Frostpunk 2 can be hard, if you don’t know the basics. Therefore, here are some basic information to get you started with Frostpunk 2.
Like Frostpunk, you get to play in a snow filled environment to save your people from the cold in Frostpunk 2. But, in this game, you play 30 years after the story of Frostpunk. In the game, previous leader die, and now it’s your responsibility to take care of the people. However, that’s not an easy task. You will face a lot of hardship doing so. But, fear not, as I will give you the basics to get you started with Frostpunk 2.
Read More: Frostpunk 2- All Resources
General Controls
If you haven’t played the game before, then you need to know about these general controls:
Camera Controls
Hold the Left or Right Mouse Button, or use the WASD keys to move the camera. Scroll Up or Down to zoom in or out.
Hold the Middle Mouse Button to adjust the camera angle (Horizontally or Vertically).
Hold Left Shift and Scroll Up or Down to adjust the vertical angle of the camera.
Use Q or E to rotate the camera to the left or right.
Keybinds
Below, you can find a list of useful keyboard shortcuts in their default mapping:
Economy overlays:
Hold left ALT — Building overlay
Hold 4 — Heat and Fuels overlay
Hold 5 — Materials overlay
Hold 6 — Food overlay
Hold 7 — Workforce overlay
Hold 8 — District proximity effects overlay
Game time controls:
Spacebar — Stop game time
1/2/3 — Increase/Decrease game speed
ESC — Pause Menu
Construction:
X — Frostbreaking
B — District Construction panel
H — Hubs Construction panel
Hold SHIFT to keep any of these panels open upon setting up construction.
T — Tutorials panel
F — Focus camera on the City
City Situation
Sick and Injured
Unresolved problems in a City can make part of its Workforce Absent. Those workers are temporarily excluded from your Workforce.
There are two types of Absences:
- Sick: The number of Sick workers increases proportionally to how high Disease currently is. These people will rejoin the available Workforce upon decreasing Disease in the City or after being cured in Hospitals.
- Injured: The injured will rejoin the available Workforce over time. Having Hospitals or using abilities (e.g. Triage) accelerates this process.
You may encounter other types of Absences in the City due to various events and decisions you make.
Population Growth
Population Growth is a measure of how fast your City grows. It is both a combination of outsiders coming into your City, as well as new people being born within it.
When Population Growth reaches a certain threshold, a population census will take place, noting an increase in your overall Population (including Workforce) in the City.
Favourable situation in your City, without any significant problems (like high Cold or Disease), increases Population Growth.
However, when the issues in your City are overwhelming, Population Growth becomes stagnant. You can resolve that by improving conditions in your City or researching new methods to fight the most pressing problems in the Idea Tree.
City Problems
Here are the city problems you will face:
Cold
Cold is a measure of how well your City is heated and how protected your people are from the frost.
Make sure that Shelter and Heat needs are fulfilled — not satisfying those needs mainly increases Cold.
High Cold increases Disease, Tension, decreases Population Growth and causes recurring events of citizens freezing to death.
Hunger
When there is not enough Food to satisfy demand, Hunger rises in the City.
Hunger gradually increases Disease, Tension and reduces Population Growth.
Food Demand depends on the Population Size of the entire City. As the number of people in your City grows, ensure you have enough Food to sustain them.
Hunger rises when there is not enough Food to satisfy demand.
Disease
People might contract Disease when there is not enough Heat, their work conditions are unsafe or their homes are exposed to toxic fumes from Industrial or Extraction Districts.
Sick people are unable to work and therefore contribute to Absences. The number of sick workers increases proportionally to the current Disease level. These people will rejoin the available Workforce upon decreasing Disease in the City or after being cured in hospitals.
High Disease levels gradually increases Tension. Disease rises when a Cold problem is present.
Squalor
Squalor means that your citizens have to endure polluted air and overwhelming dirt and filth.
Squalor rises when there are not enough Materials to meet the Demand for the maintenance of the City.
It can also be reduced by implementing new inventions from the Idea Tree.
On the other hand, some new technologies like Generator upgrades or various Buildings can emit toxic fumes, polluting the City further.
High Squalor gradually increases Disease, Tension and reduces Population Growth. It also gradually damages Districts, ultimately causing them to stop working until they are repaired.
Crime
Crime increases with your population — more people means more troublemakers. Lack of Goods also intensifies the problem, as impoverished people will commit acts of crime out of desperation.
