Late game HUB layout - Frostpunk 2 Tips and Tricks

Поділитися
Вставка
  • Опубліковано 30 вер 2024
  • This guide will give some ideas for a 4 district late game HUB layout
    🔥 Check out my Frostpunk 2 Let's Play: • Frostpunk 2 - Let's Play
    When you reach late game in Frostpunk 2, the requirements and demands of your city scale up, as such we need new builds that can meet this demand. In this guide we learn how to build a 4 district 9 hub setup that you can modify and use to address any of your late game resource or social demands
    Timestamps:
    ⭐️ Check out the other videos on my channel:
    Shapez 2: • Shapez 2 - Let's Play
    Planet Crafter: • Planet Crafter 2024
    ===========================
    Subscribe and check out all our videos!
    ===========================
    ➡︎YT: / @dataengineerplays
    Here at dataengineerplays we aim to answer the question do data engineers/analysts make more efficient gamers? Can we play city builders and factory games in the most optimised and efficient way possible? Join us and let's find out together!

КОМЕНТАРІ • 91

  • @NobodyNew02
    @NobodyNew02 6 днів тому +24

    BUG WARNING: the deman show in districts is displayed INCORRECTLY, hubs do not affect demand(heat, materials, workforce)and production from building(hospitals, housing blocks, factories, etc), i got confirmation from the dev via email when reporting this bug.
    Also equation for heat demand seems to be TOTAL heat = BASE heat + BASE heat * 0.5 * ((temperature + 20) * -1) / 10

  • @PsYcHoOnE2000
    @PsYcHoOnE2000 6 днів тому +63

    'F' for all the disappearing and dying pops sacrificed around the city for you to provide these amazing videos.

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому +6

      Haha it's in the spirit of FP to sacrifice our citizens for the cause!

    • @Eryuwu
      @Eryuwu 6 днів тому +1

      haha, just save before you start recording for the video, ty for info

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому +3

      @@Eryuwu Don't worry its my utopia playground for making these videos =) Thanks for your concern

  • @vanta789
    @vanta789 6 днів тому +52

    Minmaxing layouts is hilariously entertaining when looking at it from a NPC's perspective.

    • @lerpog4509
      @lerpog4509 6 днів тому +25

      get gerrymandered

    • @JB-xl2jc
      @JB-xl2jc 6 днів тому +6

      I do somewhat wish the most efficient way to play also created beautiful cities that weren't all gerrymandered lol

    • @GreatWhiteHope
      @GreatWhiteHope 5 днів тому

      Thanks to @nakkihammeri for giving the idea. Thought I would give thanks since you never gave credit in this video

  • @PaTrocK777
    @PaTrocK777 6 днів тому +19

    Great video. I just have one important tip that made a huge difference to me: press „4“ to see a heat overview. In this overview you can clearly see what is effected. And as everybody stated: none of your buildings will be effected by hubs ever. Hubs only effect districts.
    So when optimizing your city do it with the overlay maps (keys 5 to 8) and dont use the tooltip that is just confusing everybody.
    It actually works as intended. And is no bug imho. Why? Think about it: if they would allow it to effect buildings you could make your whole city basically using zero of anything and only „pay“ for hubcost. I think that would cheese the game. But maybe I am wrong.
    Anyways you have more than enough possibilities to beat the game as is, knowing the hubs work only on districts, using only so many that they make sense and focusing on reducing your demands of buildings by increasing your output of mats.
    Try the overlays in your next videos maybe that will be a great tip to your followers. Cheers.

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому +6

      I think its a bit overpowered to have your city only paying hub costs. But in their current state, hubs are a bit useless imo. Their cost is not worth their effect even when hitting 4 districts at once.
      I think they need to balance the numbers and make them a bit better than they are now.

    • @cosmicdj9542
      @cosmicdj9542 6 днів тому

      yeah that makes sense gameplay wise however why would the heating hub realistically not effect a building in a district?

    • @PaTrocK777
      @PaTrocK777 6 днів тому

      @@DataEngineerPlays absolutly. The game obviously needs more balancing. I just wanted to point out, that it seems to work as intended by the game. If that intention is good is another thing.

