Frostpunk 2 Wiki and Guides
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Outposts and Settlements

From Frostpunk 2 Wiki and Guides

Outposts[edit | edit source]

Outposts can be discovered in the Frostland and act as a source of different Resources (like Coal or Materials) or less-tangible benefits (like increased research speed or reduced Disease).

To get an Outpost running, you must first construct a connection with one of the The City's entry points, which roughly align to where Logistics Districts are built on the city map. Once connected, the Outpost will automatically turn on and begin extracting resources if you have enough Frostland Teams to fulfil its requirements.

The most basic way of connecting Outposts are Trails, available by default. However, you may research Skyways, which increase the efficiency of Outposts connected by them by +25 percentage points.

Outposts that supply resources like Food, Coal, Materials, or Oil have a large but finite supply of those resources that will eventually be depleted. They can also be blocked by Whiteouts.

Settlements[edit | edit source]

After researching the "Settlement Heating" idea in the Heating category of the Idea Tree (in Story mode, this requires choosing to Embrace the Frost and is unavailable if you choose to Defeat the Frost), some Outposts in the Frostland can be turned into permanent Settlements. This allows you to build a furnace to sustain a small but stable population, which will provide an inexhaustible output of resources at the cost of additional operating expenses.

To construct a Settlement, you first need to connect it to the City via Skyways. Establishing a Settlement will require sending a portion of the City's Population there. You also need sufficient Cores and Prefabs.

Settlements can be upgraded further for an additional cost, which increases their output (and upkeep costs) and makes them resistant to Whiteouts.

List of all Outposts[edit | edit source]

Optional Outposts[edit | edit source]

In Story Mode, some sites in the Frostland can either give a large one-time benefit or be turned into a permanent Outpost that provides an ongoing benefit.

IEC Smelter[edit | edit source]

In-Game Description[edit | edit source]

This huge mine and smelting apparatus provided the steel used to construct the nearby generators on behalf of the Imperial Exploration Company. A crew of thousands once lived within and below the machine — only a small fraction of whom made it to The City.

The Captain sent a crew with Cores here to establish an Outpost. There's no sign of the crew, but the Cores remain, along with many salvageable components. We can take it all back to The City or finally restart the smelter.

Choice 1: TAKE THE CORES[edit | edit source]

Requirements

Outcome

Choice 2: RESTART THE MACHINE[edit | edit source]

Requirements

  • None

Outcome

Outpost 11[edit | edit source]

In-Game Description[edit | edit source]

Outpost 11 contains a military warehouse from before the Frost. Over many years, a settlement here salvaged its contents for materials and Cores, at one point temporarily declaring independence from New London.

Now the warehouse is empty. We could use it as a storage facility or salvage the remains of the settlement.

Choice 1: RE-ESTABLISH OUTPOST 11[edit | edit source]

Requirements

  • None

Outcome

Choice 2: SALVAGE THE SETTLEMENT[edit | edit source]

Requirements

  • None

Outcome

Whale Mine[edit | edit source]

In-Game Description[edit | edit source]

Multiple pods of whales froze here after being pursued by humanity's last whaling vessels into the freezing harbour. The scouts are amazed at the sight of the massive bodies made pale by the ice. "Finally, I've found my white whale!" the scout commander jokes. No one laughs.

Years ago, the Captain sent a team with machines to bore through the ice and mine out the whale meat. We can take the machines back to The City to assist our extraction or send a new team here to finish the job.

Choice 1: TAKE THE MACHINES[edit | edit source]

Requirements

Outcome

Choice 2: ESTABLISH WHALE MINING OUTPOST[edit | edit source]

Requirements

  • None

Outcome

Ruins of Tesla City[edit | edit source]

In-Game Description[edit | edit source]

The looming remains of a city once famed for its technological marvels. The place has had a bad reputation and has been picked clean over the years, but to our surprise, our scouts uncovered a yet-undiscovered chamber. It houses a mechanical calculator powered by a coal-to-oil converter. It remains active, though no one knows what it's calculating.

We can either remove the converter to replicate in The City — though this will deactivate the machine — or we can send a team here to use the machine to boost our research.

Choice 1: SALVAGE THE COAL-TO-OIL CONVERTER[edit | edit source]

Requirements

Outcome

Choice 2: CREATE RESEARCH OUTPOST[edit | edit source]

Requirements

  • None

Outcome

Winter Palace[edit | edit source]

In-Game Description[edit | edit source]

Over the snowy valley towers an opulent manor, complete with a marble ballroom and an indoor pool of hot spring water. Our scouts walked straight past the classical library and Turner seascapes to be amazed by the fur coats and felting gear in the servants' quarters, as well as silver skinning knives and leatherworking tools.

