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
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.
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
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.
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.
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!
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.
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.
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.
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.
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
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!
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).
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.
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.
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.
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.
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?
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.
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
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
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)
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.
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.
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
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?
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%
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.
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
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....
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.
@@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)
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.
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.
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".