for that resource you give some work and housing for such people who would be just problem in New London.

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +1

      Excellent tips. In the video I was showing some very excessive setups. I should of mentioned, to scale it down to your actual demand numbers not just go crazy and build 8x most powerful buildings

    • @gergelyosvath74
      @gergelyosvath74 วันที่ผ่านมา

      @@DataEngineerPlays Thanks for your videos especially for the Zeitgeist and faction related tutorial. I not even immagined the cornerstones have their own uniq researchable skill. That influenced me to replay the game more different ways :)

  • @demerkson
    @demerkson 2 ชั่วโมงที่ผ่านมา

    Got a few observations to share - feel free to make videos on them:
    1) You can micro industrial districts to get 6/7 maximum goods production and 100% prefab. On days 1-6 have them produce goods and then pause at day 6 and change them to prefab. This is because goods are produced daily while prefabs weekly. Once you get the prefabs on day 7 switch them back to goods. Feels like an exploit they should patch.
    2) Due to the above never build extraction districts for prefabs - just go industrial. Do those late game if you want to clear space due to layout.
    3) There are often 8 faced tiles - build around those - if you place the heating hub on those you can often fit 6 districts in a star pattern that benefit from it and 2 district neighboring and you can fit - 2/3 other hubs that will each affect 3 districts into such configuration. Those are preaty common and you can "chain" them if you find 2 that are 3 spaces apart.
    4) early logistic district+industrial+iron extraction next to a 8face tile wins you the early and mid game go foundry and that can be your only material extraction (together with some frost land findings here and there)

  • @empereurrenard3636
    @empereurrenard3636 2 วันที่ผ่านมา +7

    There's quite a few mistakes on your cheat sheet I've noticed while comparing what's on it from what it says on the research associated and I think adding a symbol like the output bonus from the shelter but for Abilities would also help as well as Prefabs for the Goods buildings :
    (And it would be nice to have this one in the description with the one from ealier video)
    -You swapped the amount of shelter given by Subsidised Housing Block (20) and Dense Housing Block (25) and the Merit/Equality is also swapped around
    -Worker's Dormitory is missing it's "Disease" problem symbol
    -Worker's Village doesn't increase "Tension" but requires "Heatstamps"
    -You wrote "Refurbished" Goods Factory instead of "Refurbishing" Goods Factory
    And that's all the errors, hope you continue making those helpful stuff and improve what you already made. Hope this helped

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +3

      @@empereurrenard3636 thank you! I'll have that fixed on google drive

  • @christofeer88
    @christofeer88 2 วันที่ผ่านมา +5

    Thanks for all the videos, I’ve watched them multiple of times and probably have clocked 6-10 hours in total from rewatching them.
    If there’s anyway I can provide some extra support apart from liking and subscribing to your videos, please let me know.

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +1

      @@christofeer88 haha that's plenty thanks! You can come hang in the discord if you like

  • @dasde7514
    @dasde7514 2 วันที่ผ่านมา +3

    I don't know if you create these cheat sheets yourself, but if you do i collected some information to all the different production bonusses. I thought if you were planning on making a video on those it would save you some work.
    Frostpunk 2 Efficiency Bonuses (that i discovered so far):
    Paid Essentials: 10%
    Increased Workload (Detainees Ability for Merit Cornerstone): 65% (stacking Bugged probably 15% per use)
    Efficiency Bonuses: 15%
    Unproductive do Maintenance: 10% or 20% after the "train workers" event
    Heat overclocking: ---> 25% only for the District base output...
    Labor Oversight: 25%
    Apex Workers: 30% (just like heat overclocking only onto base output)
    Empowered Management: 30%
    Relink the chain: (probably -20% per use)
    Deep Melting drill: 50%
    Stimulant Factory: 20%
    Automaton Farms: 50%
    Overdrive Output: 20%
    Mandetory Unions: -10% (?? % after the event)
    Weather adjusted shifts: -10%
    Food Synergies: (getting both adaption/progress food law and adaption/progress hothouse triggers an event)
    Biowaste Synergy: 35% on houthouse only
    Chemical Synergy: 45% on the whole district and building, when a chemical hothouse is present and working
    I also calculated which of these is better and came to the result that both are roughly equal, but the adaption one gives you additional bonuses for your pops so adaption is probably better.
    Example calculation:
    (Base + Bonus = Total)
    110+49,5 = 159,5 basic chemical
    140+ 63 = 203 advanced chemical
    130+24,5=154,5 basic biowaste
    160+35 = 205 advanced biowaste