    • @PaTrocK777
      @PaTrocK777 6 днів тому +1

      @@cosmicdj9542 Well, I know what you are getting at. But it is a game. And there are a lot of "just gameplay" decisions. I mean it also doesnt make sense that an air craft hub reduces the workforce needed, because people would just get there faster and more convenient, but you would still need the same amount of work to operate it. And so on. So realism is always a trade off to gameplay, because you just want to give players some possibilities to optimize the different resources. I think they pulled that off quite nicely. It just is not balanced perfectly to min-max. And you also dont want just one strategy to be the best, because that would then make it very easy once you just apply only this strat and disregard all the others. I think you can make a hub setting work and a "non hub" setting. And the player gets to choose which one he wants.

  • @anthonycartwright5154
    @anthonycartwright5154 6 днів тому +12

    I have to assume the rail hub is bugged. 15% efficiency is great only if it applies on buildings like the deep core deposits drill. I have a hard time justifying the heat and material cost otherwise….although I really love the look of rail transportation around city.

  • @Keandros
    @Keandros 5 днів тому +5

    EDIT: I incorrectly stated air hubs use 100 workforce, when they use 50.
    Since the air transport hubs affect district workforce by percentage, you have to do the math of 50 hub workforce vs how much return you from the districts. For example in a delta three district setup, one air transport hub would reduce workforce by 30 in each housing district. 200×15%=30. That's 90 workforce for 50 workforce. It's a net gain. Air transport hubs work best on the districts with higher workforces, since hubs aren't affecting buildings.
    I'll do some testing in my current story run later today and report back my conclusions here.

  • @grasshopper9235
    @grasshopper9235 6 днів тому +7

    Great video Exactly the information I was just looking for. been loving Frostpunk 2 😁

  • @samuel.andermatt
    @samuel.andermatt 6 днів тому +7

    Is the heating hub maybe working like the rail hub and only affecting the district but not the heat demand from buildings? That is at least what I am observing.

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому +1

      Yes a few people have suggested that and you could be onto something. Its very hard to confirm with the bugged tooltip!

    • @samuel.andermatt
      @samuel.andermatt 6 днів тому +1

      @@DataEngineerPlays when I hover on the heating cost at the top I get a list of all things contributing. My interpretation was based on the districts disappearing from that list.

  • @purpledevilr7463
    @purpledevilr7463 6 днів тому +5

    Now this actually looks and functions nice.
    Though I think it’s more efficient to just have a lumpy housing district bordering 4 other districts (-80Heat) with that asbestos tech (-100Heat) and maybe that equality heat reduction law.

    • @purpledevilr7463
      @purpledevilr7463 6 днів тому +2

      Or starting lumpy around the generator and turning into lines gradually as it wides.

    • @za3bloot
      @za3bloot День тому

      how could you make 4 districts touch 3 tiles of each ?!

    • @purpledevilr7463
      @purpledevilr7463 День тому

      @@za3bloot Two ways.
      When I was thinking of this comment. Just have a rough square of 9 in a lump (for example) with similar districts touching each of its sides, and using that extra 3 you can expand with to make up for the lumpiness.
      But also:
      0---0---0
      ---0---0---
      0---0---0
      That line in the centre is touching 4 districts, 2 below and 2 above, as well as neighbouring 4 heating hubs.
      It needs 7 tiles (for the two adjacency and also due to the heating hub being there) with another 5 tiles to stretch out as wiggle room.

  • @dalaraz1
    @dalaraz1 2 дні тому

    about the hub spots at the edges you didnt use,since you need 180 heat you can put 4 heat hubs in mid and 1 at the edge. even if it gives 20heat it covers the 180 and saves you a hub spot .

  • @goriburne9775
    @goriburne9775 6 днів тому +5

    Love these Videos. It inspired me to take a crack at these layouts. Its kind of hard to explain it here. But its possible to have all (base level) districts be affected by 1 hub and 4 district adjacency bonuses. And in the same layout each hub affects 6 districts.

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому

      @@goriburne9775 that sounds amazing but probably beyond what my puny brain can comprehend.

    • @amateurishauthor2202
      @amateurishauthor2202 6 днів тому

      jeez, I need to know these secrets!

    • @Eryuwu
      @Eryuwu 6 днів тому +1

      Very interested to see how you did this. My small brain couldn't put it together, best i could do is each housing district hits at least 2 other housing districts and each hub hits at least 2 housing districts(while each HD has generator bonus)

    • @Keandros
      @Keandros 5 днів тому

      6 districts, 1 hub? Probably a spiral layout with the hub in the center. The hub only has to have 3 hexes of a district within its area of affect to give it's bonus. I'll have to test this.

