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Have you been sending the children into the mines to build character?
Population growth says to be steadily increasing
Population is slightly above 12k , housing says : 165 demand, 150 fullfilled, 15 unfulfiled
To be more precice, 50 from central district and 100 from housing.
Im rather new to the game so wouldnt know exactly myself.
Check house loadouts, they can be filled with workers as work places, if theres not enough people to maintain them, they will not add housing.
I was thinking maybe this is his issue too, but normally the game wont let you build new housing districts if you don't have available workforce to maintain them either.
There's 101 ways to decrease shelter shortage. Pass laws, do new research, build new districts, expand existing districts, build workers homes in the industrial zones, send them off to the colonies, make migration illegal and build a big border wall, make birth control mandatory, ...
Like bro...
And? What specific ways are those? You start with 8k population (4.8k workforce) and 500 heatstamps. To fulfill your initial 75 deficite, you need to build 3 housing districts and expand two of them three times. Between taking heatstamps from your communities, and spending them on all the industrial/food/extraction/logistics districts you must build, the research you have to undertake, the mandatory additional buildings, and frostbreaking, you have barley enough to get all that done between your heatstamp income, and your available workforce. And you're still going to be running a deficit on goods and food until you complete the necessary techs for those as well. You just don't have enough wiggle room to build everything because shelter is extremely expensive to build.
Then don't build shelter. Isn't that what people did in FP1 too?
Frostpunk 2 is on a much bigger scale. Death of a few hundred people doesnt really matter, there is no need to instantly get everything into the positive numbers.
You also have some stuff in the storage as a buffer. early on you can easily ignore the demand for goods, the squalor increase isnt that huge and high squalor itself isnt a major issue unless you ignore it for 2 hours.
The specific issue is that there's not as much ramp between "some people got sick" and "some people died" as in frostpunk 1. It honestly feels like a check every so many in game weeks. "it's week 50; do you have enough shelter? no? F*ck you!" Doesn't matter if you've consistently been sitting at +2 for weeks, but you've just gotten in a wave of refugee's that's changed that to -30 a few weeks ago. In frostpunk 1 you'd start with people getting sick, then getting really sick, then getting frostbite, then dying. You'd be able to notice the issue well before people died. But in Frostpunk 2 - death seems to be arbitrarily triggered, rather than connected to an escalating situation. And fixing it is... well... very expensive. To the point where it feels like you need to play perfectly to do so.
If you have a huge cold/famine/disease/squalor defict (or a small one but long-running so it got itself stacked quite deep) then people will be getting sick or dying. The more the deficit, the larger the numbers.