    • @Khaim.m
      @Khaim.m 2 วันที่ผ่านมา

      For the chemical bonus, did you account for the base law? I'm surprised that it would work differently to the Adaptation version which is why I suspect a mistake.

    • @dasde7514
      @dasde7514 2 วันที่ผ่านมา

      @@Khaim.m I am not sure, because it only shows one buff (for the chemical synergy) so i believe the law buff just gets improved with the synergy. Thats maybe where the difference comes from, because they had to do some extra coding for the adaptaion synergy. I still believe it's intended because the outputs are almost equal, and as chemical hothouses are just plain worse than even the base ones i think it has to be right. But it's also possible that i just made a mistake

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา

      Wow.... that's amazing thank you. Yes I make all the cheat sheets on my own

  • @Sharploner87
    @Sharploner87 2 วันที่ผ่านมา +2

    Tip: If you enact Forge Additives and research build Biowaste Hothouse, your food production efficiency will go up. Not sure how much, but it does help out for start-up. Also, the Deep Drilling buildings doesn't work in conjunction with other resource buildings, that's only for the districts, sadly. Hopefully they change this in the future.

    • @Khaim.m
      @Khaim.m 2 วันที่ผ่านมา +1

      You also get a bonus from combining chemical additives with chem hothouses.

    • @mario19021988
      @mario19021988 2 วันที่ผ่านมา

      I found out that when using deep drilling in conjuction with something else you have to turn off/on deep drill and it will work.

    • @Sharploner87
      @Sharploner87 2 วันที่ผ่านมา

      @@mario19021988 Thanks, I'm gonna give this a try.

  • @silentreflection5350
    @silentreflection5350 2 วันที่ผ่านมา +1

    Love your videos, these have been getting me through FP2

  • @Eenbeenmaster
    @Eenbeenmaster 3 วันที่ผ่านมา +2

    Or the much easier option is tell everyone you're in a surplus and if they ask why everyone is not getting food you order your secret police to boost your research speed (harvesting finerals)

  • @Antinumeric
    @Antinumeric 2 วันที่ผ่านมา +2

    I really wish building demands being affected by hubs / other buildings / laws was consistent.

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +2

      @@Antinumeric I don't mind if they are inconsistent I just wish the tooltips were clear... don't tell me "efficinecy is slightly/extremely incressed" tell me "efficiency increases by 10% for districts" or "demands reduced by 30% for buildings and districts"

  • @paulschaaf8880
    @paulschaaf8880 วันที่ผ่านมา

    The main resource I sometimes have problems with is food. If I grow my population quickly, sometimes I exhaust all non infinite sources of food before I get access to the radical industrial building that lets you get an additional source of infinite food. Also unless I've been unlucky with the chemical additive option it seems like the foraging option is just clearly superior to that one giving you WAY more food overall. It doesn't seem to give any bonus for the deep drill food source though. Chemical additives do. But the food that your people forage more than makes up for it from what I can see. I didn't think to check whether 1 or both of those options affect the industrial food building. Haven't gotten that far yet in my current game. Foraging also gets a synergy event eventually with the biowaste hothouse that gives even more food. I had assumed the chemical additives might get something like that for the chemical hothouse but I never seemed to get one when I tried that.