The scouts wanted to take the boots and coats home, but the commander disagreed. "We should use these samples and these tools to set up a factory reproducing the works of the old world. Then everyone in The City will have a fur coat and waterproof boots."

Choice 1: TAKE THE GOODS[edit | edit source]

Requirements

Outcome

Choice 2: ESTABLISH A MANUFACTURING OUTPOST[edit | edit source]

Requirements

  • None

Outcome

Decision Sites[edit | edit source]

Some Outposts require you to make a one-time choice before activating them that permanently affects their behaviour.

Abandoned Coal Mine[edit | edit source]

In-Game Description[edit | edit source]

A mining complex inhabited by children a long time ago. Over the years, they grew older and became citizens of New London. The last miners were ordered home by the Captain, but we know some coal remains in the shafts.

The approach trail is in poor condition, but we've found a warehouse with Prefabs the Captain intended to use to improve it. We could take them, or leave them in place if we want to use the mine again.

Choice 1: TAKE THE STORED PREFABS[edit | edit source]

Requirements

  • None

Outcome

Choice 2: RESTART THE MACHINE[edit | edit source]

Requirements

  • None

Outcome

  • Creates Outpost: Abandoned Mine Outpost (+250 Coal/Day out of a total supply of 448,000, -10 Frostland Teams)
    • Settlement upgrades are identical to those in Choice 1

Fortitude Base[edit | edit source]

In-Game Description[edit | edit source]

The abandoned base welcomes us with the "Fortitude" sign. The roof has collapsed on a lab where scientists studied the cause of the frost. But the training halls remain intact, along with the equipment used in attempts to contact other generator cities.

We could take all the preserved supplies back to New London. Or we could leave them, making re-activating the base less costly.

Choice 1: TAKE THE SUPPLIES[edit | edit source]

Requirements

  • None

Outcome

  • +3 Cores, +300 Prefabs
  • Can later REBUILD THE BASE for -2 Cores and -400 Prefabs (for a net gain of +1 Core and net loss of -100 Prefabs); see Outcome of Choice 2.
Choice 2: LEAVE THE SUPPLIES[edit | edit source]

Requirements

  • None

Outcome

Makeshift Mine[edit | edit source]

In-Game Description[edit | edit source]

A group of nomads have dug a coal mine on this site, using it to fuel a set of crude hothouses. However, their design is flawed and they haven't yet been able to grow any crops.

A quick exchange between them and our scouts suggests they will give us the site if we provide them with enough food for them to travel elsewhere.

Alternatively, we could send in guards to drive them away.

Choice 1: SEND FOOD[edit | edit source]

Requirements

Outcome

  • Makes the Wanderers pleased
  • Creates Outpost: Rebuilt Mine (+350 Coal/Day out of a total supply of 448,000, -15 Frostland Teams) (Cannot be upgraded)
Choice 2: ENTER BY FORCE[edit | edit source]

Requirements

Outcome

  • Makes the Wanderers displeased
  • Creates Outpost: Rebuilt Mine (+350 Coal/Day out of a total supply of 448,000, -15 Frostland Teams) (Cannot be upgraded)

Timber Kiln[edit | edit source]

In-Game Description[edit | edit source]

A huge sawmill and kiln used by a group of nomads to produce oil from frozen timber. Our engineers believe we could make the machine much more efficient.

If we can get on speaking terms with these nomads, we could share the machine, offering them some of the supply. Otherwise, we could take the machine by force.

Choice 1: SHARE THE SITE[edit | edit source]

Requirements

  • Must have pleased the Wanderers
  • Must have unlocked Oil

Outcome

Choice 2: GAIN ACCESS BY FORCE[edit | edit source]

Requirements

Outcome

Linked Sites[edit | edit source]

Some Outposts are connected to other locations in the Frostland, with decisions for one site affecting how you can exploit the other sites linked to it.

