For anyone that finds this game daunting. this channel is all you need. I don't even like to leave comments on videos.
@DataEngineerPlays3 ай бұрын
Thanks! Yes the game doesn't do a good job explaining any of this stuff...
@muratkanattli3 ай бұрын
heatdispatcher's point is that; it doesn't requires oil or coal to give heat output. Which is very powerful if your resources are thin.
@DataEngineerPlays3 ай бұрын
Yes but building slots are so precious. When do you ever have a spare building slot JUST to reduce heat by a measly 20....
@cancerguy54353 ай бұрын
@@DataEngineerPlaysif you're going full adaptability there is a possibility to lower the heat demand so much that an actuated heat dispatcher, providing just 40 heat, could be enough to meet the demands of your city. This way you can turn the generator off entirely for the milder seasons and stockpile tons upon tons of fuel. Problem is that going adaptability makes steam a viable source of fuel so it's kind of pointless.
@DataEngineerPlays3 ай бұрын
@@cancerguy5435 haha maybe I'll do a challenge run with only heat dispatchers and no generator
@kefpull66763 ай бұрын
@@DataEngineerPlaysIn story mode, time gates only start when the first "quest" of turning on the generator is completed. If you never turn it on, you can almost fully progress new London before the whiteouts and conflicts even think about starting.
@muratkanattli3 ай бұрын
@@DataEngineerPlays Anti-Kleaper actually did that challenge, I actually saw the power of heatdispatcher's in that video, I'm a novice in this game. Played it around 50 hours already but there is too much to learn, I just wanted to thank you for what you are doing, amazing videos. Note: If you research the progress version of the dispatcher, it gives 40 heat instead of 20, that's how he completes the whole story campaign without using the generator.
@knusperkeks27483 ай бұрын
Nice guide! I just wanted to add that Mandatory Unions has a hidden benefit insofar that it triggers a series of quests, two of them. One asks for food, the other for materials (or luxury goods I don't remember) and if you do both, Mandatory Unions will now increase production efficiency instead of decreasing it! EDIT: It's Luxury Goods demand. The amount isn't very much, and its also a temporary effect for both food and goods. With 19315 Population, the goods demand in my city was risen from +6 to -13. The difference is 19 goods. You can count on 1 goods extra per 1000 population that you have. The food demand was similarly low, I didn't note the exact number, though. EDIT2: As per game, the exact description of the upgraded Mandatory Unions is thus: Production Efficiency is slightly increased. Trust rises slightly. Food Demand per Capita is marginally increased. Goods Demand per Capita is marginally increased.
@DataEngineerPlays3 ай бұрын
@@knusperkeks2748 what?! That's crazy... I swear most ideas always trigger a negative quest that makes it "not as effective"
@Khaim.m3 ай бұрын
Some of the weak laws have positive quests. I know Expedition Support has one.
@Kihen93 ай бұрын
@@Khaim.m Really? Whats the benefit? I hate expedition support, i never do it xD
@muratkanattli3 ай бұрын
Waow, that is actually crazy info. Thanks for it!
@Khaim.m3 ай бұрын
@@Kihen9 IIRC one of the options increases the bonus to "significant" and the other gives trust. I think Expedition Support is still bad.
@jabbott67483 ай бұрын
Great guide! One thing I notice missing is the Stimulants Manufactory. This is currently kind of a game breaking building and could be worth a video of it's own. It's a radical Merit idea that works globally. So even built in outposts it effects all production everywhere. This can be stacked to astounding effect. May be worth checking out.