  • @trianhvo6236
    @trianhvo6236 วันที่ผ่านมา

    I swear, this is the best FP2 video I have ever watched so far. Everything is insightful, clear, straight to the point, and so, so logical. I recommend it for anyone who has played the game a bit to better understand the context.
    p/s: could you attach the links to the other FP2 videos, like the ones about the problems and buildings you mentioned in the video? Thanks! :D

    • @DataEngineerPlays
      @DataEngineerPlays  วันที่ผ่านมา

      @@trianhvo6236 oh sorry they are still work in progress! Soon soon!

  • @MalaysianChopsticks
    @MalaysianChopsticks 2 วันที่ผ่านมา

    That intro is the story of my life. Spiral of losses

  • @dudamesh9541
    @dudamesh9541 2 วันที่ผ่านมา +1

    Can we get a tutorial/guide on how to handle early game problems? Even on Steward let alone Captain difficulty I always get some deaths if not a run-ending amount on the first Whiteout.
    Stuff like what to prioritize, which laws/research are especially powerful, what resources should be prioritized, what outposts/areas should you explore first etc.

    • @SilencerGDA
      @SilencerGDA 2 วันที่ผ่านมา

      If you have deaths then you don't prioritise shelter and heating and should be prioritised. Exploration, first you go north west and then south west in chapter 1. After chapter 1 you go in places that give you cores so mostly south all directions. Depends wheter you choose to adapt the frost or embrace. With embrace your corse will be spent on settlements. It's quite easy not to have deaths until chapter 5
      To sum up
      Heat+shelter the food,materials, goods.

    • @SilencerGDA
      @SilencerGDA 2 วันที่ผ่านมา

      Laws are simple anything that boost your productivity. Good combos are for example biowaste hothouse and foregable additives.

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +1

      @@dudamesh9541 yeah it's probably a good idea to compile the information into 1 video. Are you sort of after a step by step guide on how to quickly stabilise?

    • @dudamesh9541
      @dudamesh9541 2 วันที่ผ่านมา +2

      @@SilencerGDA I'm mostly talking in general, as in Utopia Builder. If I wanted a walkthrough on Captain difficulty I would just one by one follow every single step of someone else's gameplay and that's not fun.
      Also in Captain you have a severe lack of resources to even begin sheltering everyone or provide enough fuel for everyone because of how fast the cold ramps up and how inefficient coal mines are, not to mention how much heatstamps are required (I do spam Raise Funds but too much means everyone hates you)
      And even if you manage to somehow make it through all of that, the very first pop growth will just kill more people and lower trust because you have to make more shelters and spend more fuel to heat them up and EVEN IF you still manage, the first Whiteout will drain your entire stockpile in 10 weeks and then deaths will start popping up and your trust falls and tension is max and the game is over.

    • @SilencerGDA
      @SilencerGDA 2 วันที่ผ่านมา

      @@dudamesh9541 doesn't matter, story or utopia. Build older will be the same. The same can be said, watch someone else plays given map on utopia builder and copy. You need to raise funds always. You just need to make them happy by doing requests

  • @phill2065
    @phill2065 2 วันที่ผ่านมา

    Perfect, thanks

  • @MrAlvinjesus
    @MrAlvinjesus 2 วันที่ผ่านมา

    Thanks for the videos. Help me a lot

  • @alibobmarley750
    @alibobmarley750 11 ชั่วโมงที่ผ่านมา

    Food was so difficult to get a hold of in the colonise the frostlands one, I could never get a permanent food outpost going...

    • @DataEngineerPlays
      @DataEngineerPlays  4 ชั่วโมงที่ผ่านมา

      Get the icebloods for food I guess

  • @flintstone3630
    @flintstone3630 2 วันที่ผ่านมา +1

    All those building heat buffs and hubs looks optional but are actually crucial, the whole game mechanic is built around them.

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา

      @@flintstone3630 ya hubs are super powerful

  • @yousaidthusly461
    @yousaidthusly461 2 วันที่ผ่านมา

    It’s crazy how many dystopian tools we have at our disposal; you could make a whole penal colony if you wanted to.
    Has anyone done a 1984/Brave New World run yet?