    • @goriburne9775
      @goriburne9775 5 днів тому

      ​@@DataEngineerPlays Sorry, Its cuz idk how to describe it. Ill try to show with Ascii art
      H is the Hub and the numbers represent the district hex layout.
      This pattern should be perfectly replicable in all directions, So it can continue infinitely
      Hope I make sense.
      / \__/ \__/ \__/ \__/ 5 \__/ 4 \__/ 4 \__/ \__/ \__/ \
      \__/ \__/ \__/ \__/ \__/ \__/ 4 \__/ \__/ \__/ \__/
      / \__/ \__/ \__/ \__/ 5 \__/ 5 \__/ \__/ \__/ \__/ \
      \__/ \__/ \__/ \__/ 5 \__/ 5 \__/ 4 \__/ 3 \__/ \__/ \__/
      / \__/ \__/ \__/ \__/ 6 \__/ 4 \__/ 4 \__/ \__/ \__/ \
      \__/ \__/ \__/ \__/ \__/ 5 \__/ 3 \__/ 3 \__/ \__/ \__/
      / \__/ \__/ \__/ 6 \__/ 6 \__/ H \__/ 3 \__/ 3 \__/ \__/ \
      \__/ \__/ \__/ \__/ 6 \__/ 6 \__/ 2 \__/ \__/ \__/ \__/
      / \__/ \__/ \__/ \__/ 1 \__/ 1 \__/ 3 \__/ \__/ \__/ \
      \__/ \__/ \__/ \__/ 6 \__/ 1 \__/ 2 \__/ 2 \__/ \__/ \__/
      / \__/ \__/ \__/ \__/ \__/ 2 \__/ 2 \__/ \__/ \__/ \
      \__/ \__/ \__/ \__/ \__/ 1 \__/ \__/ \__/ \__/ \__/
      / \__/ \__/ \__/ \__/ 1 \__/ 1 \__/ 2 \__/ \__/ \__/ \
      \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
      I think It can be called a X or H pattern each district has 4 (Ends, Legs, Appendages, parts that stick out). Right now each district only has 2 adjacency bonuses on 2 legs but as the pattern is continued other districts surround the other 2 legs. So Each Base District has a potential of 4 Adjacency bonuses and 1 hub.

  • @-Ave-
    @-Ave- 6 днів тому

    The real problem is finding space to build it 🙃
    Yesterday i have spent over two hours to find perfect layout (6 districts & 12 hubs, 9 of wchich are not notching each other) only to realise that there is virtually no space to build it only because of those fricking pentagons 😡

  • @purpledevilr7463
    @purpledevilr7463 6 днів тому +5

    Wouldn’t staggering them like this be better?
    ---0---
    ---0---0---
    ---0---
    Circles are the hubs. You’ve got -80Heat from housing adjacency and now can still use hubs.
    A 12 long line, needs to border two others by 3 above or below, +2 hubs. That leaves wiggle room of 4 districts for when the map gets weird.

    • @purpledevilr7463
      @purpledevilr7463 6 днів тому +2

      Well actually it’s 7 districts you need exposed, with a wiggle room of 5.
      Because it’s 3 for adjacent, 1 for being above/below a hub, 3 for adjacent.

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому +2

      this is a really awesome concept and definitely worth exploring!

    • @purpledevilr7463
      @purpledevilr7463 6 днів тому +1

      @@DataEngineerPlays :)
      You can get up to -200heat demand on a housing district with this (-80 Adjacency, -80 Hubs, -20 Insulation, -20 Heatpipe watch), plus it’s averaging out to only -25resources per district too.

    • @rsk-1337
      @rsk-1337 6 днів тому +1

      @@purpledevilr7463don’t forget heat recycling and/or apex workers for more heat reduction

    • @purpledevilr7463
      @purpledevilr7463 6 днів тому

      @@rsk-1337 I didn’t know Apex Workers did that. By the time I’ve gotten that far I don’t worry too much and am going equality research for the sake of it. Neat.
      It’s also good to pair with another law which I forget the name of, allows you to build something that gives you 5,000 food straight up; have one of them in each of the housing districts and they basically supply their own food.
      You’ve also got the final equality law which produces +25,000 stockpile of consumer goods. In effect removing your need for much industry at all.
      Pair all this with some ventilation towers to deal with any squalor from material shortages. Then you could have a self-sustaining city of only housing districts.

  • @michaelleung3719
    @michaelleung3719 22 години тому

    @DataEngineerPlays Thanks for the video! I'm up to Chapter 2. I've started over twice after getting more and more used to how the game works just to min-max. I'm sure like most people, I've built my shelter districts in the valleys around the city where there are heating bonuses. Is this actually an inefficiency trap and its much better instead to build in the lay out as you've described?