Guard Squads and satisfying Demand for Goods are the main ways of combating Crime. You can strengthen those methods or provide new ones in the Idea Tree and the Council.
High Crime gradually increases Tension and reduces Population Growth. It also may cause deaths or injuries, or drive citizens to join Factions.
Tension
Tension is located at the very middle of the bottom of the screen. It is portrayed by an orb that can fill with black liquid as Tension rises throughout the City.
Tension shows you how agitated and anxious people in the City are.
Tension rises if other problems like Cold, Hunger, Disease, Squalor, or Crime are high.
Factions may also increase Tension. It depends on their Fervour: the more they are radicalised, the more Tension they cause. Besides, factions may might engage in various disruptions, such as Protests.
Be careful, if your Tension reaches the maximum limit, the City will fall into uncontrollable chaos.
Tension level changes dynamically, so keep an eye on it, especially when it rises.
Tension reflects the overall situation in the City, so the best way to lower Tension is to improve the City: decrease problems (like Cold or Disease) or deradicalise Factions, lowering their Fervour.
You may also research certain ideas that will lower the Tension — search among buildings, policies, or hubs in the Idea Tree to find adequate solutions.
Economy
Here are the game economy terms you need to understand:
Scraps
Scraps are a stockpileable Resource that can be spent on frostbreaking, funding construction or when using specific Actions.
Scraps are collected weekly – everybody provides their share; the bigger the Community, the more they contribute.
You can use the ‘Take Scrape’ Action on Wanderers, which will increase the number of Scraps in your stockpile but also worsen your Relations with the Wanderers, which, as result, will lower Trust in you as a leader.
You can also use the ‘Return Scraps’ Action, which does the opposite: it costs you Scraps but improves Relations and Trust.
Output and Demand
A City’s economy is based on the Output and Demand of various resources.
Output is the total amount of resources produced by districts and buildings.
For example, Food Output can be increased by building a Food District. However, a working district also increases Demand for resources needed to sustain its operations (in the case of the Food District: Heat and Materials).
When Output equals Demand, you will see a golden icon for the given resource on the top bar.
When Output is higher than Demand, you will see a positive number next to the icon.
Demand is increased by the Needs of your people who require Food and Shelter to survive, as well as Goods to live with dignity.
When Output is lower than Demand, you will see a negative number next to the resource on the top bar, indicating how much Output is needed to meet the Demand.
Districts and Buildings mostly increase Heat and Materials Demand.
Workforce
The portion of your population that can be employed by various facilities is called Workforce.
You can employ them in Districts or Buildings.
Sick or injured people cannot work. The injured will rejoin the available Workforce over time. At the same time, reducing Disease or building hospitals is necessary to decrease the number of sick people.
You can modify the percentage of the population that can be part of the Workforce by passing appropriate Laws.
If you need more Workforce in the City, you can improve living conditions to speed up Population Growth, find and lead more people from the frostland to your City or construct Air Transport Hubs to reduce Workforce Demand.
Heatstamps
Heatstamps are the currency used in the City. Originally literal stamps redeemable for a fixed quantity of heat, they now function as a universal means of exchange.
Heatstamps are a stockpileable Resource that can be spent on frostbreaking, funding construction or when using specific Actions.
A City collects Heatstamps weekly — every Community provides its share depending on its size; the bigger the Community, the more they contribute. This means that as the population grows, Heatstamps income also increases.
Heatstamps income can be increased by satisfying Goods Demand. It can also be modified by certain Laws and Buildings.
You can request or donate Heatstamps to Communities and Factions. Click on a Community or Faction at the bottom of the screen to see the list of possible Actions.
Prefabs
Constructing any type of structure required Prefabs. They are prefabricated building components can be assembled at the construction site into large structures like Buildings, Hubs, or whole Districts.
You can obtain Prefabs from ruins and other abandoned deposits (like Maintenance Wagons or Abandoned Ruins) by building and Extraction district, or created from Materials in Industrial Districts.
When you run out of Prefabs to, build anything, try demolishing one of your existing Districts, hubs, or building to get back all Prefabs used for their construction.
Cores
Cores are pivotal components of machinery from the era preceding the Great Frost.
These are the specialised mechanical components required to construct advanced Buildings and Generator upgrades.
Cores are too advanced to reliably manufacture. Manufacturing technology of comparable quality is nearly impossible in the current environment; as such, you cannot produce any Cores.
Also, you should consider every investment you make with Cores carefully, as they are a scarce Resource.
Moreover, you need to search the frostland to find more to add to your stockpile.