  • @michaelricheson849
    @michaelricheson849 2 วันที่ผ่านมา +1

    6:30 Are you sure that's the best layout? a 12 tile housing district is only touching one other district when it could be touching 4.

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +2

      @@michaelricheson849 one of my viewers showed me a super complex layout where you build in hexagons and can fit 7 hubs with every district touching 2 others. So definitely not the most efficient. But this is easier to build and more practical imo

  • @Khaim.m
    @Khaim.m 2 วันที่ผ่านมา

    3:00 Housing Block can go in any district, not just housing.
    Also the graphic has mistakes. The shelter is switched for the ideology housing blocks. The problems for the workers buildings are wrong. And finally the efficiency from the dormitory is only 25% (check your math).

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา

      Thanks I'll make the fixes in the document

  • @WarChild1984
    @WarChild1984 วันที่ผ่านมา

    Thx for that!!
    For Laws...whats the "better" one....durable goods or the other one? what does the data-engineer say ^^

    • @DataEngineerPlays
      @DataEngineerPlays  วันที่ผ่านมา +1

      It's always circumstantial.
      One gives decreased goods demand - scaling with population
      One gives increased goods production - scaling with production
      Therefore, if you have a lot of people and 1 district making goods, then you get more from scaling down the demand
      If you have a lot of industry districts making goods and less people, then you want to scale up your production
      As with everything in this game, the answer is always "it depends on your game"

    • @WarChild1984
      @WarChild1984 วันที่ผ่านมา

      @@DataEngineerPlays
      Thanks for the reply !
      I already thought that. I suspected that there might be a "mathematical solution". I play in utopia mode, with the aim of founding a metropolis with at least 50,000 or more inhabitants

  • @deepthedeepmohammadi9623
    @deepthedeepmohammadi9623 3 วันที่ผ่านมา

    thankx

  • @lairasan7467
    @lairasan7467 2 วันที่ผ่านมา

    Can never have enough stimulants+panacea factories

  • @mowtow90
    @mowtow90 วันที่ผ่านมา

    All the options that cost heat stamps are bad. In this game Heatstamps are the most important resource as everything needs them. From building to events , if you don't have enaugh you are forced to delay important stuff. Thus everything that gives heastamps is a +.
    If you play on the sandbox , having merchants in the city is really helpful because they have stuff that make heat stamps

    • @DataEngineerPlays
      @DataEngineerPlays  วันที่ผ่านมา

      At the start yes, at the end when you're generating 120 heatstamps a week, it kinda becomes redundant

  • @NotBamOrBing
    @NotBamOrBing วันที่ผ่านมา

    You don't need to build a path to harvest food from the Frostland

    • @DataEngineerPlays
      @DataEngineerPlays  วันที่ผ่านมา

      @@NotBamOrBing there are settlements for food as well as nodes

  • @Redribbon_iv
    @Redribbon_iv 2 วันที่ผ่านมา

    Hi, nice tips

  • @Keandros
    @Keandros 2 วันที่ผ่านมา

    I beliebe the stacking Iceblood food might be a bug. That is too strong. On top of the fact that it didnt go away when their relations werent in the gold.
    I had an Iceblood run where the 80 food wasnt working when you chose it in the rallies' bonuses. Making me avoid playing them in the future until it's confirmed that it's been fixed.

    • @DataEngineerPlays
      @DataEngineerPlays  2 วันที่ผ่านมา +1

      Yes it does seem a bit OP atm. Plus that's just the 3 times I clicked, during their rallies I picked up other stuff... I didn't realise it stacked like that when I played. Imagine clicking this every 150 weeks + everytime they rallied... you'd have +500 food permanantly by week 400

    • @Keandros
      @Keandros 2 วันที่ผ่านมา

      @@DataEngineerPlays Definitely expect a patch on that in the future. Food is the one of two resources that can kill a playthrough, the other being heat. I'm mentioned in other videos' comments, for those who don't know, I had a story run where I had exhausted the Frostlands completely on a Defeat the Frost run, so none of the Frostland nodes and settlements were unlimited. The two Deep Mining Drills on food were the only things providing food for the city of over 65000 people. -800 food. Stage a coup, end the story as a "win." Definitely have to go Embrace the Frost if you want a large population. My current story is Embrace run, I was able to fully upgrade all the Settlements, and haven't touched Winterhome yet. It really helps when you spread out your population around the Frostland.

