Since the Free Major Content Update (patch 1.3), Frostpunk 2 no longer has one city-wide heat demand. Each district has its own temperature, from Freezing up to Warm, and you raise it by allocating heat levels from the Generator. This planner tells you how many levels each district needs once free warmth is counted.
How to fill it in
- Pick where you are playing. In The City a district can take up to 5 heat levels, plus 1 more for each Progress Generator upgrade, up to 8. Colonies stay at 5. Patch 1.4 cut the Prologue to 3.
- For each district, set the temperature it sits at with no heat allocated. Turn its allocation down to zero in game and read the label, or use the heat overlay.
- Set its insulation. Basic insulation adds 1 full level and costs 50 Heatstamps and 50 Prefabs per district. The upgraded insulation research raises that to 2 levels at no extra cost, including for districts already insulated.
- Count the tiles it shares with districts that are already Warm, and the tiles it shares with the Generator. Each tile is worth a quarter of a level.
Name a district "Housing 1", "Food 2" and so on and the result table shows its
district icon next to the name.

The math
Each level on the ladder counts as one point: Freezing 0, Very Cold 1, Cold 2, Chilly 3, Livable 4, Warm 5. Free warmth is insulation, plus 0.25 per tile touching a Warm district (capped at +2.25, the wiki's 9/4 limit), plus 0.25 per tile touching the Generator. The planner adds that to the starting level and allocates whole heat levels until the total reaches your target. Quarter levels add up, but a district only changes band at a whole number, so 3.75 still reads as Chilly.
The Warm-neighbour bonus is why heat chains work. Once one district is Warm, its neighbours get cheaper, and if they turn Warm they feed warmth back. A row of districts with long shared edges can run on far fewer heat levels than the same districts spread out.
Worked examples
Housing next to the Generator. A Housing District sits at Very Cold (1) with no heat and shares 4 tiles with the Generator. Free warmth is 4 × 0.25 = 1. You want Livable (4): 1 + 1 = 2, so it needs 2 heat levels. Insulate it (+1) and it needs only 1. Upgraded insulation (+2) gets it to Livable with no allocation at all.
Food district in a warm row. A Food District at Very Cold (1) shares 6 tiles with a Warm Housing District. Free warmth is 6 × 0.25 = 1.5, so it sits at 2.5. To reach Livable it needs 2 heat levels (2.5 + 2 = 4.5). If it shared 9 or more tiles, the bonus would stop at the 2.25 cap.
What it does not cover
The fuel each heat level burns depends on your Generator, its upgrades and your fuel mix, and the game shows it on the Generator panel. This planner counts heat levels and leaves fuel to that panel. It also does not add laws or faction buildings that change temperature. Add those by raising the starting level by hand. The weather also moves: the in-game weather timeline shows temperature drops ahead of time, so plan for the cold snap, not today's temperature.
Frequently asked questions
How do I allocate heat in Frostpunk 2?
Open the Generator panel in the Central District and raise the heat allocation of each district. Each step is one heat level. In The City the cap is 5 per district, plus 1 per Progress Generator upgrade, up to 8.
Is insulation worth 50 Heatstamps?
Usually yes for any district you plan to keep. Basic insulation is a permanent +1 level, and the upgraded research makes it +2 for every insulated district at no extra cost. That is one or two heat levels you never pay fuel for again.
Which districts should be warmest?
Housing and Food. Put them next to the Generator for free warmth, and use them as the Warm anchor that heats their neighbours. Heavy industry belongs further out anyway because of Squalor and Disease rules. The layout guide covers this.
Why does my district still say Chilly with 3.75 levels?
Bands change at whole numbers. Quarter levels from neighbours and the Generator add up, but you need a full 4 to read Livable.