District Layout Guide - Frostpunk 2 Tips and Tricks

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  • Опубликовано: 18 янв 2025

Комментарии • 158

  • @kipz3044
    @kipz3044 3 месяца назад +173

    great video. food for thought for people reading the comments, leave the center tile empty to place any necessary hub to feed all three districts. you can still make all districts touch each other if you expand them

    • @Khaim.m
      @Khaim.m 3 месяца назад +2

      I don't think you even need to expand if you arrange them properly.

    • @ryankoch38
      @ryankoch38 3 месяца назад +4

      I came here to comment this exactly. It makes so much more sense 👍

    • @kipz3044
      @kipz3044 3 месяца назад +16

      True but Expanding is efficient for the cost to benefit as it doesn’t add worker cost

    • @kipz3044
      @kipz3044 3 месяца назад +12

      Now we just need a mod to preplan our cities 😢

    • @lumitic774
      @lumitic774 3 месяца назад +2

      yes, realize that 2 late in the story. all pressured to pack it together

  • @darestone3335
    @darestone3335 3 месяца назад +88

    This is the most clear and concise tutorial I've seen on this topic. This vid deserves more attention.

    • @ryankoch38
      @ryankoch38 3 месяца назад +2

      Reminds me of the frostpunk 1 videos showing how you could use road placement to warp the building sizes and build more in a compact area

    • @TheKabanosPL
      @TheKabanosPL 3 месяца назад

      I mean, if you really needed a tutorial for this ur doomed in ur day to day life buddy

  • @zeonvalo
    @zeonvalo 3 месяца назад +29

    this is game changing. i was only putting 2 districts together when building the second one. this way it does a huge benefit towards the mid to end game too

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад +4

      Yes it definitely was for me, I never had fuel issues again! Though I'm curious to see how this design holds up in captain difficulty!

  • @applejax3755
    @applejax3755 3 месяца назад +31

    I would suggest leaving the double heat zone center blank so you can fit a hub directly center. Way more valuable and versatile imo, plus you can always expand a district to give you the heat bonuses if you miss one tile by leaving it blank.

  • @martn0o
    @martn0o 3 месяца назад +12

    Appreciate this. I’m new to city builders and never played FP1. This game has been kickin my ass, but I’m loving it.

    • @GenesisDG
      @GenesisDG 3 месяца назад +1

      Same boat as you and my ass is also being kicked. 😂

  • @dasde7514
    @dasde7514 3 месяца назад +20

    5:55 I think its acutally better to not build the tile that touches both districts and instead leave it open to build a hub later on. You can still get the full adjacency from the other remaining tiles, but having a hub there gives a buff two 3 districts.

  • @reitage1
    @reitage1 3 месяца назад +1

    I don't comment much, but great video. Simple, concise, and detailed at the same time. Thanks!

  • @jameskb1623
    @jameskb1623 3 месяца назад +2

    this guide IS GODDAMN PERFECT!!

  • @Gladeel
    @Gladeel Месяц назад

    Excellent video: short & clear explanation + examples. Thank you

  • @zxczxczx-k3d
    @zxczxczx-k3d 3 месяца назад +2

    Really great quality tutorial, keep at it these are very useful

  • @SergiuHellDragoonHQ
    @SergiuHellDragoonHQ 3 месяца назад +2

    I guess leaving the gap open in the middle of those 3 district will indeed make room for hubs that will increase different bonuses for the districts. But it's a great way to also get 0 heat consumtion.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад +1

      why not leave 3 gaps for 3 hubs! check out my hubs layout video

  • @IkarosofKrete
    @IkarosofKrete 3 месяца назад +1

    Perfectly explained video ! Thanks a lot ✌️

  • @Shywik
    @Shywik 2 месяца назад

    Clear, concise, well done !

  • @NKGerydos
    @NKGerydos 3 месяца назад +1

    Edited:
    I mentioned hubs in this comment, but since you made a video about them I edited it. 🙂
    Thank you! Both vids were informative.

