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Frostpunk 2

Frostpunk 2 · Guide

Frostpunk 2 production chains explained

How Food, Goods, Coal and Materials districts feed each other in Frostpunk 2, with the numbers behind each chain and when an expansion pays off.

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Frostpunk 2 has fewer resources than the first game, but they depend on each other more. Almost every district that makes something also takes Materials to run. Plan your Materials and the rest of the city follows. Short on Materials, every other chain stalls with it. This guide walks through each chain with the numbers the district calculator uses.

What each district makes and eats

DistrictOutput (base / expanded)WorkforceMaterials upkeepBuild cost
Food District Food District60 / 80 Food6005040 HS / 200 PF
Industrial District Industrial District (Goods)20 / 30 Goods6005040 HS / 100 PF
Extraction District Extraction District (Coal)120 / 150 Coal6005040 HS / 150 PF
Extraction District Extraction District (Materials)150 / 190 Materials6005040 HS / 150 PF

HS = Heatstamps, PF = Prefabs. Expanding a district costs 50 Heatstamps and 50 Prefabs, adds 3 tiles and a second building slot, and raises output without raising Workforce or upkeep. A new base Food district costs 40 Heatstamps and 200 Prefabs for 60 Food, and then needs 600 Workforce and 50 Materials for as long as it runs. Expanding one costs 50 and 50 for 20 more Food and needs nothing extra to run. Per unit of output, expansion costs more to build but nothing extra to keep running.

The Materials chain comes first

A base Materials district makes 150 but pays 50 of that as its own upkeep, so it nets 100. That covers exactly two other base districts at 50 each. Expanded, it nets 140, enough for two districts with some left over for buildings that also eat Materials.

The Materials loopMaterials district to Materials (150); Materials to Materials district (50 own upkeep); Materials to Food District (50); Materials to Industrial District (50); Materials to Coal district (50)15015050 own upkeep50 own upkeep505050505050Materials district (150 / 190 exp.)Materialsdistrict150 / 190 exp.Materials (net 100 / 140)Materialsnet 100 / 140Food District (-50)Food District-50Industrial District (-50)IndustrialDistrict-50Coal district (-50)Coal district-50
A Materials district sits on an iron or wood deposit. It makes 150 and keeps 50 for its own upkeep, so 100 is left for two other districts.

So, as a rule of thumb: for every two Food, Industrial or Coal districts you build, plan one Materials district. Three base Food districts make 180 Food and eat 150 Materials. Two base Materials districts net 200, so the full chain is five districts and 3,000 Workforce for 180 Food. Expand the three Food districts instead and you get 240 Food from the same five districts, the same Workforce and the same upkeep.

Buildings change the ratio. Sawmills and Foundries add Materials with no Materials upkeep of their own: a Blast Foundry Blast Foundry adds 250 for 300 Workforce. One expanded Materials district with a Blast Foundry nets 190 + 250 − 50 = 390, enough for seven plain districts. When Workforce is tight, that is the cheapest Materials in the game. See the buildings table for every option.

How many Food districts per shortfall

Divide the shortfall by 60 for base districts or 80 for expanded ones, and round up. A shortfall of 100 is two base districts (120) or two expanded (160). One expanded district with a Drum Hothouse covers it with less land: 80 + 60 = 140 Food, though the Hothouse adds 400 Workforce. Hothouses use no Materials, which makes them a better way to add Food than another district when Materials are tight.

Food in Frostpunk 2Materials to Food District (50); Workforce to Food District (600); Food District to Food (60); Drum Hothouse to Food (+60)50506006006060+60+60Materials (50 upkeep)Materials50 upkeepWorkforce (600)Workforce600Food District (60 / 80 exp.)Food District60 / 80 exp.Drum Hothouse (+60 in the district, 400 WF)Drum Hothouse+60 in the district, 400FoodFood
A Food District goes on Fertile Soil. It makes 60 Food (80 expanded) and eats 50 Materials. A Hothouse in its slot adds Food without adding Materials upkeep.

Worked example: you are 150 Food short with 1,500 free Workforce. Two base Food districts plus one Materials district cost 1,800 Workforce, so that plan does not fit. One expanded Food district with two Drum Hothouses makes 80 + 120 = 200 Food for 600 + 800 = 1,400 Workforce and only 50 Materials, which the surplus of an existing Materials district may already cover. It fits, with Food to spare.

