Mechanized sawmill and mechanized factory have the same amount of squalor - 8 (Data taken from FrostKit) . The reason why there is a difference is in modifiers that apply to districts. I think you have mass produced goods law in effect so production district is more effective therefore it produces more squalor.
Thank you! I didn't do any data mining, so I had to figure everything out in game. Does the data mining talk about the scale of the adverbs at all I'm curious if I got that right. The whole 1 factory (slightly) -> 2 factory (significant) tripped me up so hard. Was I right about the adverb range being non linear?
Sadly generation of verbs is hidden. The only open data that i found is the numeric values of cold/disease/squalor at the top of screen. It is None(0), Minor(10), Significant(30), Serious(50) and Extreme(80). So i think they are not bound to linear progression.
@@DataEngineerPlays adverb range is better but not perfect. because when you bind a significant and a significant reducer. they essentially counteract based on adverb. im not sure on output modifiers affecting the negative aswell. requires citation xD
@@matthewhodge9748 Yeah that's pretty intuitive, what I wanted to establish in the video was more like.... how many slight = 1 signficant, or how many significant = 1 extreme etc
6:40 there is an event that if you're nice to some frostlanders living in caves, they will share with you an "oil lamp design" which marginally decreases cold, because it's a much better design than the ones people have
love your videos - very nice city building and i like how you always "adapt" the factions to you needs. i always try to counter some of the more "vicious" factions and this often results in civil war, i always want to please them aslong as i can, but it tips in one point or another after a certain point (often the cornerstone researches, destroy many options).
What I do is deliberately go against what I like on one axis until the first faction spawns, so the second will have one direction they agree with me on
@@DataEngineerPlays did you encounter the galician refinery and oilwells that are in disarray. i really dont know what to do with them and cannot decide... anyone have an Idea with that frostland event?
By indicating the trend, you can see whether there is a need for action. If I see crime increasing, I build a prison or a corresponding hub and monitor the trend. Then I know whether I need to build another building or pass another law At some point you develop a feeling based on the trend of the problem. There is also some logic in it, if I build a sawmill that slightly increases illness, but I pass a quarantine law that significantly reduces illness...everything should be fine for now ^^
@@WarChild1984 yeah definitely, it's annoying to have to do things intuitively though, hence I try to put some numbers to adverbs. Now I know if I do 4 slightlies I can counteract 2 significants... that sorta thing
Thanks for your research on such a tedious thing. Seems like a lot of shortcuts were taken to streamline UI elements, but ultimately provide less feedback to the player.
One thing you implied in the hunger section is that problems are based on the absolute value of deficit, not a relative proportion of demand. That might be something to call out directly.
Yes I probably should of been more explicit, but I showed right after the build for food hoarding inspectorate which shows that the "extreme" hunger is scaling with the negative food
@@DataEngineerPlaysBut it's not based off the absolute deficit. 0/1 food demand met causes the same hunger as 0/fifty billion food demand met, because it's all 0% of demand met. The "-100 food" example is wrong because -100 food could be -100% or it could be -50% or it could be -10% depending on overall food demand It looks like the food inspectorate cancels out roughly 10% of unmet total demand, off eyeballing the red bar looking about 30% of the total food bar
Thanks for the video :) Great and informative :) I have a question as well. I noted if a i build a building in a district with some negative effect and i click on that district i can see the red arrows that indicate that district spreading some negative effect. I also noted if i build a building that addresses that negative effect e.g.: a fighting hub near a prison district(tension), or a medical hub near a dense housing block(disaese) district and i click on the district again, it nullifies the negative effect. And my question is: Is there any difference between handling the problem locally like in the example, and between just build the building on a random place, e.g.: near a such district, that not emmitting that exact effect? In more practical example: Should i build emergency hub near the dense housing blocks, or just simply build more hospitals? Is one choice is better or its just completly the same and no matter where i put those buildings that decrase the negative effect?