Heat
Provides the warmth the City and its people need to operate.
The Generator creates Heat by consuming fuel to distribute heat throughout the City. When too little Heat is being generated, Cold will increase.
When temperatures drop, buildings require more Heat to satisfy Heat demand.
You can decrease Heat demand by placing Districts in areas that are beneficial for heating (e.g. next to each other or Heating hubs). Research and Laws might also help decrease Heat demand.
Stockpiling
Some resources (like Food, Materials, Goods, Coal, and Oil) can be stockpiled.
When a City runs a surplus of a Resource, meaning that Output is bigger than Demand, the surplus goes into a Stockpile. The Stockpile will slowly fill up every day as long as there is storage capacity left to store them.
Stockpiles will be consumed when the Demand is higher than the Output of a specific Resource.
Stockpiling is limited by your storage capacity. You can see each Resource’s storage capacity by hovering over it.
You can expand storage capacity by building Stockpile Hubs:
- Fuel Stockpile Hub (stores Coal and Oil)
- Materials Stockpile Hub (stores Materials)
- Food Stockpile Hub (stores Food)
- Goods Stockpile Hub (stores Goods)
All Stockpile Hubs are available from the beginning of the game in the Hubs construction panel:
Besides increasing Stockpile Capacity, Stockpile Hubs provide positive area effects when built in proximity to Districts that produces or requires the same resource that the Hub stockpiles. You can see which District can be affected by a given Hub in its description in the construction panel.
An accumulated Stockpile is not lost after deactivating or destroying a Stockpile Hub. You’re just losing the ability to Stockpile more than your current storage capacity.
Fuels
Coal, Oil and Steam are types of fuel that can be used to power the Generator and create Heat.
For years, the Generator had been running using only Coal. It needs to be upgraded to use other fuels. Depending on which technology you implement, your Generator may use only Oil or all types of fuel.
Coal: A reliable, tried-and-tested source of fuel. Burnt in the Generator to provide Heat. Increase Coal Output by constructing Extraction Districts, conducting Research or charting the frostland.
Oil: An efficient, modern source of fuel. It can be burnt to provide Heat. Increase your output of Oil by constructing Extraction Districts, conducting Research and charting the frostland.
Steam: Geothermal sources can yield natural Steam. This Steam can be used to power the Generator and provide Heat to the City. Construct Extraction Districts and Buildings or conduct Research to increase Steam output.
Fuel might be available in deposits near the City, but for more, you will have to venture out to the frostland to find some and transport it back to the City.
Shelter
Your population needs Shelter to survive. If not provided, Cold will aggressively rise in the City.
Shelter is mainly provided by Housing Districts, but remember, as other types of Districts, it needs Heat. If the Heat Demand in the City is not fulfilled, Cold will rise (but at a lower rate compared to a lack of Shelter).
Building Housing Districts in the right place (e.g., in proximity to each other) can reduce their Heat demand.
In the Idea Tree, you can find new ways of providing more Shelter.
Food
People need Food to survive.
When there is not enough to feed everyone, people will become Hungry, making them more prone to Disease and anger. This will, in turn, increase Tension.
If you don’t have enough Food, build more Food Districts or Food-related Buildings. You can also find Harvesting Areas in the frostland, pass appropriate Laws or find entirely different solutions.
Materials
Materials are used to maintain Districts, Buildings and the machines within them. They can also be used to manufacture Prefabs or Goods in Industrial Districts.
Shortage of Materials to fulfil demand will greatly contribute to Squalor and cause Districts in the City to fall into a state of disrepair.
You can extract Materials from Frozen Forest deposits or Iron Vein deposits. Depending on the type of deposit, different buildings can be built within the district that is placed on that deposit to increase its output (e.g. Sawmills or Ironworks).
Goods
Goods are all items that will satisfy the needs and desires of people living in the City. They can be as simple as furniture, cutlery, books and games, to more luxury items like watches, jewellery, cigars and elaborate clothing. They are highly desirable and provide comfort to citizens.
When Goods are scarce, people will begin to fight over them, contributing to Crime and decreasing income of Heatstamps.
Goods can be produced out of Materials in Industrial Districts. Remember, you need to switch Industrial output to produce Goods instead of Prefabs.
Districts and Buildings
Some more information that you need to know:
District Construction
Districts are the base of your City’s economy – build them to produce or process resources, provide Shelter or recruit Frostland Teams.
Districts have a fixed number of tiles needed to begin construction.
