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1) Reason - Panaceum Factories
2) Equality - Food Hoarding Inspectorates
Adaptation > Progress mostly because of:
1) You get resources from outposts as opposed to colonies. This is both easier because you don't have to babysit multiple colonies at a time, and because your FPS doesn't tank trying to process whatever's happening in all of them.
2) Adaptation ultimately gives you a massive heat demand reduction on every district, encouraging you to build a lot. Progress doesn't come with that, and its advantage of lower workforce requirement is made irrelevant by simply having more people. Having a few thousands uemployed people to spare is always good in case of civil war or something.
3) Finally, main debuff associated with Adaptation is disease. There are lots of ways to manage it, and worst case scenario you have some of your people dying. Now, Progress comes with squalor. Squalor is terrible: only 3 ways to bring it down in the entire game, and 2 of them are not passive. And it actually disables districts. And with #1 in mind, your gameplay will consist of jumping between your multiple colonies to repair your districts all the time.
Generally speaking, there are two playstyles when it comes to need:
1) providing the need (duh)
2) negating the debuff associated with not providing the need => providing the need by not providing it
Naturally, in reality where resources are limited and it takes effort to get them, second playstyle is infinitely superior.
Where this applies in the whole Progress > Adaptation debate, is Progress is straightforward. To solve your heating issues you build more mines, and if you have 10 mines then you save 1000 workers due to mines being more efficient. Meanwhile way of Adaptation is reducing heating demand so that you consume less. It means you don't need to spent heatstamps researching some tech, and don't need to spend as much on building stuff.
Like, a simple Heatpipe Watch law in the early game can mean a difference between having to build a coal mine, and being able to forgo it entirely and beeline a permanent coal outpost - which will provide several times the coal and come with the benefit of never getting disabled by protests, squalor and such.
Correct.
The only exception is low-population high-efficiency playstyle where you keep your population to a minimum (whatever your infinite deposits can support). But that requires laws to stop population growth - Sterilization or Algorithm, which are both on the radical side of Reason.
Overall, the change between Frostpunk 1 and 2 is you're now really incentivized to go all the way and "lock in" into capstone. The things you get from it are just too good to miss out.
Your first choice defines your generator type (oil/adaptive) and the building you get out of it.
What you choose to do with Winterhome after that is up to you, but at that point it's only relevant for the ending. Unless you're going for path of concilliation and care about keeping everyone happy, you settle it.
Thanks. Good to know. In this case I won't waste my time to play the Utopia mode.
Yes, and als don't forget, you can research deep melting drills before going full adaptation. This way you can use the infinite deposits even when embracing adaptation at the cost of a little bit of tension, which is easily mitigatable.
Though it's not a lot, mandatory schools can also be switched to provide food per capita
Progress,Equality and reason
Progress:id go to this one because with the machine,mankind will endure,if not,it shall leave a mark
Equality:id go for this one because you can get a food hoarding inspectorate and find illegal staches of food and also if everyone needs to survive,all must be equal
Reason:id go for this one because there you can use my favorite thing:The Algorithm which can manage research speed,populaiton growth and food distrubution