There's no local effects as far as I'm aware. A prison just increases tension, you can build a fighting hub anywhere which will improve tension. etc In practice, just build hubs where they can have the most impact ie. Hits the most districts
THANK YOU for explaining the descriptions. This is my least favorite part of the game. I was trying to decide between two buildings, one greatly decreased something and the other significantly decreased it and I was like, which is a greater decrease? Which one do I choose? Oh that was so irritating, but this helps so much! Can't wait for a mod that puts numbers to all these nebulous descriptions
At the start you have 60% workers. The "childhood" law will give you another 5% right away and about 4% cyclically increasing and decreasing over a LONG period of time. The "youth" law will give you another 5% and a button for an additional 8% workers regardless of the side you choose (the name will be different, but the effect is the same). The "parenthood" law will give you 10% and here you can reach a peak of a little over 92% for a short time (with a button). The "childhood" and "parenthood" laws will trigger an event and you will have to choose one or the other. If you cancel one law and then pass it again anyway, the working population will SLOWLY fall and then be in the 77%-80% region. The "outsiders" law will slowly raise the % to 82.5 and then stop there forever. You might think that's all, but if you have a "subsidised housing block" (maybe others will do too) and you don't have enough shelters, you can trigger an event and choose to have them give more workers. Then you can reach 100%.
One more thing. If at 82.5% you build automatons, the number of workers will increase, but their % will not. Hmm... we should try to create a city without a population on automatons...
11 bit said on frost punk 1 that they don't want us squeezing the numbers to find the perfect build order and break the game, this is why they use this nomenclature system. Don't know if there is any way to extract the data you want.
@@VanguardDetonados that's all good, estimations are good enough for our purposes. We just need to have a framework to deal with the adverbs and understand their relative power
Intentions are noble, but breaking reality with numbers is literally what trade, strategy, logistics and economics is. Lets hope a mod to give us numbers is delievered
@@mamerric9649 it has an objective. Once you finish the objective it asks "continue playing?" And you can play endlessly. But temperature will continue to drop so you need to build a pretty solid city past week 1000
In campaign mode, the weather stops changing at week 1000, but the game continues. In utopia mode, at week 2000+, the weather still changes, but after a certain week, it starts to be cyclical.
@@mrZeeppo I hate it too.... it's so annoying especially when you're running a massive city and everything just extreme... you can't tell how many buildings you need to resolve issues
Russian? Must be nice to be able to live a worry-free life where you can play cool games like Frostpunk instead of sitting in a bomb shelter due to daily shaheds. Hello from Ukraine. Иди Курск защищать, Пыня же приказал зачистить его от "бандитов" @mrZeeppo
I hope there's a mod or update that will just give you a straight up number soon. I think it was a way to try and make the game feel less like a spreadsheet simulator but with how they made the game the playerbase wants it haha.
@@mrZeeppo "your polititians"? Aaah, you must be one of those "8 years bombili Donbass" types. Dont come near any strategic ammo depots or oil refineries any time soon, for your own good.
Mechanized sawmill and mechanized factory have the same amount of squalor - 8 (Data taken from FrostKit) . The reason why there is a difference is in modifiers that apply to districts. I think you have mass produced goods law in effect so production district is more effective therefore it produces more squalor.
Thank you! I didn't do any data mining, so I had to figure everything out in game. Does the data mining talk about the scale of the adverbs at all I'm curious if I got that right. The whole 1 factory (slightly) -> 2 factory (significant) tripped me up so hard. Was I right about the adverb range being non linear?
Sadly generation of verbs is hidden. The only open data that i found is the numeric values of cold/disease/squalor at the top of screen. It is None(0), Minor(10), Significant(30), Serious(50) and Extreme(80). So i think they are not bound to linear progression.