When building a District, keep a look out for the indicator circle, which shows you how many tiles you still have to click for the construction to start. When it’s full, click on the tick to confirm and start the construction or use Right Mouse Button to cancel your last choice.
Available tiles are white, click on them until the indicator circle is full. Already selected tiles are yellow.
Extraction, Food and Logistics Districts require Resource deposits to be built. You need to begin selecting tiles from the highlighted Resource deposit with a corresponding Resource icon.
For example, to build an Food District, start from the tile with an Food deposit.
Try to cover as many resource fields as possible. This will create a large resource deposit, allowing the district to last longer.
Keep in mind that having more resource deposits in a district won’t increase its output – it only increases the total amount of resources available for extraction.
District Abilities
There are various District Abilities available for the player in District panels. One example of such District Ability are ‘Emergency Shifts’:
Some District Abilities are available from the beginning of the game. However, others can be unlocked by constructing specific Buildings, signing Laws or by certain events happening in a specific District (e.g. an ongoing Protest or a Rally).
District Abilities can be divided according to how they are activated:
- Toggle: Those Abilities can be toggled and untoggled, which means you can control whether they are active or not at all times.
- Cooldown: Those Abilities have a cooldown of a set number of weeks for the Ability to be available for use again.
- One-time activation: Those Abilities can only be activated once and are unavailable after that in a given District.
Some District Abilities have additional Requirements. For example, you need to have enough Resources available or specific problems (Cold, Hunger, Crime, Squalor, Disease) have to be lowered or absent from the City.
District Employment
District Employment can be manually controlled in any District panel:
By selecting a percentage value, you can scale all operations in a District. This adjustment will reduce the required Workforce and Resources Requirement but also result in lower Output.
If full employment cannot be selected in the District, it means there is not enough available Workforce in your City. To address this, you need to either reduce employment in other Districts or increase the Workforce.
These Workforce adjustments will affect all Buildings in the District.
Expanding Districts
Expand Districts to increase their scale, both in terms of size and capabilities.
Expanded Districts are more efficient and provide additional Building Slots.
Select a District to open its panel and click on the Expand button.
Then select new tiles around the chosen District to start the expansion.
If there are not enough adjacent tiles to select, the District cannot be Expanded.
Be mindful that Housing Districts have no Building Slots upon construction (contrary to all other types of Districts). That is why you need to Expand such a District at least once to be able to construct any Buildings inside it.
Area Effects
Pay attention to where you construct Districts as Area Effects may give them additional positive or negative effects.
Area Effects are caused by environmental circumstances (the natural layout of the land or surface on which a District is constructed) or by proximity to other Districts.
Area Effects are applied when at least three District tiles are located within it.
While constructing any District, a tooltip will indicate whether your current build has any Area Effects applied: 1 dot represents 1 tile under its influence. When all dots are filled, the effect will be applied to the district.
For example, it’s beneficial to place Housing Districts near other Housing Districts to benefit from mutual Heating.
Buildings
You can construct Buildings in Districts if there is an empty Building Slot available inside them.
Building have their Demand and Output, which are added to the already existing economy of a District.
Buildings can improve base Output of a District (e.g. provide more Food) or reduce problems directly (e.g. Squalor or Crime).
Initially, you don’t have many buildings available for construction. However, the Research Institute is a building that is always available from the very beginning of the game. It provides you with access to the Idea Tree and a cumulative bonus to Research Speed.
Developing new ideas is essential to the invention of new technology and new buildings. Be mindful of who is conducting the research, as ideologies of specific groups will influence the result of their work – they will come forth with a special variant of a building aligned with their views.
Some buildings unlock abilities that can be used in the district where they are constructed (e.g., a Hospital unlocks the Preliminary Triage ability).
Hubs
Hubs are a unique type of Districts that covers only one tile instead of the standard six.
Hubs provide positive Area Effects, such as: reducing Demand for Heat, Workforce or Materials.
To build a Hub, open the Hub Construction panel. You can unlock more Hubs in the appropriate category in the Idea Tree.
The same types of Hubs need at least one tile of space between each other to be constructed.
Frostbreaking
Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area, you’ll need to use Frostbreakers.
You can send out frostbreaking teams by clicking on the Frostbreaking button located in the bottom-right of the screen. Then, find your way towards the edges of the buildable area and click on yellow tiles until the indicator circle is full.
After that, click on the tick to confirm and start the construction or use Right Mouse Button to cancel your last choice.
To build Districts on Resource Deposits covered by frozen-stiff ground, you will have to first Frostbreak those tiles.
