Frostpunk 2

Frostpunk 2

37 ratings
Quick and Dirty Guide to Running a City Without Having a Civil War
By oddball
A guide on how to build a reasonably stable reasonably successful Frostpunk 2 city.
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The Guide
This game is actually pretty straightforward when you know a few things:
* laws are the source of problems
* you don't want to pass laws and you especially don't want to pass laws on cooldown
* laws are a trap

Basically, if you only pass laws when you are forced to by the game or for very specific bonuses followed up by passing an offsetting law that takes the other side of whichever political attribute (adaptation vs progress for example) you will never have civil strife and everyone will be broadly content with you and you can build your city in peace.

This also stands for the tech tree. Mix up your tech choices so that for example you do forager food and frostland but nerd resource and you will have a good balance.

You don't want to make one extremist group like you because that will make the other extremist group hate you and then you'll have to build a police state to contain their rage. You need to instead make both indifferent to you and then build out material prosperity such that they start to love you because they've all got big screen tvs and a Big Gulp cup of oil.

Be very careful about promises. Factions will get mad later if you change a law that you promised them. Agendas by contrast don't really matter because they don't care if they lose. Bribe somebody with a meaningless action (research or build or allow vote on) to vote it down if you don't want it. There is a complex negotiation system and a way to bribe people to vote no for a reason, take advantage of it.

Be very afraid of going over 10k population as that's the point where you enable crime and squalor and a number of other systems. If at all possible shunt your surplus population off into colonies and be careful about growth until you've laid the bones of a strong economy.

From an economic development perspective here are the fundamentals:
* try to align your housing districts so they all touch each other. Don't worry about hubs early, it's cheap to tear down districts and change your layout because you get a large refund when you do it
* it's better to expand and invest in an existing district than to build a new one. The output efficiency of a basic district relative to the mats/workforce consumed is pretty poor. Buildings are a great deal
* hub stacking is not important until the late game when you're using infinite deposits, have huge stockpiles and can plan the final layout in advance with pre-frostbroken territory
* you get the steam core back when you destroy a steam core building. use em!
* workforce reduction from hubs only works against the BASE DISTRICT WORKFORCE so not against the buildings. They're less good than you think unless you are drowning in energy and mats and desperately need workers. At -70c the air transport hub is using 140 heat in addition to 50 mats.
* that said getting stockpile hubs is pretty crucial and should be an early goal. start with energy, then food, then the rest
* a heating hub can also be pretty good but only if you are hitting more than 3 districts

The two tech trees that matter early are heat and exploration. Yes heat, but just settlement heating, coal mines and housing insulation. Settlement heating is the single most important tech in the game IMO. Get those up, get the buildings up in your logi districts to improve harvesting and scout quantity and fund your city off what you find. 5 scouts is like 150 pops and they can sustain a coal field outputting 600 coal. Keep an eye on your starting stockpiles and build extraction districts to stretch em if you are having trouble finding a good settlement/harvest to cover it.

IMO getting two or even three research buildings up ASAP is key. You want to be making good heatstamp income before that happens tho, otherwise you will be paying for more scientists than you can reasonably sustain.

After the early game rush to satisfy basic needs and get tech going the most crucial thing is to get your money fixed by supplying enough goods and prefabs and get the generator upgraded. Generator (maybe just in outposts?) seems to burn other resources when it runs out of oil even if you pick the only burn oil tech option in Utopia. I often get factory as my first building because prefabs and goods (which turn into heatstamps) are what gates your growth. Then get buildings for the other stuff. Stockpile hubs are worth getting pretty early as you need the extra capacity.

In city resource extraction gets good in the midgame when you get buildings and the good hubs (stockpile and productivity ones are pretty good) and a lot of population to staff buildings. Colonies are important in the midgame to keep your main city population getting over 10k.

Late game is about the infinite deposits in your city, putting industry districts next to them w/ hubs buffing the productivity of all, turning settlements into outposts and similar.
10 Comments
Spadeeee 27 Jan @ 10:53pm 
One vote gain, ten lost. - Sir Humphrey Appleby
Darkwater-2034 26 Sep, 2024 @ 12:09pm 
The game gets very dull in the endgame regardless of the opposition or not it's a curse of design. At the endgame you're rolling in resources so spending a few to be able to dump the opposition is nice, especially so if you haven't been investing in persecuting them for a long time. Also the most powerful effects in the game are locked behind cornerstones, it is physically impossible to maintain the balance after locking in a cornerstone as laws and infrastructure opposite of the cornerstone produce tension. Also note how I said "or survive the bloodbath" like any good game FP2's civil war gives options, a surplus colony was just what I personally had to hand.
oddball  [author] 26 Sep, 2024 @ 7:01am 
I don't know that I agree re: civil war being good in utopia. The costs of dealing with a civil war are high in time, attention, population and resources that could be better spent on just developing the city. Laws are nice but you can get most of the same effects without the civil war happening so long as you spend a modicum of effort on balancing the competing sets of desires.

Also.... the game gets very very dull if you completely wipe out political opposition LOL
oddball  [author] 26 Sep, 2024 @ 6:58am 
You don't actually have to cut off a colony. There are resolution paths for the civil war that allow you to build an enclave in the city for the enemy faction to resolve it. That's what I got by going for a prison build up followed by a coup d'etat. Event popped that allowed me to resolve the civil war by dumping the extremists into camps where they could concentrate on their crimes without me having to give up a colony or anything else. I can even continue to use them for research.
Darkwater-2034 26 Sep, 2024 @ 12:32am 
Honestly for Utopia builder a Civil war is actually a really good investment. By eradicating the opposition you're free to stack bonuses from laws and you gain the freedom to use Corner stones without having to waste time on appeasement. It's a worthwhile reward for the expense of cutting off a colony or surviving a blood bath. It's also not too costly to cut a colony loose considering every run will have at least one spot that under performs.
envLight 24 Sep, 2024 @ 8:22am 
No! Outposts are must have in a campain as well! Enginering solution is a piece of shit, it's consumes more people, more heat, is really vulnerable, and ain't gonna be able to produce enough resources.
Refresher 22 Sep, 2024 @ 7:35am 
spoiler warning its impossible to maske a deathless run in storymode. i really tried it on captains mode.
Kazeck 21 Sep, 2024 @ 9:04pm 
In the Campaign you can't mix/match as much, but in the campaign it's easier due to having 1 less faction, also the progress tree has infinite deposits still so it's fine long term.
oddball  [author] 21 Sep, 2024 @ 8:36am 
This is more for the Utopia builder. In the campaign I have no idea but I suspect both are viable.
Rune Trantor 21 Sep, 2024 @ 8:35am 
You mention Settlement Heating is a crucial tech.
I am noticing for me its locked because I chose to 'Defeat the Frost' rather than Embrace it.

Is there like an equivalent for that side, or its a trap to pick that option in that event?