Sure they have to work every day for their rations and homes, but their stimulants come free to improve their efficiency! Considering the amount of heatstamps and prefabs I’ve reached after posting this video, it’s scary. Now however, I get to try it on Captain difficulty!
Oh most certainly. I’ve continued the game this is in and the production has become utterly insane. In one case I’m now converting 60 coal into well over 800 oil. I’m almost certain they’ll touch on it at some point, but it’s hilarious fun right now.
I tried this aswell and proteans quickly became my favorite faction, you just go radical laws and boost your efficiency so much other factions become obsolete, apex workers and pickaxe man for the win :)
Indeed, but now I’m trying some captain difficulty testing with it and progress buildings. It has some problems due to the much higher heat cost, but steam might be my salvation!
I agree, but it’s also probable that they may adjust the costs on it or reduce it to “city/colony-wide only” instead of the hilarious results you get right now. We’ll have to see in the coming months!
This is setup is very efficient currently. I was testing out rail hub spams using them around my extraction and production buildings- For almost the heat cost of one rail hub one can get a global bonus and an even better bonus which is also infinite stackable. It may not be viable in Defeat the frost builds. Growth is very limited.
Indeed, the adaptation heat cost reduction makes it really viable alongside the adaptation buildings. However, I am trying a captain run with the progress variants on my twitch to see how it goes. Steam could be the key, gonna have to figure it out later! At least I know how to make unlimited oil now!
My favourite mechanic is turning my food colony into a children sleeping camp: First. make sure to increase the population growth as much as possible. Second. employ children. Third. send them to the food colony where there is 0 housing and every single district is a industrial district with 2 to 3 stimulat to panaceum ratio. Forth. Make sure the children make stimulants until they fall asleep and harvest their nutrients to produce food and lower disease. Fifth. After the Colony runs out of children repeat. I don't think this should be nerfed it's a clear example of optimised frostpunk gameplay and you can look at the multiple stimulant buffs as individual workers who have received their daily dosage and are now working like crazy for that sweet sweet extra heatstamp income. Stimulants are the path towards the perfect city. after we clear these 100M depots we'll finally have access to the maximum city size. (if only we could remove steam maybe the devs should allow us to build ontop of material deposits)
How very dark, yet how very effective within the confines of the video game. Steam appears to be indefinite as far as I can tell from my games, but it does mean certain colonies never need fuel shipped to them!
Have fun with it! I might upload a third and final video of me using this with some ludicrous numbers from having over 100 stimulant manufactories before the game started giving up.
Surprisingly, no! However, I honestly think you should suffer some casualties as a form of balance. Either that or add a steam core price since this is a 20% base output increase to district production to ALL districts that aren’t housing or logistics.
@@NEF-Official yeah i think there should be! cause i don't mind it working as it is (although it doesn't make sense that your WHOLE populace are basically drug addicts), but there should be some downside aside from having trust or disease falling
Have fun with it! I’ve tried using it on captain difficulty with progress instead of adaptation and I’ve managed to make it work well enough. Even learned some new “limits” in the game like a 10k cap on fuel mixture.
It’s amazing, but my save file that this video is based on has surpassed 400k sustained pops in the city and 3 colonies combined. One of the colonies has over 100k pops itself!
Complete/fill the Adaptation Cornerstone (the symbols at the bottom left of the UI) and then choose to embrace it in the idea tree. You’ll get them then!
Would like to see this from the beginning of a playthrough. I'm working through the storyline and the choices you make to survive and thrive seem pretty pragmatic and don't easily lead to something like this. Perhaps Utopia gives more freedom at game start with less competition from rival factions?
I do have a Captain difficulty stream VOD on my twitch of the first few hours of a similar run, though with Progress instead of Adaptation! There is a general consensus that Utopia is a bit harder than the story, given that the whiteouts hit sooner and you get hit with multiple instead of one. That being said, there’s a way to remove the other faction entirely via civil war in Utopia. It’s a dark method.
