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District Layout Guide - Frostpunk 2 Tips and Tricks 

DataEngineerPlays
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24 сен 2024

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Комментарии : 114   
@kipz3044
@kipz3044 День назад
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
@DavidGuild
@DavidGuild День назад
I don't think you even need to expand if you arrange them properly.
@ryankoch38
@ryankoch38 День назад
I came here to comment this exactly. It makes so much more sense 👍
@kipz3044
@kipz3044 День назад
True but Expanding is efficient for the cost to benefit as it doesn’t add worker cost
@kipz3044
@kipz3044 День назад
Now we just need a mod to preplan our cities 😢
@lumitic774
@lumitic774 День назад
yes, realize that 2 late in the story. all pressured to pack it together
@darestone3335
@darestone3335 День назад
This is the most clear and concise tutorial I've seen on this topic. This vid deserves more attention.
@ryankoch38
@ryankoch38 День назад
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 День назад
I mean, if you really needed a tutorial for this ur doomed in ur day to day life buddy
@applejax3755
@applejax3755 День назад
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.
@zeonvalo
@zeonvalo 2 дня назад
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 День назад
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!
@dasde7514
@dasde7514 День назад
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.
@martn0o
@martn0o День назад
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 День назад
Same boat as you and my ass is also being kicked. 😂
@NKGerydos
@NKGerydos День назад
Edited: I mentioned hubs in this comment, but since you made a video about them I edited it. 🙂 Thank you! Both vids were informative.
@jameskb1623
@jameskb1623 День назад
this guide IS GODDAMN PERFECT!!
@Mister_Taxman
@Mister_Taxman День назад
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 День 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!
@YouTubeLate
@YouTubeLate 9 часов назад
I just started playing this game without having played the original. I’m a bit frustrated by how difficult it is since I’m still grappling with the mechanics. Yet the challenge and the idea that there’s much left to learn compels me to come back and play it some more.
@mowtow90
@mowtow90 День назад
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.
@bishal.creator1128
@bishal.creator1128 День назад
Now this is what we can call a game-changing tutorial, excited for more new tips! edit: subbed!
@zxczxczx-k3d
@zxczxczx-k3d День назад
Really great quality tutorial, keep at it these are very useful
@endmostdavis
@endmostdavis 19 часов назад
Thank you! I have been enjoying the game, but I was struggling with heat!
@DavidGuild
@DavidGuild День назад
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 День 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.
@turron2
@turron2 День 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
@jonlam4334
@jonlam4334 2 дня назад
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 2 дня назад
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!
@JackChurchill101
@JackChurchill101 День назад
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.
@Bielbo
@Bielbo День назад
Excellent video, thank you for explaining :)
@ТимофейГавриченко-х6я
Better to set middle of triangle clear for heat hub. It will work better then temperature fall
@faded_taco1816
@faded_taco1816 День 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).
@stevendavis4116
@stevendavis4116 18 часов назад
This was super helpful!
@ХанапиЧартаев
@ХанапиЧартаев День 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.
@SergiuHellDragoonHQ
@SergiuHellDragoonHQ День назад
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 День назад
why not leave 3 gaps for 3 hubs! check out my hubs layout video
@dann5480
@dann5480 День назад
Thanks man really good video.
@ListogreOfficial
@ListogreOfficial День назад
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.
@DataEngineerPlays
@DataEngineerPlays День назад
Great ideas! will definitely do that slowly!
@MeowBeep_
@MeowBeep_ 17 часов 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.
@DataEngineerPlays
@DataEngineerPlays 15 часов назад
Very cool concepts thank you!
@4bitmonitor373
@4bitmonitor373 День 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
@Jin3098
@Jin3098 День 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 День назад
go check out my optimised hub layout video =)
@Jin3098
@Jin3098 День назад
​@@DataEngineerPlays Damn I didn't see that, good stuff.
@pandst
@pandst День назад
Great tutorial to Push for stewards difficulties,now I now how to build
@hookedgamer
@hookedgamer День назад
That’s super useful! Great job! 👏🏻
@chriskeith8462
@chriskeith8462 16 часов назад
Great explanation
@Keandros
@Keandros День 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 День назад
Yes I thought it'd be better to seperate out hubs since you don't immediately have access to them until research
@coolercool5239
@coolercool5239 День 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
@danzansandeev6033
@danzansandeev6033 День 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
@NotBamOrBing
@NotBamOrBing День 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)
@Faelivri
@Faelivri День 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.
@ErenDNMZ04
@ErenDNMZ04 День назад
This is exact help I needed.
@R3SP3CTV3NGFUL
@R3SP3CTV3NGFUL День 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.
