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.
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.
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 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
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
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!
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!
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.
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 😁👍🏻
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.
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).
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
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?
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.
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.
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?
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.
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
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%
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?
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
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)
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.
@@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?
@@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.
@@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
@@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
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!
@@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!
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)
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
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.
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
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.
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....
@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.
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".
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 don't think you even need to expand if you arrange them properly.
I came here to comment this exactly. It makes so much more sense 👍
True but Expanding is efficient for the cost to benefit as it doesn’t add worker cost
Now we just need a mod to preplan our cities 😢
yes, realize that 2 late in the story. all pressured to pack it together
This is the most clear and concise tutorial I've seen on this topic. This vid deserves more attention.
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
I mean, if you really needed a tutorial for this ur doomed in ur day to day life buddy
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
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!
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.
Appreciate this. I’m new to city builders and never played FP1. This game has been kickin my ass, but I’m loving it.
Same boat as you and my ass is also being kicked. 😂
I don't comment much, but great video. Simple, concise, and detailed at the same time. Thanks!
this guide IS GODDAMN PERFECT!!
Excellent video: short & clear explanation + examples. Thank you
Perfectly explained video ! Thanks a lot ✌️
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.
why not leave 3 gaps for 3 hubs! check out my hubs layout video
Really great quality tutorial, keep at it these are very useful
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.
Great ideas! will definitely do that slowly!
Edited:
I mentioned hubs in this comment, but since you made a video about them I edited it. 🙂
Thank you! Both vids were informative.
Now this is what we can call a game-changing tutorial, excited for more new tips!
edit: subbed!
Clear, concise, well done !
This was super helpful!
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.
This is exact help I needed.
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
Big W on the video man.. i was wondering what i was doing wrong
Excellent video, thank you for explaining :)
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
Thank you for the explanation it helps.
thanks man, very helpful.
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!
Great explanation
Finished campagin, playing utopia - never saw that one lol - thanks for the tip!!!!
Thanks man really good video.
Thank you! I have been enjoying the game, but I was struggling with heat!
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 :)
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!
Man you just changed my life
Very useful. Thanks!
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.
Yes I thought it'd be better to seperate out hubs since you don't immediately have access to them until research
That’s super useful! Great job! 👏🏻
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 😁👍🏻
@@deep-fried-zombie699 I'm enjoying fp2. It's very different to fp1 which is what I like in a sequel
this is incredible
these are AMAZING
just thanks bro 🤩
Great tutorial to Push for stewards difficulties,now I now how to build
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.
Nice video. Keep it up whit the tutorials.
@@Rippo458 thanks! Will do!
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
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).
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
I do a cross instead for long game for housing but the 3 stack is good for extract, industrial and logistics
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?
Ummm..... you dont waste heat on them as much? 😂
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 cool concepts thank you!
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.
Better to set middle of triangle clear for heat hub. It will work better then temperature fall
excellent!
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?
go check out my optimised hub layout video =)
@@DataEngineerPlays Damn I didn't see that, good stuff.
Ty so much for the video
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.
Thank dude ❤
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.
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
W video bro
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.
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.
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
Yes I'll definitely do one on hubs too
Cant logistics be built near anthing with no debuff?
I'm wondering if we can place the heating hub and medical hub between three districts to maximize the bonus.
Yeah you can place 3 hubs in the center. Check out my hubs video to find out how!
thx!
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
I like that...
I think it's easier once you take all the finite resources, to burn districts and redo them more efficiently.
It is better to save the middle tile between two districts for a steam hub(s) in the future. Everything else is perfect idea.
How many times did he say districts? Thx for the guide btw, was really helpful.
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.
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%
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?
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
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)
what about when the district material or the coal finishes????
replace it with industry district
Watching this after going through entire story filled with sturggles is a pain :)
Yes, I was struggling in my let's play also, before taking advantage of this mechanic
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.
@@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?
@@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.
@@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
@@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
You are missing the heating node that and the fact that you want to build around it
but then when the district runs out of the resource node, you just have a stranded housing district ?
@@SlovakLegend just build another housing district set it to 10%
How does this wotk when a resource depletes ? Im guessing 2 20 heat bonuses is not worth keeping an empty district active.
Replace the depleted district with a housing or industry district
Do the hubs get/give any debuffs? Can they be used as a buffer between districts?
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!
@@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!
Is putting 3 next to each other the cap in heat benefit, or can you stack it higher by putting more next to them?
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)
@@samuel.andermatt you'll probably have to draw me a picture and email it to me!
how does this 3 adjacent layout pair up with hubs? great video btw
Will do a seperate video on a hub + district layout
nice
You could probably ignore the benefit of being next to the generator if you do this
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
WELL GREAT. Now I have to restart. Er...I mean, thank you, actually.
Haha just use it in your next playthrough, no need to restart
Hub tutorial please!😅
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.
Is this guy the crystal dazz of fp2?
i like the idea, but you could have just created one industry on a clump of nodes instead of 2?
Yeah you could do that. But remember multiple districts will give each other a heat buff
This video taught me how dumb I am to play this game. (great video tho)
you forgot to include the central hub, and wind sheltered areas
I'll do a separate video for hubs as you generally won't have those unlocked at the start
The problem is that not all tiles are actually hexagonal))
The only thing I hate is ice cleaning
And then you combine all of that with a correct placement of hubs, and everything snowballs
you know it!
Why do I only learn this now after 50h on the damn game ?...
@@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!
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
@@za3bloot yes I should of mentioned this is more for early game/civilian playthrough, hubs are unnecessary
this not gonna cover things like railroad and the food silo
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.
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....
This isn't a city-builder. And, therefore, it is not worthy of my money.
This is all well and good for min-maxing, but it's ugly, lol.
You have the luxury of making your city pretty? Perhaps you should up the difficulty!
@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.
FP2 is fun.... But by god are the endgame bases ugly af lmaoo. I miss the perfect aesthetic layouts of FP1 T_T
I know what you mean...
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.
Lol why are you then watching tutorial
Bait used to be believable
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".
Thankyou Stewart,🫡