@DataEngineerPlays3 ай бұрын
o.O that's insane. I do want to do a buildings video where I math all the numbers. So I'll probably cover it in that
@screes6203 ай бұрын
So i just started working on my Captain Story mode and i noticed a few things to help in the early game. You can postpone the coal research, and speedrun a logistics district in the north, the first 2 zones you explore gives you a bunch of coal, and a bunch of food. So now you don't need to research a coal or food ideas as that will keep you good for a while. You have a fairly large stockpile of materials to start the game, also you will get materials from the frostlands soon, so you really only need a single materials extraction district. I like using the material node in the north next to the logistics district, and then placing an industrial district in a 3way shape that @DataEngineerPlays showed in an earlier video, with a free spot in the middle for a heating hub. With all of those districts out of the way at the very start of chapter 1, your primary concern will actually be housing, so i typically research that first and ignore the quest to research a coal building. Heatstamps is a huge bottleneck in the early game, and City Run Alcohol is probably the single largest buff to heatstamps in the game, so i beeline for that next. Workforce typically won't be a problem later in the story, but at the very start of the game it can be, so picking up some idea's for workforce can also help in the early game. After you're good on housing and workforce, then you can grab a single hothouse (i recommend bio because it combo's with the foraging law), and maybe a single sawmill, and then a factory. Though i do like @DataEngineerPlays idea of using early factories to avoid needing a prefab extraction area, so i might do that first after housing and heatstamps. Prefabs is one of those things you always seem to have plenty of, until you don't, and then you are screwed. Then when your coal starts to run low you can eventually research a coal building idea.
@DataEngineerPlays3 ай бұрын
@@screes620 that's great optimisation. You're killing like 4 birds with 1 stone haha! Can I make 1 suggestion? You can delay housing block till later too by building instead 3 empty housing districts in a delta shape. Sharing heat they are completely free costing only workforce
@screes6203 ай бұрын
@@DataEngineerPlays I usually start with making a delta shape with 2 housing districts and the south/west food locations , and 2 more housing districts on the north/east side, then add a third housing district soon after for a delta shape there. It just doesn't seem like enough on Captain difficulty. My last playthrough, i ended up having like 7 housing districts pretty early and still needing more housing. (2x house with 1x food delta's on the nw and sw food spots and then a 3x delta in the ne)
@DataEngineerPlays3 ай бұрын
@@screes620 You will transition to housing blocks, but I meant early game, 4 housing districts can be built with no demand and satisfy the starting pops without researching housing block, that's just a preference on my part
@Ridesdragons3 ай бұрын
@@DataEngineerPlays "you will transition to housing blocks"... really? housing blocks... kinda really suck thanks to the building buff bug. right now, buildings are unaffected by hubs and adjacency bonuses, which means, once it gets cold, your district could be nice and cozy, but your housing block will be freezing, thus eating up all your fuel. meanwhile, the dense housing block only generates 25 housing, which is equal to a housing district+1, but unlike the housing district+1, the housing block eats a building slot instead of granting it. plus, the housing district can grant (and accept) adjacency bonuses. while it does cost more workers to run... it's just 200 workers. workers are only an issue in the early game. it also causes sickness, requiring you to build a hospital to counteract it, thus effectively requiring two building slots (and let's not even talk about subsidized housing...). in my first game, I did build a bunch of housing blocks, but after realizing how not-so-great they were, in follow-up games I just never built them at all. they just wind up being too expensive in their current state due to the building buff bug. frankly, I only ever research housing blocks as a prerequisite to researching one of the two housing laws. maybe if you're playing on one of the small utopia maps, it could matter, but on most maps, you have enough space to house all of your people, on captain difficulty, with quarantine law, with just regular housing districts, and still have plenty of space left over. @screes620 I actually do agree with a lot of your routing, you should in fact ignore the coal mine research and instead rush logistics, but I'd also recommend going factories as your first research, then rush to alcohol between researching vanguard logistics centers and survivalist HQs. not for the prefabs, though (they are certainly nice), but for the goods. I wouldn't recommend skipping out on the extraction districts for prefabs, on the other hand. extraction districts produce 15 prefabs a day, while the factory and industrial district only produce 10 each, and while it does eat up 1200 workforce to man two extraction districts, in the early game, you don't need a food or materials district because frostlands and stockpiles, and once your stockpiles run out, your prefab extraction districts should have long ran out and given you a refund on their build cost, so you can replace them with materials districts. and while you'll be running a hefty materials deficit by then, you only really need enough to keep the factories running - squalor is pretty easy to ignore for a very long time. crime, on the other hand, leads to shanking, which leads to worker loss, which leads to tax income reduction. plus, bringing in new people when you've already got a goods deficit results in your heatstamp income not increasing. I'd also recommend not bringing anyone into new london early game except for the frostlanders just up north, at the fishing village (specifically so you can access the fishing village). if you avoid bringing in new people, then the 4 housing districts you make at the start will be more than enough until you get the logistics districts down, and by the time the frostlanders come home, you'll hopefully have frostbroken to one of the crevices that add +10 shelter to housing districts built in the zone, so your housing needs should be more than handled for a long time.
