Frostpunk 2

Frostpunk 2

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City Development Effort - Balance Overhaul
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File Size
Posted
Updated
11.584 MB
31 Oct, 2024 @ 8:01am
31 Aug @ 3:58am
16 Change Notes ( view )

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City Development Effort - Balance Overhaul

Description
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Back with a Vengeance!
CDE is back and is possibly more challenging than ever!

A large overhaul of multiple game mechanics, balance and content, aiming to provide a deeper, more complex experience while extending gameplay time and providing new challenges to overcome for experienced Captains.

Highlights include reworked & rebalanced Temperature and Heat management, randomized temperature timeline, new districts and buildings, a new building material, prefab and heatstamp economy overhaul, and much more!

See full changes on the mod.io page: https://mod.io/g/frostpunk2/m/cde

Discord for discussion, feedback and bug reports: https://discord.gg/TGCNkx5sXz
Popular Discussions View All (2)
56
20 Sep @ 4:22am
Bug Reports
BarbecueMan
6
20 Nov, 2024 @ 1:50pm
сосиска
unreal piece of shit☠
415 Comments
K1ll3R 15 Oct @ 10:14am 
Does anyone else have a problem where building a Silica Foundry does not produce the advanced materials? Also the info should explain that is only possible to build on iron ore extraction cause it took me some time to figure it out.. additionally how do you gain it if you don't have an iron ore on the map cause some maps don't have it.
lochness0511 9 Oct @ 11:07am 
I think grit and luxury should be completely switched if I'm being honest.
lochness0511 9 Oct @ 11:06am 
I mean, the other 4 (faith...etc) are increasing the effects of their zeitgeist laws even more.
Grit and Luxury however are working against the effects of their respective laws.
lochness0511 9 Oct @ 11:02am 
Oh, and I really think some effects of Grit and Luxury should be switched. Like increase of tension, lowering of trust, and especially workplace efficency. Merit is all about increasing efficency in exchange for lowering trust and increasing tension.
The more merit laws the higher your social inequality. It's all about giving luxury to the "worthy."
I hope you understand what I'm trying to say.
lochness0511 9 Oct @ 10:49am 
I really wish the adaption buildings wouldn't need so many heatstamps.
The INSANE cost simply makes them not viable. They produce less and cost twice as much.. Progress buildings are just far more costefficient. The adaption buildings are OBJECTIVELY bad.
I think it would be much better if the adaption buildings cost as much heatstamps as pre-fabs.
They are cheap, and don't produce as much.
Progress buildings are expensive, but produce much more.
The way it is right now, there's simply no possible situation where I would ever build an adaption building. Heatstamps are much more valuable than pre-fabs.
I really love your mod! Thank you. I hope you'll take my comment to heart.
Alleycat739 26 Sep @ 4:24pm 
and if you pair a T2 adaption building with the heat dispatcher that lowers DISTRICT output but boosts BUILDING output, that would make the set up even stronger, making them last even longer. I see. I wasnt aware that the disease debuff was removed. Thanks for the info!
Sampsa  [author] 26 Sep @ 12:42am 
For the Adaptation buildings, the disease they produce normally is removed, and instead require you to make hospitals to deal with the sick and injured coming from the cold districts if you want to fully utilize the cold bonuses.

They are definitely a viable alternative, as running your districts cold without losing output saves a lot of fuel, although at the cost of workforce.
Later on, the T2 Adaptation buildings actually stop consuming from the deposit, so very cold districts with some good planning can make the non-infinite deposits last for a VERY long time.
Sampsa  [author] 26 Sep @ 12:24am 
The modding tools are currently not updated to the newest version, and from what we know they will be only updated to the hotfix that is coming next week. Updating the mod itself shouldn't take too long after I get access to the updated modding tools.
Alleycat739 25 Sep @ 5:42pm 
i feel like i dont understand very well how to use buildings that benefit in cold weather. how does one utilize those buildings? do you just accept the fact that workers are going to get sick? are they mostly used to improve relations with the corresponding factions? does anyone have a cold district build/set up that is extremely optimal?

wonders aside, this has been such a great mod. If this and PO can work out some tweaks and come together, that would basically make this Frostpunk 2.5. I love how much this mod has been forcing me to think differently with every run/attempt. The rework to the heat distribution as well as the hub changes are incredibly cool. Amazing work. Thank you for sharing with us a new way to enjoy an already great game.
Quixotic Coyote 25 Sep @ 4:23pm 
Enjoyed playing this mod a bit a few weeks ago. Thanks for all the work on it. Thinking of starting another run but not sure about timings. When do you think this is going to be updated to work with the newest patch? Don't want to start one on the old patch if something new is coming in not very long.