Frostbreaking cost is fixed and, unless there are no more tiles to click, the amount of tiles needed to begin Frostbreaking is always the same.
Generator
Here’s some info on Generator:
Dreadnought’s Furnace
Dreadnought Wreck has a furnace that serves as a heat generator for your population.
You need to have fuel to turn on the furnace. In this case, Oil is the only available fuel. Once you’ve recovered it, you can turn on the furnace by clicking the switch next to ‘Dreadnought’s Furnace’.
The furnace uses as much available Fuel as is needed to fulfil the Heat Demand.
The vertical indicator on the left shows how much Heat Demand is fulfilled is grey. The red part indicates unfulfilled demand.
You can also activate Furnace Overdrive, which temporarily increases the Generator’s efficiency but also increases its Wear.
Be careful and turn Overdrive off before the Wear indicator (on the right) fills up and causes a Malfunction resulting in casualties.
The Generator
The Generator is the primary source of Heat in a City.
It requires Fuel to function. Initially, your main source of Fuel is Coal, but later in the game, you can research and discover different types of Fuel, which vary in how much Heat they provide.
The Generator uses as much available Fuel as is needed to fulfill Heat Demand in the City. If you have more than one type of Fuel available, the most efficient one will be used first.
The vertical indicator on the left shows how much Heat Demand is fulfilled (in grey). The red part stands for unfulfilled Demand. In the case of Heat Surplus, a golden colour will appear.
You can also activate the Generator Overdrive, which temporarilty increases the Generator’s efficiency but also increases its Wear.
Be careful and turn Overdrive off before the Wear indicator (on the right) fills up and causes a Malfunction resulting in casualties.
Idea Tree
Let’s look at Idea Tree:
Idea Tree
The Research Institute unlocks the Idea Tree, where new ideas and solutions can be researched.
However, different communities may propose diverging answers to the same issue. You need to decide which community will research a specific topic, resulting in an outcome tailored to that community.
Choosing a community to research an idea will improve your Relations with them.
The amount of time needed for research may be reduced by building more Research Institutes. Each institute will increase Research Speed, but as you build more institutes, the incremental gain from adding new one diminishes.
You can also temporarily accelerate research by using the action Rush Researchers in a District with a Research Institute.
A permanet change of research speed is possible by signing adequate Laws or constructing Buildings with such an effect. However, those means aren’t available from the start and you need to research them first.
Society
Here’s what you need to know about Society in Frostpunk 2:
Trust
Trust is located at the bottom of the screen.
Trust shows how much confidence people have in you as the leader and your decision-making.
It mainly consists of your Relations with all Communities and Factions, which are influenced by your actions toward them and the fulfilment of your promises. Additionally, their opinion of you depends on the direction in which you develop the City (e.g., what you research, build, and vote on).
When your citizens fall sick or die, it worsens your relations with every community, lowering your overall Trust.
You can improve your overall Trust by increasing your Relations with Communities and Factions.
This can be done by using Community Actions in their corresponding Community Panel. Try clicking on Community’s portraits at the bottom of the screen and choose the ‘Trust’ tab to see what you can do for them (e.g. ‘Fund Projects’). In other tabs, you can find other Actions that can aid you in various ways, usually at a cost of Relations with that Community.
Otherwise, Trust can be increased by signing certain Laws in the Council, fulfilling promises made in Negotiations or researching new solutions in the Idea Tree.
Level of Trust (ranking from hightest one):
- Revered
- Respected
- Accepted
- Tolerated
- Despised
Be careful, if your Trust runs out and you become Despised, the populace will want to depose you which will be your end.
Factions
Some cityzens, ignited by passion and strong beliefs, will organise and form groups known as Factions.
Factions are groups of citizens that are united by a common and clearly defined ideology and will actively seek to implement it in all aspects of the City.
Factions originate from Communities and share some of their beliefs. However, they have opinions about the City’s direction in all 3 fields, whereas Communities focus on only one aspect. Factions are more radicalized and better organized, which can be advantageous in certain situations (e.g., if your relations are positive, you can ask them to perform a special action). On the other hand, if they disagree with your rule, their opposition can be more fierce.
Factions will propose extreme or radical ideas to be implemented in the City. They will also engage in disruptions such as Rallies or Protests.
Be sure to inspect and familiarise yourself with Factions that appear in your City by clicking on their portrait at the bottom of the screen.