@SniperNoSnipin13 ай бұрын
Couple things I’ve learned: do not sign a law on letting outsiders in even when you get the event that slightly increases crime, stick with coal as long as you can, 2 full stockpiles of each resource except for goods should get you through first and second storm, use overdrive when storm starts and you should have plenty of coal left. I play utopia on captain and was basically smooth sailing after first storm. (I should mention, if you don’t sign a law on pop growth your population will stagnate which will allow you to get a foundation for your economy before you grab people from the frostland when you’re ready for more people. Pop growth will almost certainly destroy your higher level playthroughs. Go with All do maintenance, materials demand is crazy and costs a ton of heat to operate. Also, when passing laws, don’t negotiate to pass other laws only agree for buildings you want and research you may or may not need. You don’t want to get bogged down by endless promises because you will. I also believe the research option you get in the frostlands for a random tech is worth taking over the steam core, could save you a ton of time and heat stamps. In contrast to the video I don’t see a ton of value in making all factions happy through promises, research would be best min/max through getting coal, frostland danger and vanguard posts and deep deposits. If you can place districts efficiently grab maintenance hubs to reduce materials demand. )
@paulschaaf88803 ай бұрын
Glad to see someone did the math on optimal number of research institutes. I hadn't bothered to do that but I happened to settle on the same number (4) as the best option in my games as well. I'm not sure if I've decided on when to build each one though. If you build 4 immediately that's a lot of manpower but I do like to do 2 pretty early.
@DataEngineerPlays3 ай бұрын
Definitely not at the start... 1 + rush is the best at the start. Mid game probably whenever you have workforce and nothing for them to do is a good time to add research institutes
@muratkanattli3 ай бұрын
Teşekkürler.
@DataEngineerPlays3 ай бұрын
Thank you for supporting the channel!!! You are incredibly generous "Kanalı desteklediğiniz için teşekkür ederiz!!! İnanılmaz derecede cömertsin" - google translate
@pankaktus77723 ай бұрын
love your frostpunk videos !
@DataEngineerPlays3 ай бұрын
And I love making frostpunk videos! Sounds like a win-win to me!
@quangtrinh71193 ай бұрын
i like your content, keep it up. Thank you
@doxdorian53632 ай бұрын
Thx for the video m8. Nowhere on the net could I find a detailed description of all ideas
@Azalulu_dingir3 ай бұрын
can you make an oil vs adaptive pumps? Is coal liquefaction + efficiency makes up for not burning coal?
@romanscum56783 ай бұрын
Oh it easily does, oil is a more efficient fuel than coal and when you burn more efficient fuel more efficiently you really cannot compare.