@@AMan-ez4wq Damn, very interesting nonetheless
@@DataEngineerPlays adverb range is better but not perfect. because when you bind a significant and a significant reducer. they essentially counteract based on adverb. im not sure on output modifiers affecting the negative aswell.
requires citation xD
@@matthewhodge9748 Yeah that's pretty intuitive, what I wanted to establish in the video was more like.... how many slight = 1 signficant, or how many significant = 1 extreme etc
6:40 there is an event that if you're nice to some frostlanders living in caves, they will share with you an "oil lamp design" which marginally decreases cold, because it's a much better design than the ones people have
Oh cool so there are more cold reduction buffs
Love your effort! You mostly go one step deeper than i do, great to see hard facts. Feelings have no place in in the frostland
@@kaischurholz675 agree! Thanks!
love your videos - very nice city building and i like how you always "adapt" the factions to you needs. i always try to counter some of the more "vicious" factions and this often results in civil war, i always want to please them aslong as i can, but it tips in one point or another after a certain point (often the cornerstone researches, destroy many options).
@@GrizzlaBear-24 yeah I do that to try and access both faction benefits. The special ability and devoted passive helps a lot
What I do is deliberately go against what I like on one axis until the first faction spawns, so the second will have one direction they agree with me on
@@DataEngineerPlays did you encounter the galician refinery and oilwells that are in disarray. i really dont know what to do with them and cannot decide...
anyone have an Idea with that frostland event?
@@GrizzlaBear-24 Can't say I remember an event like that sorry
12:15 It affects how Counsel votes in the Laws category (there you can become captain)
more tension = more + votes
@@nirn_ oooh yes I forgot about that... oops...
By indicating the trend, you can see whether there is a need for action.
If I see crime increasing, I build a prison or a corresponding hub and monitor the trend.
Then I know whether I need to build another building or pass another law
At some point you develop a feeling based on the trend of the problem.
There is also some logic in it, if I build a sawmill that slightly increases illness, but I pass a quarantine law that significantly reduces illness...everything should be fine for now ^^
@@WarChild1984 yeah definitely, it's annoying to have to do things intuitively though, hence I try to put some numbers to adverbs. Now I know if I do 4 slightlies I can counteract 2 significants... that sorta thing
Thanks for your research on such a tedious thing. Seems like a lot of shortcuts were taken to streamline UI elements, but ultimately provide less feedback to the player.
Yeah it's really annoying especially once you get past "extreme" as it always just says extreme but you could be like -10x extreme
Hope you can do a tutorial on best housing district layout around the generator. That would help a lot! ❤
Think of the generator as a third district, just follow the delta pattern
One thing you implied in the hunger section is that problems are based on the absolute value of deficit, not a relative proportion of demand. That might be something to call out directly.
Yes I probably should of been more explicit, but I showed right after the build for food hoarding inspectorate which shows that the "extreme" hunger is scaling with the negative food
@@DataEngineerPlaysBut it's not based off the absolute deficit. 0/1 food demand met causes the same hunger as 0/fifty billion food demand met, because it's all 0% of demand met. The "-100 food" example is wrong because -100 food could be -100% or it could be -50% or it could be -10% depending on overall food demand
It looks like the food inspectorate cancels out roughly 10% of unmet total demand, off eyeballing the red bar looking about 30% of the total food bar
Thanks for the video :) Great and informative :) I have a question as well. I noted if a i build a building in a district with some negative effect and i click on that district i can see the red arrows that indicate that district spreading some negative effect. I also noted if i build a building that addresses that negative effect e.g.: a fighting hub near a prison district(tension), or a medical hub near a dense housing block(disaese) district and i click on the district again, it nullifies the negative effect. And my question is: Is there any difference between handling the problem locally like in the example, and between just build the building on a random place, e.g.: near a such district, that not emmitting that exact effect? In more practical example: Should i build emergency hub near the dense housing blocks, or just simply build more hospitals? Is one choice is better or its just completly the same and no matter where i put those buildings that decrase the negative effect?
There's no local effects as far as I'm aware. A prison just increases tension, you can build a fighting hub anywhere which will improve tension. etc
In practice, just build hubs where they can have the most impact ie. Hits the most districts
THANK YOU for explaining the descriptions. This is my least favorite part of the game. I was trying to decide between two buildings, one greatly decreased something and the other significantly decreased it and I was like, which is a greater decrease? Which one do I choose? Oh that was so irritating, but this helps so much! Can't wait for a mod that puts numbers to all these nebulous descriptions
@@thewhiteraven22 yep I hated it too... "how many slightly do I need to counter 1 extremely effect???? Just tell me!"