  • @ErenDNMZ04
    @ErenDNMZ04 3 месяца назад +1

    This is exact help I needed.

  • @ListogreOfficial
    @ListogreOfficial 3 месяца назад +3

    Great video. Please make more on topics like best hub placement, which laws/research are best for early game, optimal order to build districts etc. The game is dark souls of city builders.

  • @stevendavis4116
    @stevendavis4116 3 месяца назад +1

    This was super helpful!

  • @bishal.creator1128
    @bishal.creator1128 3 месяца назад +1

    Now this is what we can call a game-changing tutorial, excited for more new tips!
    edit: subbed!

  • @SpellBinderIII
    @SpellBinderIII 3 месяца назад

    Thank you for the explanation it helps.

  • @Bielbo
    @Bielbo 3 месяца назад +1

    Excellent video, thank you for explaining :)

  • @mowtow90
    @mowtow90 3 месяца назад +1

    curves on the a districs are also importat due to the stockpiles and hibs which give even more bonuses. That is why when you make them , give enaug free tiles so you can be within the 3 tile radious of a hub/stockpile.

  • @jasonsarfine445
    @jasonsarfine445 Месяц назад

    thanks man, very helpful.

  • @joshuawilke4672
    @joshuawilke4672 3 месяца назад

    Big W on the video man.. i was wondering what i was doing wrong

  • @endmostdavis
    @endmostdavis 3 месяца назад

    Thank you! I have been enjoying the game, but I was struggling with heat!

  • @Razi5131
    @Razi5131 Месяц назад

    Very useful. Thanks!

  • @turron2
    @turron2 3 месяца назад

    You can build your industrial districts around a heating centre in a circular manner, each of the centre's sides can fit one. Though it would fit only 5 districts that would benefit from it's buff, yet you still can finish the circle with the 6th industrial, cause it can still provide adjacency bonus to the districts beside it. You can do the same with the housing disticts, but I think such industrial clusters are more benefitial overall, cause they barely consume any heat this way, if any at all

  • @Mister_Taxman
    @Mister_Taxman 3 месяца назад +10

    STUART!
    While these layout patterns are good for district location adjacency, it does not take into consideration the powerful bonuses that HUBs offer, which rely on an entirely different type of layout. Districts close to each other only offer heat bonuses (which are fairly simple to solve) while HUB bonuses can give you boosts to Crime, Disease, Heating, Work Efficiency, and even Materials consumption, which I would argue are all very powerful in their own regard.
    What I am saying is there are far more efficient layouts for using HUBS which are more optimal in the late game.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Yes this is more for early game. Check out my hub layout video for a mid/late build that integrates all the power of hubs to build near zero demand districts!

  • @hookedgamer
    @hookedgamer 3 месяца назад

    That’s super useful! Great job! 👏🏻

  • @chriskeith8462
    @chriskeith8462 3 месяца назад

    Great explanation

  • @YodaBauer
    @YodaBauer 3 месяца назад

    Man you just changed my life

  • @dann5480
    @dann5480 3 месяца назад

    Thanks man really good video.

  • @coolercool5239
    @coolercool5239 3 месяца назад

    You need more likes I don’t play games like this but I like the aspect of politics and you made it easier to organize and understand the game thank you

  • @deep-fried-zombie699
    @deep-fried-zombie699 3 месяца назад +1

    Did you love the first game? Did you wait years for the second one? Well, forget about it because we completely overhaul it. It’s nothing like the first one. So consume get excited for next product 😁👍🏻

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      @@deep-fried-zombie699 I'm enjoying fp2. It's very different to fp1 which is what I like in a sequel

  • @wilq312
    @wilq312 3 месяца назад

    Finished campagin, playing utopia - never saw that one lol - thanks for the tip!!!!