@DataEngineerPlays3 ай бұрын
@@Azalulu_dingir absolutely it does. Oil is the best and geothermal is useless... the only reason to go adaptive is cornerstone ability
@illiakostiuk60603 ай бұрын
@@DataEngineerPlayswhy would geothermal be useless? I've never seen it in story, but in endless mode (I've played only couple of maps yet) you have 3x100M available sources from the beginning. I'm depleting all non-deep coal sources while researching adaptive and efficiency and then boom - all the time except storms you don't need any other fuel at all. Which means you're not dependent on those deep sources (that give too small output as it's only one district max) and not dependent on finding fuel in frostlands. So basically you've got rid of most of fuel-related stress situations. At the storm you just switch the preferred fuel for bonus and use your stockpiles, that is enough for any storm I've yet faced. I want to try efficiency generator path at least once, but when I see geotermals on my map I cannot resist to not use it. If it would have been at least somehow useful with oil gen - it might have been having a lot more sense, but ignoring almost endless fuel right in your city seems weird for me
@DataEngineerPlays3 ай бұрын
@@illiakostiuk6060 Because geothermal burns at 1 to 1, you need so much extraction for it. In winterhome for a pop of 9000 you're looking at 2 fully expanded districts with steam core geothermal plants to satisfy the heat demand. Whereas with oil pumps I could satisfy the entire demands of a 50000 pop city with 1 extraction district and 1 pyrochemical oil plant It's just preference, I shouldn't speak with such authority. I mean technically if you're late game who cares, because you have the workforce and the steam cores to build multiple geothermals plants too
@marks74843 ай бұрын
@@DataEngineerPlays honestly, for me, for geothermals I use upgraded version early to midgame, then downgrade them for cores. You can drastically increase output through stimulant manufacturers.
@GabbaLads2 ай бұрын
Have binged this whole playlist at work today to hopefully fix my city when I get home. Frostlands guide when tho?
@louiswinterhoff3342 ай бұрын
That's cool, the optimal number of research buildings is the same as in Frostpunk 1. In the first game, first research building grants 100% research speed when properly staffed, the second increases research speed by 50% for a total of 150%, the third only increases it by 30%, and the fourth only 20%. I guess the numbers are the same in Frostpunk 2.
@kiilgore8063 ай бұрын
should be stated currently, afaik, the docks or the outpost operation law is bugged, at the time of this comment. both the docks and the extraction strongholds say the same thing functionally - production efficiency in outposts is increased. the settlements from embrace the frost are boosted from extraction strongholds, but their output is not increased by docks. therefore, either they are counted as outposts, and the docks don't work, or they're not and the law incorrectly boosts them. in other words, the automated docks are probably better, since the attended docks benefit over automated is mainly the resource boost. Automated however, has better skyway boosting.
@DataEngineerPlays3 ай бұрын
I'll have to look into this to confirm
@TheBenirons2 ай бұрын
yeah what gets boosted is hit or miss, one cool thing that does is the outpost/colony that gives u extra scouts (utopia game with 5 logistic bays with attended docks i had like 300 scouts lol, with outpost efficiency active) the oil deposits with huge stock piles (5-30 mill) also benefit, they give like 1800, so do the tiny deposits for all mats, but the 200k burns up so fast, it is not really worth bothering with imo
@EnemyOfEldar3 ай бұрын
Been loving your FP2 videos, bud! Say, question: what's the difference between a statistician v data scientist v data engineer?
@DataEngineerPlays3 ай бұрын
@@EnemyOfEldar I'm not too sure what a professional stastition does, feel like their work is more theoretical maths? In Australia (or in companies I've worked for) the data scientists typically work with predicative modelling and machine learning (AI stuff) Data engineers/analyst work with actual real data to extract, transform, load and manage data warehouses, ultimately transforming the data into reports/dashboards that helps the business make key decisions eg profit, revenue, marketing performance, staff performance etc etc basically any question a business owner/manager wants to know, we answer it with data and dashboards
@tinahenry381412 күн бұрын
Excellent!!!
@Kihen93 ай бұрын
Love the video! For me its wild you recommending some radical ideas ignoring the roleplay implications xD In utopia, can you enact cornerstones and radical ideas without driving out the other faction?
@DataEngineerPlays3 ай бұрын
haha I'm a data engineer. To me the story in the game does not exist, it's all numbers! You'll see a few utopia playthroughs in my 100% achievement series. I found its perfectly viable to balance multiple factions. You can remain devoted with both factions and get all the radical ideas. You can only pick 1 cornerstone ability for each cornerstone though, you cant get adaptation AND progress cornerstone abilities at the same time
@Kihen93 ай бұрын
@@DataEngineerPlays I really love the interplay between progress and adaptation. The downside of most of the adaptation ideas is that you have to use a few workers, but progress gives you all the workers you could possibly want! Btw, i'm also an engineer, i like the numbers, but they're more fun when they mean something!
