#FP2 tips, tricks, and strategies

30 messages · Page 1 of 1 (latest)

static pilot
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Put them here so that there's a central resource!

  • Buildings are MUCH more efficient than districts (a 200 workforce Housing district gives the same 20 shelter as a 50 workforce Subsidised Housing Block). After the very early game when you have no buildings researched, districts should be built primarily for the purpose of their building slots.

  • Buildings and laws often synergise to give extra bonuses, such as foraged additives/biowaste hothouses and chemical additives/chemical hothouses

  • For area bonuses (generator adjacency, crevasse shelter) try to put exactly three tiles in the area per district, to maximise the number of districts you can get the bonus for. For area maluses, do the opposite, if you want a district in there try to have it cover the whole thing.

  • Someone please post the diagram for how to maximise house district and hub efficiency I lost it

craggy scarab
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A synergy I found while playing:
Dutiful Youth will help Patrol Watchtowers and keep track of troublemakers and misdemeanors.

carmine needle
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Build like that. Not my best pic but basically all districts are touching 3 tiles each and hub or whatever in the middle.

light pasture
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Frostpunk 2 Efficiency Bonuses (that i discovered so far):
Paid Essentials: 10%
Increased Workload (Detainees Ability): 65% (stacking Bugged probably 15% per use)
Efficiency Bonuses: 15%
Unproductive do Maintenance: 10% or 20% after the "train workers" event
Heat overclocking: ---> 25% only for the District base output...
Labor Oversight: 25%
Apex Workers: 30% (just like heat overclocking only onto base output)
Empowered Management: 30%
Relink the chain: (probably -20% per use)
Deep Melting drill: 50%
Stimulant Factory: 20%
Automaton Farms: 50%
Overdrive Output: 20%
Mandetory Unions: -10% (?? % after the event)
Weather adjusted shifts: -10%
Biowaste Synergy: 35% on houthouse only
Chemical Synergy: 45% on the whole district and building, when a chemical hothouse is present and working

brazen schooner
light pasture
static pilot
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Tip for Utopia Builder:

You're probably gonna gravitate towards a direction in all three categories. Go the OPPOSITE direction in one of them until the first faction shows up, so the opposing faction has a direction of yours they'll like, and you won't immediately make them hate your fucking guts for being completely excluded from everything.

Eg if you like A/E/R, then you can start off with P/E/R, or A/M/R, or A/E/T. You might choose depending on the faction bonuses of the faction a combination will spawn, or really wanting Progress' lower workforce in the early game, or whatever you want.

Doing this you're able to choose between 6 factions (the three aligned with your three possible choices, and their opposites) instead of the forced two (the one aligned with your choice and its opposite), and as a bonus it's a lot easier to work with both factions when you don't hate their fucking guts for being Icebloods

static pilot
static pilot
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Alternately, a good rule of thumb is that if (yes + hesitant/2) >= 56, you have at least a a 5/6 chance of the law passing, and if it's <=46 then at least a 5/6 chance of it failing

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that being based on the maximum standard deviation of a binomial distribution of n=100 and p=0.5 is exactly 5, 51 is always at least one full standard deviation below 56, and one full standard deviation above 46, and 86% of results are within one standard deviation above the mean, which is yes+hesitant/2

static pilot
cloud basalt
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Idk about the air transport hubs
I think a rail hub would be more useful as your getting more bang for your material cost rather than just reducing man power costs which becomes a none issue late game

royal ermine
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I am questioning if this is needed. The game has a lot of ways to be exploited and even without it it's to easy to not lose in Captain difficulty.

For example one thing that is broken. Is letting your people go from main city to colony and back to main city on repeat.

You can imagine how broken that is...

static pilot
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"this" being a thread of tips?

royal ermine
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Yeah

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Would make more sense to have it in the Frostpunk 2 wiki. To have all the information in one place instead having some random stuff in here

static pilot
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If you'd like to put things in the wiki, by all means do so, but in the meantime it doesn't detract from anything to have this here

royal ermine
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As you wish.

static pilot
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As is, geothermal power is shit. Can't be stockpiled, prioritised last, its extraction buildings have significantly greater negative impacts than coal mines and produce the same amount of fuel. If you're using adaptive, just stick with coal with 5068375969284604920 coal settlements in the Frostland rather than trying to make fetch geothermal power happen

royal ermine
static pilot
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Settlements are also unlimited

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Like if you have infinite resources, infinite manpower, and infinite capacity to deal with the downsides, then you should use geothermal in addition to harvesting all of the coal and oil possible, sure, but most of us don't have that

And even if you do, then your generator will burn the coal or oil and never use the steam, or when steam is insufficient to meet heat demand it will burn oil and coal at regular efficiency which is a waste of stockpiled fuel

royal ermine
static pilot
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I died of old age without running out of fuel, never touching steam (and going progress, using much more heat, as a challenge since adaptation OP)

royal ermine
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And you can't drill down into the deeps because you don't have the steam cores eather :)

static pilot
royal ermine
static pilot
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Probably 99% of FP games aren't played with that restriction, it should have as much impact as "if you're doing a no-coal challenge then coal is useless"

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Tl dr: can steam provide heat? Yes. Can steam provide the same or more heat in the short or long term as focusing coal or oil for the same or cheaper cost? Absolutely not