  • @jonlam4334
    @jonlam4334 3 месяца назад +7

    very nice tutorial thanks brother. If you could be so kind to make another vid, when you know how to efficiently make distrects using hubs :)

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад +7

      No worries! I'll definitely do a more advanced video dealing with district efficiency with their buildings and how to lay it out fully expanded with hubs at some point!

  • @pandst
    @pandst 3 месяца назад

    Great tutorial to Push for stewards difficulties,now I now how to build

  • @notreevesplays
    @notreevesplays 3 месяца назад

    this is incredible

  • @xtrim1993
    @xtrim1993 Месяц назад

    just thanks bro 🤩

  • @VicZam9
    @VicZam9 3 месяца назад

    Subscribed. I look forward to how you would include hubs while still maintaining the 3 district format. I figured out some ways to do it on the fly midway through my first blind story run. It takes some visualizing in your head and pre-planning. Make use of district expansions to make up for the connections. Hibs have a 2 range from themselves, basically a big hex coverage rance. They have to have atleast 3 tiles of a district to give their buffs. I didn't use the hubs you research later that affect the housing districts, even though I researched them all. I was too busy trying to manage the hectic curve balls I had thrown at me. But the Air Transport Hub was the one I did use a lot. -15% workforce reduction for all districts, including housing. Very good hub for the mid and late game when workforce gets tight in emergencies or due to deaths.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад +1

      Yes I thought it'd be better to seperate out hubs since you don't immediately have access to them until research

  • @JackChurchill101
    @JackChurchill101 3 месяца назад +2

    I need this.
    With 200+ hours in FP1 I pride myself on perfect efficiency layout.
    But in FP2 my stuff is a sprawling wiggly nightmare.

  • @ТимофейГавриченко-х6я
    @ТимофейГавриченко-х6я 3 месяца назад +1

    Better to set middle of triangle clear for heat hub. It will work better then temperature fall

  • @4bitmonitor373
    @4bitmonitor373 3 месяца назад

    Another option is placing a Heating Hub in the middle of a group, that reduces Heat demand even more if it's cold or buildings need more heat

  • @faded_taco1816
    @faded_taco1816 3 месяца назад

    The best meta for district layouts is connecting L's shapes together or doing 6 triangles connecting to a 1 tile hub (which could be 6 districts getting bonus off of 1 hub).

  • @RafaelCabreraAzrael
    @RafaelCabreraAzrael 3 месяца назад

    these are AMAZING

  • @Jin3098
    @Jin3098 3 месяца назад

    Very quick and informative, maybe you can make another video with a different district layout that includes a mixture of 2 or 3 hubs that will hit all 3 districts while also maintaining the adjacent district heat bonus?

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      go check out my optimised hub layout video =)

    • @Jin3098
      @Jin3098 3 месяца назад

      ​@@DataEngineerPlays Damn I didn't see that, good stuff.

  • @Faelivri
    @Faelivri 3 месяца назад

    May need space for air transport hubs and potentially heating hubs when it gets colder, preferably in a way one of each hits at least 2 if you plan to add more districts.

  • @SummeR00393
    @SummeR00393 2 месяца назад

    I do a cross instead for long game for housing but the 3 stack is good for extract, industrial and logistics

  • @jakkrit6910
    @jakkrit6910 3 месяца назад +1

    beware that food district will be gone someday and you can also build hub for district buff like heat hub that give you 40 heat to any district that have 3 tile in it area.
    or rail hub for extraction and food district work efficientcy.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад +1

      Yes you'd have to replace your food/extract district with a housing/industry district once your resource runs out. But the pattern should remain

  • @tinahenry3814
    @tinahenry3814 18 дней назад

    excellent!