I did have them! There's a way to permanently remove one faction via the civil war. A brutal method, but it allows you to fully eliminate one faction from the game and avoid any future protests as you pursue specific Zeitgeists.
You get it if you complete the adaptation cornerstone (the symbols at the bottom left of the UI.) Fill it up all the way then go to the idea tree to embrace Adaptation when you have no research going on. You’ll have them then!
Certainly this isn’t what they intended. Aside from the obvious moral and ethical question of mass stimulant usage among the population in the game to boost production, there’s no major downside that I can find. It’s expensive due to 2 heatstamps demand per building, but no one dies!
Essentially. Charcoal only works on wood deposits and would “eventually” run out, but coal mine settlements last FOREVER! But the charcoal mine I eventually built did produce an insane amount.
You’re welcome! I posted another video that further showed how much I broke the game with this same save and then went even further afterwards. Making 28k materials a day from an iron deposit was insane, as it did not last long.
I haven't got around to testing it myself, but what's stopping you from turning materials from oil into coal with the charcoal building? There is no throughput issue, there is only a space issue
The charcoal building is restricted to extractors on wood material deposits only, and those are sometimes pseudo-indefinite. Technically I can utilize it this way for a long time, and I even tested it in the main city for a short while. It’s certainly doable, but I’ve been attempting to optimize it for full sustainability! This save is on officer difficulty and on over 400k pops total, but I’ve begun a Captain run on Twitch with the Progress cornerstone and these stimulant ideas to see how far it gets! Oil!
It could be weeks or months after they finish up hotfixes. We know there's at least 3 DLCs in the works, and I imagine any longer term things that need to be fixed will both need and require more time to make sure they do a good job. We saw that a 2 month release delay significantly improved the game compared to the April Beta, so I'm at least somewhat confident that various kinks and issues will get ironed out over time. Some bugs that cause issues are sometimes harder to find than others, based on my limited experience as a playtester.
@@NEF-Official I agree with your assessment across the board, Frostpunk 1 had some bugs and issues that persisted for a while but the majority of them got cleaned up pretty quickly, and their team was larger this time around if I'm not mistaken. I have every reason to think that the trajectory they've been on since the beta of markedly improving things will continue. I also think FP2 launched in a less buggy state than FP1, though both overall were fairly smooth. Within a couple of months I'm betting we'll see DLC1 just about ready to come out and a LOT of bugfixing.
who knows , depends on what the devs intend to be balance , imagine if these manufactories produced a drug resource and you needed like 1 factory per 5k population to produce , it could still be balanced
Unfortunately it isn't a global effect like stimulant manufactories. That's the main difference, the Stimulant Manufactories affect EVERY district simultaneously while the worker dormitory only impacts the district it was built in.
Considering that Merit is just... Capitalism...
ALL HAIL CAPITALIST DRUGS!
Sure they have to work every day for their rations and homes, but their stimulants come free to improve their efficiency!
Considering the amount of heatstamps and prefabs I’ve reached after posting this video, it’s scary. Now however, I get to try it on Captain difficulty!
Drug Trading on the frozen iceland.
They gotta stay awake during all those emergency shifts somehow!
Actually it's probably Svalbard.
The icebloods were onto something
But instead of tradition, we have the producing factories of reason!
Working as intended, no need for a nerf!
Oh most certainly. I’ve continued the game this is in and the production has become utterly insane. In one case I’m now converting 60 coal into well over 800 oil.
I’m almost certain they’ll touch on it at some point, but it’s hilarious fun right now.
Germany in ww2 ass economy
If only they could make over 2k oil a day out of thin air with stimulants! We, however, can in Frostpunk 2.
I tried this aswell and proteans quickly became my favorite faction, you just go radical laws and boost your efficiency so much other factions become obsolete, apex workers and pickaxe man for the win :)
Indeed, but now I’m trying some captain difficulty testing with it and progress buildings. It has some problems due to the much higher heat cost, but steam might be my salvation!