Hello first of all thank you for your tips for Frostpunk 2 and can you make a video showing us all the rules of Frostpunk 2 and thank you
Rules? you mean laws? I have a laws video in the playlist
@@DataEngineerPlays I know but I mean expose it
The Food Hoarding Inspectorate is so goofy the way they have the numbers set up.
@@Axel-vt8no too overpowered?
@@DataEngineerPlays It's goofy that you can have a society that doesn't need to eat. That building should be numerical adjusted on how it works lol.
Could you put all of those into one cheat sheet like you did with Ideas. Thx
@@Ahmed.Anwar1 no problem! I'll do that tomorrow
I don’t want peace. I want problems, always.
Haha, then just do the opposite of everything in this video
whats the highest workforce ratio you can get!
@@mamerric9649 definitely 90%... but there's a lot of things that give you workforce % over time so I don't know
At the start you have 60% workers. The "childhood" law will give you another 5% right away and about 4% cyclically increasing and decreasing over a LONG period of time. The "youth" law will give you another 5% and a button for an additional 8% workers regardless of the side you choose (the name will be different, but the effect is the same). The "parenthood" law will give you 10% and here you can reach a peak of a little over 92% for a short time (with a button). The "childhood" and "parenthood" laws will trigger an event and you will have to choose one or the other. If you cancel one law and then pass it again anyway, the working population will SLOWLY fall and then be in the 77%-80% region. The "outsiders" law will slowly raise the % to 82.5 and then stop there forever. You might think that's all, but if you have a "subsidised housing block" (maybe others will do too) and you don't have enough shelters, you can trigger an event and choose to have them give more workers. Then you can reach 100%.
One more thing. If at 82.5% you build automatons, the number of workers will increase, but their % will not. Hmm... we should try to create a city without a population on automatons...
11 bit said on frost punk 1 that they don't want us squeezing the numbers to find the perfect build order and break the game, this is why they use this nomenclature system. Don't know if there is any way to extract the data you want.
@@VanguardDetonados that's all good, estimations are good enough for our purposes. We just need to have a framework to deal with the adverbs and understand their relative power
Intentions are noble, but breaking reality with numbers is literally what trade, strategy, logistics and economics is. Lets hope a mod to give us numbers is delievered
@@Billmaster115 true the game is modable!
is it true that utopia builder has an end it is NOT ENDLESS?
@@mamerric9649 it has an objective. Once you finish the objective it asks "continue playing?" And you can play endlessly. But temperature will continue to drop so you need to build a pretty solid city past week 1000
In campaign mode, the weather stops changing at week 1000, but the game continues. In utopia mode, at week 2000+, the weather still changes, but after a certain week, it starts to be cyclical.
-700 food shortage for 60k people, nah we're fine thanks to these lovely buildings that decrease our need for consumption.
😂willpower
I hate this stupid mechanic with adverbs. It is painful even in the Russian version of the game.
@@mrZeeppo I hate it too.... it's so annoying especially when you're running a massive city and everything just extreme... you can't tell how many buildings you need to resolve issues
Russian? Must be nice to be able to live a worry-free life where you can play cool games like Frostpunk instead of sitting in a bomb shelter due to daily shaheds. Hello from Ukraine. Иди Курск защищать, Пыня же приказал зачистить его от "бандитов" @mrZeeppo
@@Mishkaxxxxx :D
Thank your politicians, потужный захисник
I hope there's a mod or update that will just give you a straight up number soon. I think it was a way to try and make the game feel less like a spreadsheet simulator but with how they made the game the playerbase wants it haha.
@@mrZeeppo "your polititians"? Aaah, you must be one of those "8 years bombili Donbass" types. Dont come near any strategic ammo depots or oil refineries any time soon, for your own good.