Goods are the expensive chain

A base Industrial district makes only 20 Goods for 600 Workforce and 50 Materials, which is 30 Workforce per Goods. Expansion lifts it to 30 Goods, a 50% jump. That is the largest percentage gain of the four districts in this table. Goods factories change the picture further. The Refurbishing Goods Factory adds 60 Goods for 400 Workforce and 30 Materials. The Calibrated Goods Factory adds 60 Goods for 300 Workforce but takes 70 Materials. If Workforce is your limit, pick Calibrated. If Materials is, pick Refurbishing.

Goods from MaterialsMaterials to Industrial District (50 upkeep); Materials to Refurbishing Goods Factory (30); Industrial District to Goods (20); Refurbishing Goods Factory to Goods (+60)50 upkeep50 upkeep30302020+60+60MaterialsMaterialsIndustrial District (20 / 30 exp.)IndustrialDistrict20 / 30 exp.Refurbishing Goods Factory (+60, 30 Mat.)RefurbishingGoods Factory+60, 30 Mat.GoodsGoods
Industrial Districts turn Materials into Goods. Goods demand drives Heatstamp income, so this chain also pays for construction.

Goods matter more than their small numbers suggest. The population buys them, and the wiki ties your weekly Heatstamp income to Goods consumed. A Goods shortage also raises Crime. The Heatstamps guide covers that side.

Coal and the Generator

A Coal district makes 120, or 150 expanded. A Dust Coal Mine adds 150 for only 20 extra Materials. A Blasting Coal Mine adds 180 but takes 60 Materials. Coal turns into heat levels at the Generator, so plan Coal together with the heat planner: every district you warm for free with insulation or warm neighbours is Coal you do not have to mine.

Coal to warm districtsCoal district to Coal (120); Dust Coal Mine to Coal (+150); Coal to Heat levels (Generator burns it)120120+150+150Generator burns itGenerator burnsitCoal district (120 / 150 exp.)Coal district120 / 150 exp.Dust Coal Mine (+150 in a Coal district)Dust Coal Mine+150 in a Coal districtCoalCoalHeat levels (+1 level each, max 5 (8))Heat levels+1 level each, max 5 (8)
Coal feeds the Generator, which pays for heat levels. Insulation, warm neighbours and Generator warmth are free levels that save Coal.
A large Frostpunk 2 city of packed districts around the Generator crater
A late-game city. Long shared edges between districts are what make heat chains cheap.

Placement rules that cost you

A Food district next to an Industrial, Extraction or Logistics district raises Disease. An Industrial or Extraction district next to Housing raises Squalor. Keep Food and Housing together, and keep heavy industry on its own side of the crater. Deposits run out. When one does, the district shuts down until you adjust its area onto a new deposit, which costs 50 Heatstamps and 50 Prefabs. The district layout guide goes through placement in detail.

Frequently asked questions

Why is my Food dropping when I did not touch my Food districts?

Usually Materials. Food Districts need 50 Materials of upkeep each. If Materials run dry, districts start shutting down and Food is often the first shortage you notice. Check the Materials balance before you build another Food District.

Is it better to expand a district or build a new one?

Expand first. For 50 Heatstamps and 50 Prefabs you get more output and a second building slot with no extra Workforce or Materials. A new district costs 40 Heatstamps and 100 to 200 Prefabs, then 600 Workforce and 50 Materials for as long as it runs.

How many Materials districts do I need?

One base Materials district for every two other base production districts. If you build Materials buildings such as Sawmills or Foundries, one can support far more.

What is the best Hothouse?

Early on, the Drum Hothouse: 60 Food for 400 Workforce with no side effect. Later, the Advanced Biowaste Hothouse makes 100 Food for the same Workforce if you can spare a Core and handle more Disease.

Do Hothouses need Materials?

No. All five Hothouses in the buildings table have zero Materials upkeep, which is why they are the best way to add Food when Materials are tight.

A note on version

District stats here come from the Game Vault wiki and building stats from Neoseeker's lists, recorded at launch-era versions. The game is now on 1.6.1. Difficulty, laws and area traits move the real numbers, so confirm in the district panel before committing Heatstamps.

Game art © 11 bit studios. Not affiliated. Icons: City Builder Tools originals. (license).