Fervour measures how many radicals are active within a Faction. These radicals increase Tension. High Fervour can also lead to violence and even civil war.
Fervour increases when a Faction opposes your decisions and actions. To decrease Fervour, you need to maintain very good relations with the Faction for a long enough time, use ‘Deradicalise Faction’ action with a community from which the faction origins or use special ability in a Prison building.
To keep the control of the City in your hands, you need to understand the desires of Factions in your City, assess their Fervour at all times and proactively try to keep them in check. Unless you wish for them to rule the City.
Guard Squads
Guard Squads can directly decrease Crime by protecting your City, can be used to quell Protests or can occasionally be utilised in various events requiring their intervention.
The Central District provides some Guards Squads. However, very soon you’ll need more to keep up with a growing City. The main way of recruiting Guards Squads is through building Watchtowers, which can be researched in the Ideal Tree.
Laws in the Rule category allow for more efficient recruitment of Guards Squads and enhancement of their capabilities. Buildings like Prisons unlock District Abilities that allow for additional recruitment.
Zeitgeist (City Direction)
You can monitor the Zeitgeist of your City in the bottom-left corner of the screen. Zeitgeist means ‘Spirit of Time’ and describes the direction of your City on three axes: Technology, Economy and Society.
The Laws you pass, Buildings you build and choices you make – they all impact the Zeitgeist. At the same time, your Communities have a natural tendency to favour some solutions over others.
Your Relations with them will change based on how their views are aligned with the current Zeitgeist. The more you develop the City in the direction they support, the more positively it affects your Relations.
To see what a given Community or Factions supports, click on their image at the bottom of the screen and hover over the icons above their name.
Watch as your decisions shape the Zeitgeist. Be on the lookout for dissent which can tear your City apart.
Relations
Communities and Factions have certain relations with you as the leader of the City. The better they are, the more supportive the faction is towards your rule. Conversely, you can expect that negative Relations will result in opposing your decisions.
The sum of your Relations with communities impacts the Overall Trust in the City. You won’t be able to please everyone, but ensure you have more supporters than enemies. Otherwise, Overall Trust may drop to such a low level that you will be deposed, ending the game.
Your relations with communities and factions depend on the direction of the City (Zeitgeist) and how it aligns with their worldview. Everything you research, construct, or vote on, as well as decisions made during various events, influences your relationships.
Additionally, direct actions toward the community, such as the ‘Fund Projects’ action, can improve these relationships. Remember that keeping your promises is vital for earning trust.
When your citizens fall sick or die, it worsens your relations with every community.
Positive Relations typically indicate greater support for your actions, which can manifest in various ways, such as rallies in your favour or a tendency to vote in favour of laws from the Rule category. Certain levels of Relations unlock special actions that a community or faction can perform at your request (e.g., neutral or better Relations enable the ‘Raise Funds’ action).
Negative Relations can also have several consequences: protest may occur, large groups from communities that dislike you may join opposing factions, and signing any Rule Law will become more difficult.
The Relations scale, ranked from most positive to least positve, is as follows:
- Devoted
- Supporting
- Favourable
- Neutral
- Sceptical
- Opposing
- Hostile
Frostland
Some information on Frostland:
Frostland Teams
Frostland Teams are used to perform actions in the frostland, such as exploring Territories, discovering sites are setting up Outposts, Harvesting sites and Colonies. Sometimes their presence is required to maintain a site, rendering them unable to perform any other actions.
Frostland teams are recruited from citizens working in Logistics Districts. Building more Logistics Districts, or Building within those Districts, will increase the number of Frostland Teams available.
Frostland Teams cannot be stockpilled and are only available when a District or a Building providing them is turned on.
Weather
Let’s look at temperature:
Temperature
To be ready for Temperature changes, keep an eye on the Weather Timeline located in the top-right of your screen.
Thermometer icons represent temperature changes.
When the Temperature drops, Heat Demand increases in Districts that demand Heat.
When Temperature rises, Heat Demand decreases in Districts that demand Heat.
Ensure you have enough Fuel Stockpile to be ready for temperature changes. You may construct Fuel Stockpile Hubs to expand stockpile capacity for Coal or Oil.
Otherwise, the Cold may increase Disease and eventually lead to deaths among your citizens.
Besides Temperature changes, be aware of Whiteouts. Those are weather anomalies that introduces severe and punishing conditions. They are represented by wind icons on the Timeline.
That’s all the information you need to get started and survive the unforgiving world of Frostpunk 2.
Also check out: Frostpunk 2- All Laws