@DataEngineerPlays3 ай бұрын
downside? Isn't it good that it uses fewer workers. I thought the downside to adaptation is disease
@Kihen93 ай бұрын
@@DataEngineerPlays adaptdation buildings usually cause disease, use more workers, and use less resources (such as heat or materials), while progress uses more resources, produce more, use less workers and cause squalor
@DataEngineerPlays3 ай бұрын
@@Kihen9 Ah right, sorry got that mixed up I thought adaptation is disease + less workers
@reaganclo39442 ай бұрын
For the outpost operation laws, does it affect just outposts or are settlements and colonies affected as well.
@DataEngineerPlays2 ай бұрын
@@reaganclo3944 I think outposts only
@TheBenirons2 ай бұрын
practically speaking the optimal number of research buildings is 1 or 2, faster research is gr8 ofc, but the building costs money and u need to have more money for more research projects, just run the rush research when u need, once u r captain u can spam it for free
@za3bloot3 ай бұрын
the guide I've been waiting for, great as always thx. PS: that cheat sheet you've made is awesome to a level i think the dev's should rework the idea tree around it !!! I have problem with workforce I don't have to go through all the tabs and ideas looking for solutions while your sheet have them all in one spot! its just awesome but 2 things you didn't cover in your video, 1: in research speed there are events or locations in frostlands that also can boost research speed I'd have loved to understand them more as they seam has permanent boost. 2: in Idea tree what if I researched 2 methods of the same research, can i alternate between ? as my faction keep asking me to research the other option of already researched idea and same goes to laws as well I'm wandering if I can switch back and forth.
@DataEngineerPlays3 ай бұрын
@@za3bloot thanks! Glad to hear you're enjoying the cheat sheet 1. I'm not 100% sure how big the effect is but I'm sure it stacks with everything else. 2. Didn't I mention that in the video? Yes you can absolutely get all the flavours and switch between them. Enacting a particular flavour will impact the cornerstone and your relationships with the associated factions
@ramonalerkinomasturbio403 ай бұрын
Wich is better in cap 2? Coal mixed with oil or inifnite oil?
@WarChild19843 ай бұрын
Will the special function of the technocrat remain permanent or will it disappear when trust declines again? Can you trigger this function several times after a few weeks and is the bonus added each time?
@DataEngineerPlays3 ай бұрын
I think technocrats is not permanent? I'm not 100% sure now you mention it, it could be perma buff... will have to test.
@Snowiestttv3 ай бұрын
Do you lose ur gains in ur Zeitgeist if u passed a certain law, then change it later down the road? Can you get both progress, and adaptation's radical ideas in campaign, or only one? Is it possible to complete Winterholm, without people dying to the toxic gas spews? In what scenario would using rail hubs be any good?
@DataEngineerPlays3 ай бұрын
@@Snowiestttv I haven't tested the law switching thing, logic would dictate yes you do lose zeitgeist progress otherwise you can just toggle 2 laws to max the cornerstone.... The campaign radical ideas are locked behind events. Eg you can't get automated workforce until ch4 etc Not too sure about winter home. I haven't been able to do it deathless... but I'm sure it's possible I have never used rail hubs they seem mathematically inefficient for most practical matters
@Snowiestttv3 ай бұрын
@@DataEngineerPlays It's a shame really, the rail hubs look so nice, they make the city look so homogeneous and detailed. D:
@FromZeroo3 ай бұрын
you got me on being a data analyst and condensing information. please make more vid. you will be awesome in the mmo genre
@DataEngineerPlays3 ай бұрын
@@FromZeroo i did played WoW I did all the analytics from our raids after every raid night... it was like a second unpaid full time job
@TazzSmk3 ай бұрын
23:06 wait those buildings don't require resources in district? :O edit - nevermind, I misunderstood it
@aqeel.mj923 ай бұрын
If i take in the start of chapter 2 the multiple sources to working the ferns Is there any way to deep melting drall
@DataEngineerPlays3 ай бұрын
I assume you mean, if you embrace the frost, can you get the deep melting drill in the story. No you cannot
@aqeel.mj923 ай бұрын
@DataEngineerPlays Yes, but does this mean that I cannot benefit from the infinite resources available in any other way?
