Districts
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Districts are the primary construction mechanic in Frostpunk 2.
They are structures that allow the city to function and both provide and consume various Resources.
All Districts cover multiple Tiles and cost Heatstamps and Prefabs to build. Some must be built starting from Resource Deposits such as Fertile Soil or Frozen Forests. Many Districts additionally have adjacency bonuses (referred to in-game as "area affects"), for example reducing Heat cost, or adjacency maluses creating problems like Squalor or Disease.
All districts require Workforce to function or they will shut down.
Districts can be damaged by Squalor and Protests. When the damage fills the bar a District will become unusable, but it can be repaired at the cost of Prefabs.
Districts can be turned off using the "power button" at the bottom of their menu.
Districts can have special abilities, usually coming from the Buildings constructed within them, like Emergency Session or Rush Researchers.
Expansion[edit | edit source]
Districts can be expanded once. This action has multiple effects such as increasing their area by 3 tiles, increasing their output, and allowing the construction of an additional Building within (for a total of 2).
Expanding costs 50 Heatstamps and 50 Prefabs. Expanded Districts have a higher output but do not consume any more resources (such as Workforce or Materials) than their base versions, making Expanded Districts more efficient overall.
The area of Districts can be Adjusted for the cost of 50 Heatstamps and 50 Prefabs, moving any number of tiles from their previous location to a new location, with the restriction that the first tile placed when the District was initially built cannot be moved. This action is generally quite useful to reach nearby Resource Deposits once a District's initial deposits have been depleted.
Temperature[edit | edit source]
Since patch 1.3 every district has its own Temperature level, just like buildings in Frostpunk 1.
If left unchecked the people working or living inside a Cold district will start to become ill, injured or worse.
Heat can be allocated from the Generator up to a maximum of 5 levels per District (or, in The City only, up to one additional level with each Progress Generator Upgrade, for a total of eight levels with the highest upgrade). If the Generator does not have enough Capacity and/or Fuel to meet the full city-wide demand, you will need to decide which Districts to prioritize and which to leave out in the cold.
If a District becomes Warm it will provide +1/4 Temperature Level per adjacent tile to any neighboring Districts (up to a maximum of +9/4 Levels). It is possible to create a chain of heat-sharing Districts, such that when one becomes Warm its proximity will trigger the next to become Warm, which in turn raises the Temperature of the next, and so on. The second District in the chain will also feed Heat back into the first, potentially allowing its Heat allocation to be reduced without decreasing its Temperature, resulting in the entire chain being self-sustaining and getting extra heat "for free".
Temperature can be modified by Laws, Heating Hubs, and Buildings.
Once researched in the Idea Tree, individual Districts can be Insulated for the cost of 50 Heatstamps and 50 Prefabs. The base insulation upgrade permanently increases a District's Temperature by 1 full level. Upgraded insulation can be researched to increase the buff to 2 full levels for no extra construction cost, applying retroactively to Districts that already have the base insulation.
District Types[edit | edit source]
There are several District Types in Frostpunk 2. Each of the Districts have their own unique role in the city.
| Heatstamps | Prefabs | Workforce | |
|---|---|---|---|
| Housing | 40 | 200 | 200 |
| Food | 40 | 200 | 600 |
| Extraction | 40 | 150 | 600 |
| Industrial | 40 | 100 | 600 |
| Logistic | 40 | 200 | 400 |
In the prologue some basic proto-districts are also available with reduced costs.