@RafaelCabreraAzrael
@RafaelCabreraAzrael 19 часов назад
these are AMAZING
@NotBamOrBing
@NotBamOrBing День 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 День назад
I like that... I think it's easier once you take all the finite resources, to burn districts and redo them more efficiently.
@Covewolf-411
@Covewolf-411 День назад
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 День назад
Ummm..... you dont waste heat on them as much? 😂
@kirillgalitskiy233
@kirillgalitskiy233 День 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.
@xylinofficial
@xylinofficial День назад
Watching this after going through entire story filled with sturggles is a pain :)
@DataEngineerPlays
@DataEngineerPlays День назад
Yes, I was struggling in my let's play also, before taking advantage of this mechanic
@JGeary387
@JGeary387 19 часов 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.
@zdenekvilusinsky1360
@zdenekvilusinsky1360 День 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 День 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%
@Rippo458
@Rippo458 2 дня назад
Nice video. Keep it up whit the tutorials.
@DataEngineerPlays
@DataEngineerPlays 2 дня назад
@@Rippo458 thanks! Will do!
@LaughingDope
@LaughingDope День назад
How many times did he say districts? Thx for the guide btw, was really helpful.
@ShadowMystDragon
@ShadowMystDragon День 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
@DataEngineerPlays
@DataEngineerPlays День назад
Yes I'll definitely do one on hubs too
@jakkrit6910
@jakkrit6910 День назад
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 День назад
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
@ryankoch38
@ryankoch38 День назад
You could probably ignore the benefit of being next to the generator if you do this
@DataEngineerPlays
@DataEngineerPlays День 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
@OldDadGamer
@OldDadGamer День назад
Ty so much for the video
@keironcameron252
@keironcameron252 День назад
Thank dude ❤
@jinkim955
@jinkim955 День назад
This video taught me how dumb I am to play this game. (great video tho)
@GTexperience_Channel
@GTexperience_Channel День назад
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....
@doctorgamble1545
@doctorgamble1545 21 час назад
Is this guy the crystal dazz of fp2?
@baoo5843
@baoo5843 День назад
I'm wondering if we can place the heating hub and medical hub between three districts to maximize the bonus.
@DataEngineerPlays
@DataEngineerPlays День назад
Yeah you can place 3 hubs in the center. Check out my hubs video to find out how!
@phill2065
@phill2065 20 часов назад
nice
@enfieldli9296
@enfieldli9296 День назад
how does this 3 adjacent layout pair up with hubs? great video btw
@DataEngineerPlays
@DataEngineerPlays День назад
Will do a seperate video on a hub + district layout
@davyhotch
@davyhotch День 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 День назад
Replace the depleted district with a housing or industry district
@samuel.andermatt
@samuel.andermatt День 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 День 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 День 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 День назад
@@samuel.andermatt you'll probably have to draw me a picture and email it to me!
@MelfiortheOne
@MelfiortheOne День назад
The problem is that not all tiles are actually hexagonal))
@becket4373
@becket4373 День назад
The only thing I hate is ice cleaning
@simonasdf262
@simonasdf262 День назад
Hub tutorial please!😅
@seanstenson95
@seanstenson95 23 часа назад
i like the idea, but you could have just created one industry on a clump of nodes instead of 2?
@DataEngineerPlays
@DataEngineerPlays 19 часов назад
Yeah you could do that. But remember multiple districts will give each other a heat buff
@tamasormai165
@tamasormai165 День назад
you forgot to include the central hub, and wind sheltered areas
@DataEngineerPlays
@DataEngineerPlays День назад
I'll do a separate video for hubs as you generally won't have those unlocked at the start
@goffe2282
@goffe2282 15 часов 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.
@k241.-
@k241.- День назад
And then you combine all of that with a correct placement of hubs, and everything snowballs
@DataEngineerPlays
@DataEngineerPlays День назад
you know it!
@PahlawanMerdeka
@PahlawanMerdeka День назад
this not gonna cover things like railroad and the food silo
@princessofthecape2078
@princessofthecape2078 23 часа назад
This isn't a city-builder. And, therefore, it is not worthy of my money.
@darkflames9
@darkflames9 День назад
FP2 is fun.... But by god are the endgame bases ugly af lmaoo. I miss the perfect aesthetic layouts of FP1 T_T
@DataEngineerPlays
@DataEngineerPlays День назад
I know what you mean...
@MaxCaud
@MaxCaud День 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 День назад
Lol why are you then watching tutorial
@turron2
@turron2 День назад
Bait used to be believable
@JackChurchill101
@JackChurchill101 День назад
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".
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