@DataEngineerPlays3 ай бұрын
@@aqeel.mj92 You can extract the non infinite resource on the infinite node, but as far as I'm aware, you cannot access that resource node in any other way. The trade off being, you can have permanent resources coming from the frostlands, which is way better... Those infinite nodes are overated
@aqeel.mj923 ай бұрын
@@DataEngineerPlays thanks
@icewolfwolfie1732 ай бұрын
How high does tradition need to be for public executions.. i am like 3/4 there and barely any reason yet it fully shows me the reason ones.
@DataEngineerPlays2 ай бұрын
@@icewolfwolfie173 in story mode it's gated by chapter 4
@icewolfwolfie1732 ай бұрын
@@DataEngineerPlays thanksss i asked everywhere ur the first to truly answer truly thanks.
@VicZam93 ай бұрын
Another great video! I'm glad you made one on this topic. What's been your experience with amendment events with ideas and laws? An exampl I have is that Apex Workers and Automated Workforce.get seriously nerfed ifnyou agree to reduce their risks, to the point of not being worth it anymore. I don't know the actual numbers for Apex Workers, but for Automated Workforce it is definitely too harsh of a nerf. An Automated Workforce Factory is base requires 1000 to output 1600 workforce. With Hubs, other Ideas and Laws you can reduce the requirement and increase the net gain of Workforce output. I had an event pop up that said people were jobless because of the Automatons. I chose to embrace human workers and it reduced Auto Factory output by 1000. Made them worthless. In my experience the lower Ideas and Laws getting amended isnt that bad, but it seems like the game punishes you for getting cold feet and not fully committing to the Radical Ideas once you have them. Might be a good future video idea, talking about the amendment events and how strong the Radical Ideas are how much you strengthen or nerf them with the events.
@DataEngineerPlays3 ай бұрын
That's a great idea. How do you force the amendment events to pop? Is it just a fixed amount of weeks after passing a law? Can't you just ignore all amendments? I tend to in my playthroughs, what's the impact? it just lowers the faction standing right? You can buy that back with some heatstamps/agenda/promise/promote easily enough rather than permanently destroying a law. They don't KEEP asking for the amendments do they?
@VicZam93 ай бұрын
@@DataEngineerPlays The amendments seem to come up after some time passes, I haven't noted how many weeks. In the example of the Automated Workforce amendment, the choice to leave it unchanged might of had trust falls, I don't quite remember. The one time Automated Workforce affected something important was in Winterhome when I already had the idea reasearched, after the first time people die from Rapid Frostbreaking, I got a quest saying that I could build Automated Workforce Factory in Winterhome to have Automatons do the Frostbreaking with no risk of casualties. From now on I going to not amend the more radical ideas, to use their full potential. In my first Story run, I was able to complete the story without any of the Radical Ideas, got the Peace Accords ending. Seems to me that if you try to play fair and balanced between the factions you can pull it off without going to far to one side.
@DataEngineerPlays3 ай бұрын
@@VicZam9 Rapid frostbreaking with automated workforce... genius why didn't I ever notice that...
@VicZam93 ай бұрын
@@DataEngineerPlays It surprised me as well on my second playthrough where I leaned on the Faithkeepers more and purposefully played towards a Captain ending. I had Auto Workforce researched before I made it to Winterhome and got the quest. Makes sense when you see it, but yeah was a pleasant surprise.
@f.gabella3 ай бұрын
How to create icebloods faction?
@muratkanattli3 ай бұрын
You need technocrats for icebloods to pop up as the opposer faction. Or you can just go with Adaptation,Merit and Tradition councol decisions for them to pop up as your main faction. This channel has a videe about all of these, you should definetly check that up as well!