  • @ХанапиЧартаев
    @ХанапиЧартаев 3 месяца назад

    It's all good for getting 20 more heat from adjusted districts. Enough even to get you through the game. But heat trapping is not all you can do with build layout, trying to fill in several stockpile and heating hubs, so they affect 3+ districts, that's where it become puzzling. Thing is, stockpile hubs decrease workforce req by 10% each, though stockpile itself req 100 people to run, and to be proficient it need to hit 3 or more districts, preferably 4. And on top of that, same type stockpiles can't be builded close to each other. Quite tricky to pull, but if managed correctly, can get you 30% x 4 district workforce reduction, that mean one of them is freebie.

  • @OldDadGamer
    @OldDadGamer 3 месяца назад

    Ty so much for the video

  • @Covewolf-411
    @Covewolf-411 3 месяца назад +2

    Im curious if its possible to go "positive" on your heat generation. What effect (if any) would this have on your overall resource output? Include a hub, several more back to back districts in every direction, how much heat could you stack to negate your need for heat in those connected districts?

    • @inukuji9294
      @inukuji9294 3 месяца назад

      Ummm..... you dont waste heat on them as much? 😂

  • @Rippo458
    @Rippo458 3 месяца назад

    Nice video. Keep it up whit the tutorials.

  • @keironcameron252
    @keironcameron252 3 месяца назад

    Thank dude ❤

  • @danzansandeev6033
    @danzansandeev6033 3 месяца назад

    i like to build extraction and industrial districts together, and leave one tile in the center for the rail hub. that way it can provide both districts with efficiency bonus
    when i have workers to spare i build another industrial district on the other side of extraction and repeat the rail hub thing
    i dunno which one is more efficient, rail hub or air hub, but i like rail more
    also when tensions are rising you can place fighting hubs mixed in with your housing clusters

  • @MeowBeep_
    @MeowBeep_ 3 месяца назад

    Because the cuddling bonuses/penalties are asymmetric you can actually put industry/extraction/logistics next to housing/food with beneficial results. If only one or two tiles of a housing district are next to three tiles of an industry district, that housing district will get a +20 heat bonus, while not getting the -20 squalor penalty. Because the penalty only applies when three or more housing tiles are adjacent. This obviously isn't as good as both districts getting +20 heat and no penalties, but it does mean you can get some benefits if you think carefully about the interface between a group of housing districts and a group of industry districts. In a perfectly optimized layout I would expect to see this trick being used.
    Another trick you can use is a housing district set to the lowest step of efficiency to give out heating bonuses to other districts while not consuming much heat/workforce itself. I think of these districts as shield walls. They are also useful to temporary house population jumps while you work out better solutions. The downside is that it isn't a very efficient use of prefabs, so if prefabs are a bottleneck you probably shouldn't do this.

  • @R3SP3CTV3NGFUL
    @R3SP3CTV3NGFUL 3 месяца назад

    Imagine doing these district placements on Horizon... one hell of a city and plenty of fuel to spare for the long run! With the expansions, you could form a square of each, leave 2 - 3 spaces for hubs in the centre of each individual district and you won't even need to worry about Tension or Trust. I hope heat hubs stack.

  • @JGeary387
    @JGeary387 3 месяца назад

    I am having trouble making it work, by leaving a hole in the center? Is there a picture that can display an example? Thank you.

  • @oleksiibatiuk6968
    @oleksiibatiuk6968 3 месяца назад

    That's cool, thanks, but what are you going to do when the food is over? Do you disassembl the empty districts or leave them? What is the strategy then?

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад +1

      You can disassemble the district and replace food with housing or extraction with industry. If you don't need the district just run it at 10% for now you get the heat bonus and costs you nothing. The new housing/industry will come in handy later. Bonus tip. Build this setup on permanant infrastructure eg. Logistics + Extraction on a deep node + industry. If the game allows

  • @David-bf2cg
    @David-bf2cg 26 дней назад

    Cant logistics be built near anthing with no debuff?

  • @Melania815
    @Melania815 11 дней назад

    thx!

