[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: file.png (218 KB, 616x353)
218 KB
218 KB PNG
It's been a year since FP2 released and I decided to give it a try again. Some stuff has been refined a bit, namely the heating system for the city has been adjusted where you can set the heat level per district, adjacency bonuses are changed to be more granular, and you can reshape districts for a cost. Beyond that and a little polishing here and there, it's mostly the same though. I wish the factions had some work done to them, such as having multiple radical factions rather than just two opposed ones.

Anyone else doing another playthrough recently? What's your favorite factions/zeitgeist/ideology?
>>
i did't even bother to pirate this. FP1 was a CYOA with fancy presentation.
>>
File: file.png (555 KB, 1080x607)
555 KB
555 KB PNG
>>2152391
Probably Icebloods
>>
>>2152396
disingenuous statement
>>
>>2152419
Yeah, it was worse, a CYOA would at least have different valid paths, FP1 was a strategy game with no strategy because the different playthroughs had little to to no variation and the difficulty was high such that you were forced to mix-max the one optimal build.
>>
>>2152391
I played it like once and then forgot it exists
>>
>for sale
>frostpunk 2
>never played.
>>
>>2152391
I think the problem with the game was that they made hex slop instead of a city builder. It's really unfortunate
>>
>>2152396
I tried it and it wouldn't run because it only supports dx12.
>>
>>2155196
Hexes are fine except for the dumb adjacency bonuses turning the game into a jigsaw puzzle. All it does is make you fully map out your entire city before placing a single tile so you can maximize heat and other buffs.

The biggest problems the game has is the same as the first, that you're blindsided by problems on your first attempt and that subsequent ones just become routine exercises to account for them. Also that eventually your city runs perfectly and has everything it ever needs, so you can no longer lose. Politics should've in theory fixed that by making factions more dangerous as stability increases but they wind up being a non-factor eventually.
>>
>you crossed the line
>you made your people eat stew
>>
>>2152391
never liked you only get 4 factions. should have included them all in any run
>>
>>2155419
I just wish the factions weren't so rigid, maybe have three or four factions that form per game with their own agendas instead of two opposing ones. I assume most people really like the first faction that forms for them so naturally the opposing faction just gets repressed instead of negotiated with. It's like, I really like the Legionnaires and hate the Proteans, but if I get the Technocrats/Icebloods or Overseers/Bohemians, I'm willing to work with both.
>>
>>2155436
actually looking back at what they were called, what i really wanted was every community (guys that represent 1 aspect) to be present in your city. If you had all 6 present in every game + 2 more factions (guys that have 3 aspects) then the city would feel much more alive
>>
>>2152396
I was super excited for it when I thought it was an actual city builder and not a solved puzzle game
>>
>>2155247
Hexes are not fine. If you don't like adjacency bonuses, you don't like hexes because there would be no game without adjacency bonuses. See Townscaper

FP2 is a gimped Victoria. Instead of simulating things, they went abstractions route but abstractions should not be used unless necessary. Somehow FP2 is simpler and less granular than Vic3.
>>
>>2155464
I would've probably done it as you have some or all communities plus a few factions, but there's additional factions and some only include two zeitgeists. So you have the basic communities (Though maybe in your playthrough one is a absent, like there's no Lords or Laborers because no one in the city leans strong enough that way), and then three or four factions that have either two or three zeitgiests.

Factions with two are easier to please but can't grant you radical ideas. Factions with three have their own unique radical ideas and techs. Typically, you only get one three zeitgiest faction and it only appears if you push too hard in one direction, such as going full tilt into adaption/merit/reason that gets you the Evolvers. All other factions are semi-opposed to them to various degrees since they'll push you beyond what the communities are comfortable with.

For example, if you pushed your ideologies enough and got the Icebloods, one of their unique aspects would be Apex Workers--none of the others would have that exact idea. Passing the radical idea would upset literally everyone else in the city though, less so communities that shared their ideals but still to some degree.
>>
I've finished a couple of playthroughs since I've made this thread. Didn't realize how much Progress generator upgrades have been buffed, they now give 8 heat per oil at max upgrade. Heat will never be a problem for your main settlement again, I think my city of 100k was only using about 250 oil per day.

That said, the game still doesn't have much going for it over a long run, after a while you solve every problem and nothing can touch you. I was kind of hoping things would slowly progress to becoming almost impossible to survive over time.
>>
>>2152391
Have Anons tried any gameplay mods yet?
Which quality ones would you recommend to improve gameplay/replayability?
>>
>>2163816
There was a recent modjam or something for the game but I haven't checked any out yet. I might try and find one for additional communities+random factions.
>>
>>2152391
1 was better
>>
>>2166971
1 had better gameplay but the narrative was much more preachy and relied on simplistic moral choices. A lot of the dilemmas and policy choices boiled down to picking one of three options
>make people work harder but unhappier
>make people happier, but build this new building and keep it staffed to maintain happiness
>do nothing (make people unhappier)
And the ending "Was it worth it?" screen after every run was always farcical. Yeah, I made it legal for kids to serve soup and people had to work overtime sometimes. Big fucking deal in the apocalypse where all of the other settlements like Winterhome failed.
>>
>>2166983
>Yeah, I made it legal for kids to serve soup and people had to work overtime sometimes. Big fucking deal in the apocalypse where all of the other settlements like Winterhome failed.
Come on, Anon. The only time the game actually calls you out for crossing a moral event horizon is if you research any of the penultimate Purpose laws in the books. Otherwise the game always tells you that you haven't crossed the moral boundary deemed 'unjustifiable' yet.
>>
>>2166983
I would take better gameplay over better narrative but Frostpunk 2 has neither

>>2167743
>you haven't crossed the moral boundary deemed 'unjustifiable' yet
Establishing police force / organized religion, instituting emergency shifts, food rationing are not moral choices. There can't be "yet" when "the moral boundary" is not even touched. Frostpunk is too short and simple to explore "how to build a state" theme.
>The only time the game actually calls you out for crossing a moral event horizon is if you research any of the penultimate Purpose laws in the books
It boggles my mind how dumb this is. Half-way through the game you must forget about this mechanic and marketed feature to reach the good ending.
>>
Last Autumn actually handles the moral side a lot better than the base game. It's pre-apocalypse, even though you the player know what's coming, no one else does. The law trees are a more gradual slide into barbarism, and each subsequent law is a logical progression of the previous that your workers/engineers are pushing you to.

For example, if you side with the overseers, it starts with something simple as having the engineers keep a closer watch on the workers to avoid safety issues, then becomes about improving their efficiency, then about micromanaging them. And then the next logical step is to bring in the ultimate in cheap labor, prisoners, to start doing the jobs the workers won't. And then you start using them as expendable resources because they can't leave, and then start imprisoning your own workers for minor infractions because they're much more efficient as slaves that don't complain. Everything is a logical progression into a penal colony/slave state, and once you start giving in a little to your staff it gets harder and harder to stop the slide without consequences.

I don't think the base laws really model that well, you go from building a church, to a cathedral, to forming the inquisition, to declaring yourself the voice of god. It feels too short and hamfisted.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.