    • @DataEngineerPlays
      @DataEngineerPlays  20 годин тому +1

      It's absolutely not a trap. I would not do this layout at the start of the game because well. Technically you could slap down 4 housing districts like this at the start in two rows, with 1 heating hub, it should be free, but a heating hub costs materials and 25 material is a lot at the start.
      Instead use the existing valleys/generator bonus as a "third district" and do the delta pattern in my district video. Immediately your housing districts now are completely free! I keep these housing districts around later for buildings but you can opt to demolish them and switch to this build in the mid/late game after all your hubs are unlocked.
      I use this 4 district shelter build to deal with city problems, I have 1 of each hub, crime, disease, tension, trust and I just turn them on and off based on what's needed in my city... civil war starts? boom turn on the tension hub and tension disappears... disease getting high? turn on the emergency med hub... fixed....

  • @Lucian028
    @Lucian028 2 дні тому

    Wait, what? These things stack on one district? I thought 3 tiles is max...
    Is it the same with stockpiles?

  • @Nikarus2370
    @Nikarus2370 4 дні тому

    Note it does take a lot of icebreaking. But on the main New London map in CH2. You CAN do a 4 strip layout like this with 1 material extractor on the iron mine heading towards the Logistics point. A logistics district can come the other way, Then you flank them with 2 industrial districts. There are a few Pentagon tiles so it doesn't look as nice as 4 perfect lines, But it works.
    Southern part of the map, all the forests its probably better to try for 3 hub triangles.
    Can't do the full overlap, but also with the 2 crevaces in the east. You can run 2 from the southern end north, and 2 from the northern 1 south, and have them cross over enough to put a couple hubs hitting all 4. The 3rd district you can fit in the southern section I haven't been able to do anything too fancy with. It mostly just hugs the other 2 housing districts there and gives em an extra heating bonus.

    • @DataEngineerPlays
      @DataEngineerPlays  4 дні тому

      Probably better than where I did it in my captains playthrough, I did one right next to the generator, but it only fits 7 hubs that cover 4 districts, good enough for my purposes though. Slap 5 tension hubs down and chapter 5 completes itself!

  • @Mystikmage
    @Mystikmage 3 дні тому

    If at each end of your lines, you hook the districts around the hubs rather than just make them straight, you can get two additional heat adjacency bonuses, one for each of the inner districts.

    • @DataEngineerPlays
      @DataEngineerPlays  3 дні тому

      @@Mystikmage I love it when people think of simple and genius ways to improve my designs. Thank you!

  • @pawejabonski5241
    @pawejabonski5241 6 днів тому +1

    I hope hubs not affecting buildings is a bug otherwise they are not as good as i hoped

  • @ianverar5534
    @ianverar5534 6 днів тому +1

    Excellent guide!! Hoping to see guides on all ideas and laws aswell!! Keep it up!

    • @DataEngineerPlays
      @DataEngineerPlays  5 днів тому

      I'm doing a captains playthrough right now. Once I'm done I'll have a much better idea of a good law/idea pathway for you guys. The concepts are all heavily intertwined with the factions

  • @benjaminfaurer3264
    @benjaminfaurer3264 6 днів тому

    I really wish they'd implement a secret advanced tech late game that would just give districts a third building option. I get why they chose this setup but man it just makes everything so ugly and immersion breaking

  • @CrimsonReaper189
    @CrimsonReaper189 6 днів тому

    wait the heating hubs are not working ? what do u mean in my games they have been or do u mean for the buildings on the districts them selfs?
    also this is an amazing video I had been working on a hex pattern instead that let 1 hub effect 6 districts but with not every tile being the same shape it was not always the most reliable so I think this might work better to transition in to once minerals to run lots of hubs is not a problem but heat is the main problem
    this will be even more helpful when u get the the point of making ur city make near infinite resources since along as u have 1 source of coal or oil u can basically make every other resource in the game

  • @kw3565
    @kw3565 6 днів тому +3

    I tried implementing this layout, overall it is working amazingly. But found some slight issue. (not sure if only in utopia build)
    Tiles are often irregular in shapes, which can vary from 4-8 sides (6 side being most common). I find that 5 sided tiles generally screw over this design quite a bit. First 5 tiles means you can't build a perfect straight lines of distrcit. Second it can result in certain hubs covering less area than usual (each hub has a range of 2 tiles, so less sided actually cover less tiles)
    The issue aren't huge, as it usually just means 1 less coverage for 1 hub. But it is mildy infuriating for my min-max brain

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому +2

      that would infuriate me to no end. Yes the downfall of this design is space. It's often difficult to find a space large enough to fit 5 perfect lines 12 tiles across. Tip: save your game before you build in case it doesn't work out you can revert. since the game doesn't let you cancel construction for some reason

    • @andrewtran4237
      @andrewtran4237 6 днів тому

      That’s the unfortunate compromise for tessellating 2d hexagons onto a 3d surface. Slight imperfections in shape are needed to maintain a continuous surface.