  • @xylinofficial
    @xylinofficial 3 месяца назад

    Watching this after going through entire story filled with sturggles is a pain :)

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Yes, I was struggling in my let's play also, before taking advantage of this mechanic

  • @zdenekvilusinsky1360
    @zdenekvilusinsky1360 3 месяца назад

    THe issue of mixing extraction/food type with others is that the moment the resource runs out, you loose the heat bonus, because it becomes inactive.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      delete the depleted district and replace it with a housing or industry district. You can never have too many! If you just want the bonus you can set replacement district down to 10%

  • @LaughingDope
    @LaughingDope 3 месяца назад

    How many times did he say districts? Thx for the guide btw, was really helpful.

  • @baoo5843
    @baoo5843 3 месяца назад

    I'm wondering if we can place the heating hub and medical hub between three districts to maximize the bonus.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Yeah you can place 3 hubs in the center. Check out my hubs video to find out how!

  • @MFARIGA
    @MFARIGA 2 месяца назад

    You are missing the heating node that and the fact that you want to build around it

  • @calheb84
    @calheb84 3 месяца назад

    what about when the district material or the coal finishes????

  • @ShadowMystDragon
    @ShadowMystDragon 3 месяца назад

    Nice video, I expected to see also how to make very effective layouts with hubs, this video a bit too simple for me, I play on Captain XD

  • @NotBamOrBing
    @NotBamOrBing 3 месяца назад

    Currently buildings don't actually benefit from reduced heat demand at all (the district shows that they do, but the total heat demand counts buildings independently from districts) which makes adjacency bonuses and heating hubs a lot less useful (at least until big temperature drops happen lol)

  • @NotBamOrBing
    @NotBamOrBing 3 месяца назад

    Alternate layout: have them snake back and forth like (two districts built from top to bottom)
    /\
    \/
    /\
    \/
    /\
    \/
    They still get the adjacency bonus, you can tile it horizontally indefinitely, and you can put hubs in each of the gaps
    Only downside is pentagons and squares ruin the layout lol

    • @JackChurchill101
      @JackChurchill101 3 месяца назад

      I like that...
      I think it's easier once you take all the finite resources, to burn districts and redo them more efficiently.

  • @SlovakLegend
    @SlovakLegend 14 дней назад

    but then when the district runs out of the resource node, you just have a stranded housing district ?

    • @DataEngineerPlays
      @DataEngineerPlays  14 дней назад

      @@SlovakLegend just build another housing district set it to 10%

  • @enfieldli9296
    @enfieldli9296 3 месяца назад

    how does this 3 adjacent layout pair up with hubs? great video btw

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Will do a seperate video on a hub + district layout

  • @davyhotch
    @davyhotch 3 месяца назад

    How does this wotk when a resource depletes ? Im guessing 2 20 heat bonuses is not worth keeping an empty district active.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Replace the depleted district with a housing or industry district

  • @kirillgalitskiy233
    @kirillgalitskiy233 3 месяца назад

    It is better to save the middle tile between two districts for a steam hub(s) in the future. Everything else is perfect idea.

  • @Toxyethanol
    @Toxyethanol 3 месяца назад

    Do the hubs get/give any debuffs? Can they be used as a buffer between districts?

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад +1

      No debuffs but they are really expensive. Check out my 2 hub videos. When you say buffer I assume you mean getting a hub in between districts so all your districts get the benefits. I math it all out in my 2 hub videos!

    • @Toxyethanol
      @Toxyethanol 3 месяца назад

      @@DataEngineerPlays thank you sir! Just getting into this game, never played the first one and there's alot to learn. You do a great job explaining very efficiently.
      On the buffer thing I meant putting it between 2 districts that would debuff eachother, but it sounds like that is less desirable than placing it between multiple districts that will actually use it. I'll check out the vids, thanks again!