I hope that they dont nerf it. We need some broken stuff for fun factor and cheese
I agree, but it’s also probable that they may adjust the costs on it or reduce it to “city/colony-wide only” instead of the hilarious results you get right now.
We’ll have to see in the coming months!
This is setup is very efficient currently. I was testing out rail hub spams using them around my extraction and production buildings- For almost the heat cost of one rail hub one can get a global bonus and an even better bonus which is also infinite stackable. It may not be viable in Defeat the frost builds. Growth is very limited.
Indeed, the adaptation heat cost reduction makes it really viable alongside the adaptation buildings. However, I am trying a captain run with the progress variants on my twitch to see how it goes. Steam could be the key, gonna have to figure it out later!
At least I know how to make unlimited oil now!
My favourite mechanic is turning my food colony into a children sleeping camp:
First. make sure to increase the population growth as much as possible.
Second. employ children.
Third. send them to the food colony where there is 0 housing and every single district is a industrial district with 2 to 3 stimulat to panaceum ratio.
Forth. Make sure the children make stimulants until they fall asleep and harvest their nutrients to produce food and lower disease.
Fifth. After the Colony runs out of children repeat.
I don't think this should be nerfed it's a clear example of optimised frostpunk gameplay and you can look at the multiple stimulant buffs as individual workers who have received their daily dosage and are now working like crazy for that sweet sweet extra heatstamp income.
Stimulants are the path towards the perfect city. after we clear these 100M depots we'll finally have access to the maximum city size. (if only we could remove steam maybe the devs should allow us to build ontop of material deposits)
How very dark, yet how very effective within the confines of the video game.
Steam appears to be indefinite as far as I can tell from my games, but it does mean certain colonies never need fuel shipped to them!
Too spammable and kinda kills the immersion so I belive it will be nerfed maybe stacking will be limited.
they better fix all the issues first before deciding to work on balance.
Will try it now, thanks for the info
Have fun with it! I might upload a third and final video of me using this with some ludicrous numbers from having over 100 stimulant manufactories before the game started giving up.
do people die from overdose? are there ANY consequences?
Surprisingly, no! However, I honestly think you should suffer some casualties as a form of balance. Either that or add a steam core price since this is a 20% base output increase to district production to ALL districts that aren’t housing or logistics.
@@NEF-Official yeah i think there should be! cause i don't mind it working as it is (although it doesn't make sense that your WHOLE populace are basically drug addicts), but there should be some downside aside from having trust or disease falling
Well I know what Im going to go and do now
Have fun with it! I’ve tried using it on captain difficulty with progress instead of adaptation and I’ve managed to make it work well enough. Even learned some new “limits” in the game like a 10k cap on fuel mixture.
stimulants with panaceum
It’s amazing, but my save file that this video is based on has surpassed 400k sustained pops in the city and 3 colonies combined. One of the colonies has over 100k pops itself!
Wait how do you get those fences?
Complete/fill the Adaptation Cornerstone (the symbols at the bottom left of the UI) and then choose to embrace it in the idea tree. You’ll get them then!
Would like to see this from the beginning of a playthrough. I'm working through the storyline and the choices you make to survive and thrive seem pretty pragmatic and don't easily lead to something like this. Perhaps Utopia gives more freedom at game start with less competition from rival factions?
I do have a Captain difficulty stream VOD on my twitch of the first few hours of a similar run, though with Progress instead of Adaptation!
There is a general consensus that Utopia is a bit harder than the story, given that the whiteouts hit sooner and you get hit with multiple instead of one. That being said, there’s a way to remove the other faction entirely via civil war in Utopia. It’s a dark method.
How can you just have One Faction ?? (Proteans)
it should have the opposing faction (Legionairres maybe)
I did have them! There's a way to permanently remove one faction via the civil war. A brutal method, but it allows you to fully eliminate one faction from the game and avoid any future protests as you pursue specific Zeitgeists.