    • @Keandros
      @Keandros 2 วันที่ผ่านมา

      @@DataEngineerPlays Keep up all the good work on your video breakdowns. It's awesome to see a professional data engineer, apply their skills to this number cruncher of a game.

  • @gergelyosvath74
    @gergelyosvath74 2 วันที่ผ่านมา

    About the efficiency and optimizing, people often forget about some really useful good practices. When you find yourself in a situation where you solve a problem and that creates another one, you often "overdoing" something. Try to tailor your production to your demands.
    -If you see that you overproduce something grab that potmeter and align it to that level, where it barely hit your needs. This way you can significantly lower your heat and material and workforce needs.
    -Always use frostland settlements to fullfill your city needs. This way you can get rid of some people from your city and both provide infinite amount of resource and possibly allow you to scale down your city production saving further heat/material demand and also give you do ability to exhaust your city resources at a much slower rate.
    -Build a lot of stockpile hub near your districts its not just allows you the lower your workforce demand, but also make you able to brutally scale up your production before the cold season coming and create a huge amount of stockpiles that will allow you to completly shut down your whole production during the hard winter when the heat demands will skyrocket. This way you will be able to spare a lot of fuel during a such time, when the heat costs are very high.
    -If your population start to overgrow deport your people from New London to smaller settlements/colonies, and cut import/export activity as low rate between colonies as you can. On smaller colonies you can build industrial districts that can fulfill the local needs for good, you can build composite factory that fulfill some local need for materials and by building a local ecosystem not just relieves the bandwith of your export route, but it can also free up a lot of houses in New London at the same time.
    -Also for population problem, use worker houses. I often working with 1-2 food settlements/huntingground import and 2 food districts in my city built with 1 normal biowaste hothouse and 1 workers home built on it. Due to the settlements and hunting grounds im not forced to have too big production in my city, so a single hothouse and a workerhouse each built on two district is more than enough to fulfill my needs meanwhile its not just produces the food but also gives the housing.
    -If overgrown population is still an issue, check your small colonies like Dreadnaught or Winterhome and if you find such resource pile that you not even really need still you can build an extraction district on them with 2 worker homes on them. Even if you are not in dire need for that resource you give some work and housing for such people who would be just problem in New London.
    -And i cannot confirm this but i heavilly suspect: Creating and upgradeing a settlement from steam cores decreases your population in New London so as i guess/suspect you can also decrease your population by this way. Such people will work there who have no demand for healthcare no tension sensitivity no squalor sensitivity, minimal food demand, no housing demand, minimal material demand, no heat demand, so can relieve New London many-many way. So connecting as much settlements as its just possible is always a very good idea.

    • @playbabethebookshelf6249
      @playbabethebookshelf6249 2 วันที่ผ่านมา

      the storm: hello i heard you doesn't stock up food and fuel

    • @gergelyosvath74
      @gergelyosvath74 2 วันที่ผ่านมา

      @@playbabethebookshelf6249 :D :D I regulalry do it before i see if its coming. During the storm i shut down or minimize every production to spare on fuel and running the city from stocks. In good weather i just set the production to meet the current demand:
      "-Build a lot of stockpile hub near your districts its not just allows you the lower your workforce demand, but also make you able to brutally scale up your production before the cold season coming and create a huge amount of stockpiles that will allow you to completly shut down your whole production during the hard winter when the heat demands will skyrocket. This way you will be able to spare a lot of fuel during a such time, when the heat costs are very high."