Breaking Frostpunk 2's Economy with Stimulants.

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  • Опубликовано: 3 окт 2024
  • Enjoy this short 7 minute video on how to use a single building to break the economy of Frostpunk 2 in a hilarious manner.
    This doesn't guarantee space efficiency, but does guarantee hilarity. Is it worth it? It's a somewhat viable strategy, but it does most certainly have a notable impact on balance with proper planning. What do you think? Is it worthwhile, should the Devs nerf it? Should we find out ways to use it to break the game in the most absurd way possible until it crashes?
    @NEF 2024 All rights reserved. This video and its content are protected by copyright law. Unauthorized reproduction or distribution of this video, in whole or in part, is prohibited. The strategies and gameplay demonstrated in this video are for entertainment and educational purposes only.
    Frostpunk 2 is owned by 11 Bit Studios.

Комментарии • 65

  • @NathanDreiNicor
    @NathanDreiNicor 4 дня назад +25

    Considering that Merit is just... Capitalism...
    ALL HAIL CAPITALIST DRUGS!

    • @NEF-Official
      @NEF-Official  4 дня назад +4

      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!

  • @igugf
    @igugf 6 дней назад +38

    Drug Trading on the frozen iceland.

    • @NEF-Official
      @NEF-Official  6 дней назад +2

      They gotta stay awake during all those emergency shifts somehow!

    • @joya8292
      @joya8292 2 дня назад

      Actually it's probably Svalbard.

  • @zxczxczx-k3d
    @zxczxczx-k3d 5 дней назад +14

    The icebloods were onto something

    • @NEF-Official
      @NEF-Official  4 дня назад +5

      But instead of tradition, we have the producing factories of reason!

  • @Fort_Master
    @Fort_Master 6 дней назад +32

    Working as intended, no need for a nerf!

    • @NEF-Official
      @NEF-Official  6 дней назад +6

      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.

  • @internecion-inator9000
    @internecion-inator9000 4 дня назад +23

    Germany in ww2 ass economy

    • @NEF-Official
      @NEF-Official  4 дня назад +7

      If only they could make over 2k oil a day out of thin air with stimulants! We, however, can in Frostpunk 2.

  • @lovroracan9697
    @lovroracan9697 4 дня назад +1

    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 :)

    • @NEF-Official
      @NEF-Official  4 дня назад +3

      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!

  • @Hamzah.162
    @Hamzah.162 21 час назад +1

    I hope that they dont nerf it. We need some broken stuff for fun factor and cheese

    • @NEF-Official
      @NEF-Official  20 часов назад +1

      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!

  • @variable450
    @variable450 4 дня назад +1

    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.

    • @NEF-Official
      @NEF-Official  4 дня назад

      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!

  • @holypredazor5243
    @holypredazor5243 4 дня назад +2

    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)

    • @NEF-Official
      @NEF-Official  4 дня назад +2

      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!

    • @AelfricLake
      @AelfricLake 10 часов назад +1

      Too spammable and kinda kills the immersion so I belive it will be nerfed maybe stacking will be limited.

    • @holypredazor5243
      @holypredazor5243 10 часов назад

      they better fix all the issues first before deciding to work on balance.

  • @saulgoodman9561
    @saulgoodman9561 3 дня назад +1

    Will try it now, thanks for the info

    • @NEF-Official
      @NEF-Official  3 дня назад +1

      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.

  • @acoolnameemm
    @acoolnameemm 3 дня назад

    Well I know what Im going to go and do now

    • @NEF-Official
      @NEF-Official  2 дня назад

      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.

  • @danzansandeev6033
    @danzansandeev6033 4 дня назад +2

    do people die from overdose? are there ANY consequences?

    • @NEF-Official
      @NEF-Official  3 дня назад +3

      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.

    • @danzansandeev6033
      @danzansandeev6033 3 дня назад +1

      @@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

  • @lairasan7467
    @lairasan7467 4 дня назад

    stimulants with panaceum

    • @NEF-Official
      @NEF-Official  4 дня назад +1

      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!

  • @edwardthompson8864
    @edwardthompson8864 3 дня назад

    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?

    • @NEF-Official
      @NEF-Official  3 дня назад

      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.

  • @benjaminfaurer3264
    @benjaminfaurer3264 4 дня назад +6

    Wait how do you get those fences?

    • @NEF-Official
      @NEF-Official  4 дня назад +4

      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!

  • @agawahyunugroho8553
    @agawahyunugroho8553 4 дня назад +1

    How can you just have One Faction ?? (Proteans)
    it should have the opposing faction (Legionairres maybe)

    • @NEF-Official
      @NEF-Official  4 дня назад +1

      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.

  • @lucasg.c.6488
    @lucasg.c.6488 6 дней назад +5

    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)

    • @NEF-Official
      @NEF-Official  6 дней назад +11

      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!

    • @lucasg.c.6488
      @lucasg.c.6488 6 дней назад +1

      @@NEF-Official thanks for the info

  • @blueflames6961
    @blueflames6961 3 дня назад

    There's no way this doesn't get patched in the future. Exploit it while you can, I suppose.

    • @NEF-Official
      @NEF-Official  3 дня назад

      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.

  • @TheS1mpfulOne
    @TheS1mpfulOne 4 дня назад +1

    Drugsmaxxing 🗣️🗣️🔥🔥🔥🔥🔥

    • @NEF-Official
      @NEF-Official  3 дня назад

      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!

  • @Tinyuvm
    @Tinyuvm 3 дня назад

    GOTTA GO FAST BOI

    • @NEF-Official
      @NEF-Official  3 дня назад

      Higher productivity to re-colonize the Earth at a faster speed! Maybe we'll even warm up the Frostland a little with enough time.

  • @GhostMas7er
    @GhostMas7er 3 дня назад

    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

    • @NEF-Official
      @NEF-Official  3 дня назад +1

      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.

  • @krellin
    @krellin 4 дня назад

    if only drugs did that IRL :D

    • @NEF-Official
      @NEF-Official  3 дня назад

      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!

  • @GreenEyes.
    @GreenEyes. 4 дня назад +1

    АХАХХАХАХАХАХАХХАХАХАХАХХАХАХА
    this is so broken, ty dude

    • @NEF-Official
      @NEF-Official  4 дня назад +1

      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.

  • @CatzL0veGames
    @CatzL0veGames 4 дня назад

    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

    • @NEF-Official
      @NEF-Official  4 дня назад +1

      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!

  • @kylesteward
    @kylesteward 6 дней назад +1

    How long do you think it will take before all the kinks get ironed out in Frostpunk 2?

    • @NEF-Official
      @NEF-Official  6 дней назад

      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.

    • @JB-xl2jc
      @JB-xl2jc 5 дней назад +1

      @@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.

    • @MrRafagigapr
      @MrRafagigapr 4 дня назад

      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

  • @pendraggon1773
    @pendraggon1773 3 дня назад

    what are those shields around your cities?

    • @NEF-Official
      @NEF-Official  3 дня назад

      Windbreakers! They’re cosmetics given to your city and colonies when you complete the Adaptation Cornerstone.

  • @kams2520
    @kams2520 4 дня назад

    What about worker dormitory it also claims to boost productivity

    • @NEF-Official
      @NEF-Official  4 дня назад +1

      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.

  • @bigjuicer6313
    @bigjuicer6313 4 дня назад

    coding man forgot to add ( ) , lmao

    • @NEF-Official
      @NEF-Official  3 дня назад

      Whoops! Guess we’ll have to enjoy turning 60 coal into 2200 oil daily until they change it!