  • @ryankoch38
    @ryankoch38 3 месяца назад +1

    You could probably ignore the benefit of being next to the generator if you do this

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Later you'll build structures into your districts which greatly increase their heat demand, so you'll still need to gain as much benefit as possible. ie if you can make this pattern AND also be sheltered from the wind, definitely do it

  • @Sixeye_
    @Sixeye_ 3 месяца назад

    After 18 hours I finally got through a whiteout without losing any heat. It only took 190k of coal and 3 steam districts. This game is brutally hard, but it's so addictive.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      @@Sixeye_ 190k coal? You might be overbuilding districts I just finished captains difficulty for my achievement run series (will upload it in a few days) but I only used less than 100k. Did you overdrive your generator through the white out?

    • @Sixeye_
      @Sixeye_ 3 месяца назад

      @@DataEngineerPlays I overdrive my steam districts, but not the overdrive generator, I keep forgetting that stuff. The first game was much clearer with the UI. It was much easier to click on something. I also found abilities that I didn't know I had, like the youth ability, it gives me more worker. The 1st game it was so much easier to get to the abilities. This one you have to click on the generator, which is fidgety clicking on it. And that's if you remember that stuff, while you sort out districts and keeping those faction happy.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      @@Sixeye_ yes definitely don't sleep on the building abilities! But I agree in the stressful moments is very easy to forget about super handy abilities

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      @@Sixeye_ oh I just realised you said you overdrive your districts during the white-out. Try turning all your district (except housing) and buildings off during the white-out. Balance the stockpiles for materials food and goods. Then your fuel demand won't be -1000

  • @simonasdf262
    @simonasdf262 3 месяца назад

    Hub tutorial please!😅

  • @samuel.andermatt
    @samuel.andermatt 3 месяца назад

    Is putting 3 next to each other the cap in heat benefit, or can you stack it higher by putting more next to them?

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      You can try, the layout would be quite difficult since 1 district can only expand up to 9 tiles. So try to think of a geometry such that 9 tiles split into 3 sets of 3 each touching 3 other districts at the same time.

    • @samuel.andermatt
      @samuel.andermatt 3 месяца назад

      @@DataEngineerPlays just adding districts at the corners would result in 6 districts with the inner ones touching 4 and the outer ones touching 2 (maybe more if they manage to touch each other as well)

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      @@samuel.andermatt you'll probably have to draw me a picture and email it to me!

  • @phill2065
    @phill2065 3 месяца назад

    nice

  • @jinkim955
    @jinkim955 3 месяца назад +2

    This video taught me how dumb I am to play this game. (great video tho)

  • @Khaim.m
    @Khaim.m 3 месяца назад +4

    You didn't entirely explain how the three tile rule works - you implied that it's symmetric and it very much isn't. It's quite possible to have two districts touching in a way that one of them gets a heat bonus but the other doesn't.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      You are indeed correct, you can goof the build and have 1 district gaining two buffs but not reciprocating back to the other districts. It's not exactly symmetric, the hex tiles in this game aren't always perfectly aligned (also sometimes there's obstables). The design will vary slightly map to map, district to district, you have to ensure when you're building this that each district is touching the other 2 so they all benefit.

  • @doctorgamble1545
    @doctorgamble1545 3 месяца назад

    Is this guy the crystal dazz of fp2?

  • @tamasormai165
    @tamasormai165 3 месяца назад

    you forgot to include the central hub, and wind sheltered areas

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      I'll do a separate video for hubs as you generally won't have those unlocked at the start

  • @rmhtexas5982
    @rmhtexas5982 3 месяца назад

    WELL GREAT. Now I have to restart. Er...I mean, thank you, actually.

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Haha just use it in your next playthrough, no need to restart

  • @seanstenson95
    @seanstenson95 3 месяца назад

    i like the idea, but you could have just created one industry on a clump of nodes instead of 2?