  • @shahoul1
    @shahoul1 5 днів тому +1

    Wait, so heating hubs are doing nothing right now?

    • @DataEngineerPlays
      @DataEngineerPlays  5 днів тому +1

      @@shahoul1 I think the tooltip is bugged but hubs only affect districts not buildings? It's all very ambiguous but I believe it's zeroing out the district heat but not affecting buildings

    • @shahoul1
      @shahoul1 5 днів тому

      @@DataEngineerPlays That is unfortunate, I started to rush them in Utopia builder because, theoretically, they seemed amazing. TY for answering.

    • @DataEngineerPlays
      @DataEngineerPlays  5 днів тому

      @@shahoul1 they're still good in a 4 district configuration like this when it goes to -80 degrees or during a white-out. You can build 3 heating hubs and turn them on and off at your discretion

  • @maxweiler123
    @maxweiler123 6 днів тому

    Great video! Thank you

  • @aaaaaaaaa637
    @aaaaaaaaa637 6 днів тому

    Can you make it more efficient if the ends of the districts touch so that the hubs have an extra square?

  • @alanhuynh2000
    @alanhuynh2000 6 днів тому

    Can you show a good layout for story mode? I'm hurting

    • @DataEngineerPlays
      @DataEngineerPlays  5 днів тому

      Have you checked out my districts guide? Use that for story mode, I'm doing captains difficulty atm and the 3 district delta pattern I do in that video seems to being doing well for me!

  • @Dredswich
    @Dredswich 6 днів тому

    What PC specs are you playing this game on?

  • @johndoe7063
    @johndoe7063 6 днів тому +2

    I think the heating hub is working as intended in that multiple hubs of the same type don't stack. Your heat demand dropped by 160 which is what you'd expect from 1 heating hub hitting 4 districts. However the UI is bugged in that it shows multiple hubs taking effect.

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому

      It's all super confusing. Some people are saying that the tooltip is bugged, and hubs are not supposed to affect buildings. So it's reducing the district cost to zero but not affecting the heat demand of the buildings which also makes sense. But then it seems to me heating hubs are totally useless?

  • @DerFreiegedanke
    @DerFreiegedanke День тому

    Do the hub effects stack?

    • @DataEngineerPlays
      @DataEngineerPlays  День тому

      Nothing is telling me they dont

    • @DerFreiegedanke
      @DerFreiegedanke День тому

      @@DataEngineerPlays If you stack -10% workforce - do you get 0 workforce if you manage to apply 10?

    • @DataEngineerPlays
      @DataEngineerPlays  День тому +1

      @@DerFreiegedanke To the district sure... remember hubs dont affect buildings. So your districts 400 workforce theoretically can be reduced to zero. But you're paying the cost of 10 hubs... which is like stupid amounts of heat and materials

  • @MK-hi4jy
    @MK-hi4jy 6 днів тому +2

    Has the heating hub bug been reported?

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому

      @@MK-hi4jy surely it has

    • @MK-hi4jy
      @MK-hi4jy 6 днів тому

      @@DataEngineerPlays maybe, but I searched for heating hub bug in the 11bit discord with zero results 🤷‍♂

  • @assemnoot7491
    @assemnoot7491 6 днів тому

    The game is not playable at its current state, the moment you build alot of housing districts a weird sound bug starts making the game so laggy it breaks it. Also some buildings dont work. Needs some hotfixes to be playable. Very nice video,very scientific approach.

  • @MrCreativent
    @MrCreativent 6 днів тому

    Honestly for residential districts: it's just more efficient to plan around the generator than this method for most maps.

    • @DataEngineerPlays
      @DataEngineerPlays  6 днів тому +1

      This build is for when you need hubs to affect 4 districts at once. You won't be able to get that around the generator

  • @meowie0123
    @meowie0123 6 днів тому

    10:17 o7 for those 16 people who sacrifices for the better goods