Frostpunk

Frostpunk

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zpigs Jul 8, 2018 @ 6:50am
upgrade 2 for resource depots please.
otherwise i end up building 20-30 of them in the base and in the refugees it gets to be very crowded place.
Originally posted by SteelHeart:
What would be nicer is a research path that looks like "resource Depot Upgrade" at T2 and "Resource Upgrade II" at T4 that adds another 50% to the base storage. Then it would go 300->450->600 and coal would be 900->1350->1800
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Showing 1-14 of 14 comments
pmpdadypenguinmn Jul 8, 2018 @ 11:57am 
there aleady is an upgrade for them, it comes after faster gathering
Paraleo Jul 11, 2018 @ 1:13pm 
Originally posted by pmpdadypenguinmn:
there aleady is an upgrade for them, it comes after faster gathering
it's not enough
Brikinhos Jul 11, 2018 @ 8:41pm 
I agree. Maybe developers should make a new building that can be built over resource deposits, it could be researched in tier 4 or 5.
Aturchomicz Jul 12, 2018 @ 7:51am 
Originally posted by Brikinhos:
I agree. Maybe developers should make a new building that can be built over resource deposits, it could be researched in tier 4 or 5.
they should let us build Stockpiles instead because the one that you get isnt enough and Resource Depots only hold one Resource
chickentoast Aug 12, 2018 @ 6:21am 
I'd like to move this discussion up again. Resource depots are one of the very few things in this game I am not happy with.

1. There should be at least one more research option to upgrade their capacity, so that I don't have to build "resource depot town" in one part of the map to get a reasonable storage capacity for everything.

2. Why do I have to research "Faster gathering" to be able to research the resource depot upgrade? Imho there is no link between the two, pretty much the only connection in the tech tree that doesn't make any sense.
Paraleo Aug 12, 2018 @ 6:34am 
Originally posted by chickentoast:
2. Why do I have to research "Faster gathering" to be able to research the resource depot upgrade? Imho there is no link between the two, pretty much the only connection in the tech tree that doesn't make any sense.

Because the need for more advances science, in this case faster gathering leads to a need for more storage space.
chickentoast Aug 12, 2018 @ 7:46am 
Originally posted by Paraleo:
Originally posted by chickentoast:
2. Why do I have to research "Faster gathering" to be able to research the resource depot upgrade? Imho there is no link between the two, pretty much the only connection in the tech tree that doesn't make any sense.

Because the need for more advances science, in this case faster gathering leads to a need for more storage space.

And the research of coal mines, steel mines, saw mills, wall drills does NOT lead to a need for more storage space? That logic doesn't work.
Paraleo Aug 12, 2018 @ 8:30am 
Originally posted by chickentoast:
...That logic doesn't work.

Gonna walk you through it:
You already improved to storage as much as you can so from now on more resources will mean more buildings. How about that logic :D.

Last edited by Paraleo; Aug 12, 2018 @ 8:35am
chickentoast Aug 12, 2018 @ 10:07am 
Nope, doesn't make sense.

Resource depots are as much connected to gathering posts as to all other types of gaining resources, so either connect the resource depot upgrade to all other trees (thumpers, mines, etc.), which will be difficult to display, or make it stand-alone. Putting it into the gathering post upgrade tree is pointless.
The author of this thread has indicated that this post answers the original topic.
SteelHeart Aug 12, 2018 @ 1:54pm 
What would be nicer is a research path that looks like "resource Depot Upgrade" at T2 and "Resource Upgrade II" at T4 that adds another 50% to the base storage. Then it would go 300->450->600 and coal would be 900->1350->1800
SolusEmsu Aug 12, 2018 @ 2:38pm 
It does make sense, as Faster Gathering affects all types of resources. The Gathering sub-tree assists you with all types of resource gathering, and thus makes the most sense to have the depot upgrade in it, as opposed to it being locked by only a singular resource type elsewhere.

People tend to forget that Faster Gathering affects more than just Coal Thumpers, and is available from the very start to get the first resources picked up ASAP. Gathering Posts and Faster Gathering techs affect all resource types, so this tree is actually the most fitting place for it to be. The tech also costs only 10 Wood. If you are honestly having this much trouble scrounging up 10 Wood, you have much bigger problems that this.

Also, *only* 20-30 depots? Sir, them's lightweight numbers. My A New Home playthroughs tend to end at around ~70 depots *just for Coal* so I can break the meter at the top of the screen. This is on Easy-Normal of course, but if you are on Hard-Extreme you will have less resources to store and thus less need for depots so it is actually even less of a problem there.

I just finished my first Refugees run last night and the problem on that map is definitely not storage space but rather the shorter timing compared to A New Home. I ended up with a fair bit of extra space on the outer ring that run. Space is not a problem unless you have messed up your city planning terribly.

All that said, a T4 tech to upgrade the depots would be nice, if unnecessary. Either an upgrade to increase storage as recommended above (another +50% storage capacity) or an actual building upgrade to increase the base limit. Or to have them become a smaller Stockpile with some storage of every type. Quality of life, sure.
Last edited by SolusEmsu; Aug 12, 2018 @ 2:39pm
chickentoast Aug 12, 2018 @ 3:32pm 
Originally posted by SolusEmsu:
It does make sense, as Faster Gathering affects all types of resources. The Gathering sub-tree assists you with all types of resource gathering, and thus makes the most sense to have the depot upgrade in it, as opposed to it being locked by only a singular resource type elsewhere.

People tend to forget that Faster Gathering affects more than just Coal Thumpers, and is available from the very start to get the first resources picked up ASAP. Gathering Posts and Faster Gathering techs affect all resource types, so this tree is actually the most fitting place for it to be.

Faster gathering affects all types of resources (though only in early game, really), but not all types of resource collection. But all resources you collect, no matter which method you use, go into the depot. Again, that's why the resource depot upgrade is either connected to ALL types of resource collection, or to none. I vote for "none".

Btw, this isn't mainly about building space. You can fit in all those depots, but as I said, you will build "depot-town", which is an unnecessary feature really.

And don't you worry, I have the 10 wood. I just don't think faster gathering is a technology worth getting in all scenarios, while you will always have resource depots at some point.
davemon Dec 28, 2018 @ 6:53pm 
Bottom line we need more efficient storage space at higher research levels. I hit up against a wall in endless mode where my game just kept crashing because I had a few hundred resource depots and whenever I tried to add another the game crashed. Everything else worked fine, just too many depots. Yet every one of them was maxed out, I need more storage devs for endless mode, please. Maybe a resource SILO, where it's tall and more efficient per square foot.
Shining Hector Dec 28, 2018 @ 9:56pm 
Solution 2 is to just chill, realize you're never going to have any possible need for 100,000 wood/steel/coal/rations, and if for some crazy reason you did, you'd be able to produce enough on the spot to meet your needs. Resource depots work fine for the stage of the game where they make a difference. Once you've covered more than 10% of the map in depots, you're well past that stage.
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Date Posted: Jul 8, 2018 @ 6:50am
Posts: 14