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      Yeah you could do that. But remember multiple districts will give each other a heat buff

  • @MelfiortheOne
    @MelfiortheOne 3 месяца назад

    The problem is that not all tiles are actually hexagonal))

  • @becket4373
    @becket4373 3 месяца назад

    The only thing I hate is ice cleaning

  • @k241.-
    @k241.- 3 месяца назад

    And then you combine all of that with a correct placement of hubs, and everything snowballs

  • @donbob7988
    @donbob7988 2 месяца назад

    Why do I only learn this now after 50h on the damn game ?...

    • @DataEngineerPlays
      @DataEngineerPlays  2 месяца назад

      @@donbob7988 haha because the game doesn't make it obvious to do stuff like this. Check out some of my other guides you might learn some new stuff!

  • @PahlawanMerdeka
    @PahlawanMerdeka 3 месяца назад

    this not gonna cover things like railroad and the food silo

  • @Jafer_Elhag
    @Jafer_Elhag 25 дней назад

    W video bro

  • @za3bloot
    @za3bloot 3 месяца назад

    I was watching and waiting for to see where he's ganna place the hub then video finished without hubs lol ... later game dont we need like 3 hub spots ? EDIT: this is answered in his next guide about hubs

    • @DataEngineerPlays
      @DataEngineerPlays  3 месяца назад

      @@za3bloot yes I should of mentioned this is more for early game/civilian playthrough, hubs are unnecessary

  • @goffe2282
    @goffe2282 3 месяца назад

    That district adjacency bonus is just so poorly designed. Of course clumping houses together should decrease heat required (huddled for warmth and all that) but it doesn't really have anything to do with the layouts of the districts. The exact same occupied hexagons can have good and bad district layouts even though they have the exact same houses on them. It makes no sense. Rather than having districts determine the bonuses the surrounding hexagons could, so if you are surrounded by houses, or cliffs for shelter, then a hexagon can get benefits.
    Maybe that would just be too fine-grained, but this system is just bad.

  • @WiseG33k
    @WiseG33k 12 дней назад

    This is all well and good for min-maxing, but it's ugly, lol.

    • @DataEngineerPlays
      @DataEngineerPlays  12 дней назад

      You have the luxury of making your city pretty? Perhaps you should up the difficulty!

    • @WiseG33k
      @WiseG33k 12 дней назад

      @DataEngineerPlays It's precisely why I don't want to raise difficulty above normal, lol. I like making cities efficient but not at the cost of aesthetics. Granted, striking the right balance is far more difficult in Frostpunk 2 than in the original.

  • @GTexperience_Channel
    @GTexperience_Channel 3 месяца назад +2

    the district mechanics really don't do this game well....
    game logic: build districts with maximum surface area, so u get the maximum neighbor bonuses.
    actual logic: More surface area, would result in more heat loss due to convection....

  • @darkflames9
    @darkflames9 3 месяца назад

    FP2 is fun.... But by god are the endgame bases ugly af lmaoo. I miss the perfect aesthetic layouts of FP1 T_T

  • @princessofthecape2078
    @princessofthecape2078 3 месяца назад

    This isn't a city-builder. And, therefore, it is not worthy of my money.

  • @MaxCaud
    @MaxCaud 3 месяца назад

    Game is garbage. On Frostpunk 1 you would see the people walk in the snow and build. Now you can just Frostbreak wherever and the machines spawn out of nowhere. Trash game, refunded after 2nd mission.

    • @artemioos2556
      @artemioos2556 3 месяца назад +2

      Lol why are you then watching tutorial

    • @turron2
      @turron2 3 месяца назад +1

      Bait used to be believable

    • @JackChurchill101
      @JackChurchill101 3 месяца назад +2

      We're too used to sequels just being a reskin, expansion, and upgrade.
      This sequel is a completely different game, and very much pushes towards different mechanics, genre and games cycles.
      I won't unlove FP1, and I'll play this "as a different game".

  • @farhanrahmadi8045
    @farhanrahmadi8045 2 месяца назад

    Thankyou Stewart,🫡