Hot Springs[edit | edit source]

Sites[edit | edit source]

Hot Springs, Hot Springs Refuge, Hot Springs Mushroom Cave

Choice 1: ACCESS THE SPRINGS[edit | edit source]

Requirements

  • Must rebuild Hot Springs Refuge somewhere in a High Pass (-200 Prefabs, plus cost for Trails/Skyways)
  • Must rebuild Hot Springs Mushroom Cave somewhere in an Endless Plain (-200 Prefabs, plus cost for Trails/Skyways)

Outcome

Choice 2: FORCE ACCESS AND INTEGRATE SETTLEMENT[edit | edit source]

Requirements

Outcome

Shipwreck Camp[edit | edit source]

Sites[edit | edit source]

Shipwreck Camp, Baron's Cave, The Woodsmen

Choice 1: REINSTATE OLD LEADERS[edit | edit source]

Requirements

  • One-time expedition of 10 Frostland Teams and 15 Guard Squads
  • Must have discovered The Woodsmen and not used the "Take by Force" option
  • Must have 30 points in Equality

Outcome

Choice 2: SUPPORT NEW LEADERSHIP[edit | edit source]

Requirements

  • Must have discovered Baron's Cave and used the "Send Materials" option (-10000 Materials)
  • Must have 30 points in Merit

Outcome

Choice 3: BRING THEM TO THE CITY[edit | edit source]

Requirements

Outcome

Other Outposts[edit | edit source]

The remaining Outposts are standalone sites with no special decisions attached to them.

Captain's Mine[edit | edit source]

In-Game Description[edit | edit source]

The Captain Himself ordered this mine dug as New London's coal began to dwindle, but its hastily-laid trail was lost to a whiteout. The shafts are marked with the miners' final farewells to their families.

Output & Upkeep[edit | edit source]

(Cannot be upgraded)

Cartographers' Base[edit | edit source]

Variant of Fortitude Base exclusive to Utopia Builder Mode. May spawn once.

In-Game Description[edit | edit source]

A beacon tower remains serviceable in an abandoned base used to chart the surrounding territories. The equipment would be of great benefit to our scouts.

Base Output & Upkeep[edit | edit source]

(No change with Skyways)

Settlement Upgrade 1 Cost[edit | edit source]
Settlement Upgrade 1 Output & Upkeep[edit | edit source]
Settlement Upgrade 2 Cost[edit | edit source]
Settlement Upgrade 2 Output & Upkeep[edit | edit source]

Dreamers' Mine[edit | edit source]

In-Game Description[edit | edit source]

An ironworks sits at the surface of this mine, its walls covered with designs for wagons and transports. A smaller glassworks once fabricated fragile scientific instruments. Few tools remain after many years of scavenging, but there is still iron at the very bottom of the shaft.

Output & Upkeep[edit | edit source]

(Cannot be upgraded)

Imperial Freighter[edit | edit source]

In-Game Description[edit | edit source]

The wreck of a mighty freighter marked with the colours of the old empire. It is the only wreck we see facing away from, and not towards, the coast. It seems to have collided with another vessel and partially sunk, but fortunately enough remains above the surface to be salvaged.

Output & Upkeep[edit | edit source]

(Cannot be upgraded)

Nansen's Storm Watch[edit | edit source]

In-Game Description[edit | edit source]

The place where Fridtjof Nansen was last seen, just before the Great Storm hit.

The Captain later ordered the walls strengthened and the larder extended. Our expeditions can use this base to rest and resupply.

Output & Upkeep[edit | edit source]

(Cannot be upgraded)

Tesla Crater[edit | edit source]

Exclusive to Story Mode. Must be first uncovered by an expedition of 30 Frostland Teams at the Mysterious Towers near Tesla City.

In-Game Description[edit | edit source]

Advanced structures lie underneath the ice in the centre of a crater, sheer cliffs to all sides. Our teams can drill down and salvage the remains for useful parts.

Output & Upkeep[edit | edit source]

(Cannot be upgraded)

Underground Warehouse[edit | edit source]

Variant of Outpost 11 exclusive to Utopia Builder Mode. May spawn multiple times.

In-Game Description[edit | edit source]

Out scouts are unsure of what was originally stored in this protected warehouse, but its insulated compartments could serve as long-term storage for The City.

Base Output & Upkeep[edit | edit source]

(No change with Skyways)

Settlement Upgrade 1 Cost[edit | edit source]
Settlement Upgrade 1 Output & Upkeep[edit | edit source]
Settlement Upgrade 2 Cost[edit | edit source]
Settlement Upgrade 2 Output & Upkeep[edit | edit source]

Weather Station[edit | edit source]

Present in Story Mode and may spawn once in Utopia Builder Mode.

In-Game Description[edit | edit source]

This outpost once predicted temperature drops for Winterhome [UBM: "nearby settlements"]. The peak is visible for miles around, the ideal place for a beacon to help travellers reach New London [UBM: "The City"].

Output & Upkeep[edit | edit source]

(Cannot be upgraded)

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