This will probably get nerfed
Hey how do you build that "windwall" structure? I cannot find it in game and I need it (it looks so cool)
You get it if you complete the adaptation cornerstone (the symbols at the bottom left of the UI.)
Fill it up all the way then go to the idea tree to embrace Adaptation when you have no research going on. You’ll have them then!
@@NEF-Official thanks for the info
There's no way this doesn't get patched in the future. Exploit it while you can, I suppose.
Indeed, I’m sure they’ll need it in some way or manner eventually. It won’t be a high priority, but I bet it’s on their list.
Drugsmaxxing 🗣️🗣️🔥🔥🔥🔥🔥
Certainly this isn’t what they intended. Aside from the obvious moral and ethical question of mass stimulant usage among the population in the game to boost production, there’s no major downside that I can find. It’s expensive due to 2 heatstamps demand per building, but no one dies!
GOTTA GO FAST BOI
Higher productivity to re-colonize the Earth at a faster speed! Maybe we'll even warm up the Frostland a little with enough time.
Can you make your own coal with charcoal Regeneration Plant at an extreme rate as well? And kinda make an endless loop of growth? :D
Essentially. Charcoal only works on wood deposits and would “eventually” run out, but coal mine settlements last FOREVER!
But the charcoal mine I eventually built did produce an insane amount.
if only drugs did that IRL :D
Wouldn’t be viewed as negatively then I imagine, but we’d also then live in a world where 80 oil is turned into 3k materials per day!
АХАХХАХАХАХАХАХХАХАХАХАХХАХАХА
this is so broken, ty dude
You’re welcome! I posted another video that further showed how much I broke the game with this same save and then went even further afterwards.
Making 28k materials a day from an iron deposit was insane, as it did not last long.
I haven't got around to testing it myself, but what's stopping you from turning materials from oil into coal with the charcoal building? There is no throughput issue, there is only a space issue
The charcoal building is restricted to extractors on wood material deposits only, and those are sometimes pseudo-indefinite. Technically I can utilize it this way for a long time, and I even tested it in the main city for a short while.
It’s certainly doable, but I’ve been attempting to optimize it for full sustainability! This save is on officer difficulty and on over 400k pops total, but I’ve begun a Captain run on Twitch with the Progress cornerstone and these stimulant ideas to see how far it gets! Oil!
How long do you think it will take before all the kinks get ironed out in Frostpunk 2?
It could be weeks or months after they finish up hotfixes. We know there's at least 3 DLCs in the works, and I imagine any longer term things that need to be fixed will both need and require more time to make sure they do a good job.
We saw that a 2 month release delay significantly improved the game compared to the April Beta, so I'm at least somewhat confident that various kinks and issues will get ironed out over time. Some bugs that cause issues are sometimes harder to find than others, based on my limited experience as a playtester.
@@NEF-Official I agree with your assessment across the board, Frostpunk 1 had some bugs and issues that persisted for a while but the majority of them got cleaned up pretty quickly, and their team was larger this time around if I'm not mistaken. I have every reason to think that the trajectory they've been on since the beta of markedly improving things will continue. I also think FP2 launched in a less buggy state than FP1, though both overall were fairly smooth. Within a couple of months I'm betting we'll see DLC1 just about ready to come out and a LOT of bugfixing.
who knows , depends on what the devs intend to be balance , imagine if these manufactories produced a drug resource and you needed like 1 factory per 5k population to produce , it could still be balanced
what are those shields around your cities?
Windbreakers! They’re cosmetics given to your city and colonies when you complete the Adaptation Cornerstone.
What about worker dormitory it also claims to boost productivity
Unfortunately it isn't a global effect like stimulant manufactories. That's the main difference, the Stimulant Manufactories affect EVERY district simultaneously while the worker dormitory only impacts the district it was built in.
coding man forgot to add ( ) , lmao
Whoops! Guess we’ll have to enjoy turning 60 coal into 2200 oil daily until they change it!