Frostpunk 2

Frostpunk 2

City Development Effort - Balance Overhaul
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.
Funkycord1336 13 Sep @ 12:19am 
really wish there was a in depth guide for this amazing mod. I've been trying to do the refugee tale and even on citizen i keep getting my teeth kicked in.
Malorn 3 Sep @ 6:40pm 
Population wise, would it be possible to make cold/starvation/disease reduce population growth more than it does currently? I've had quite a few cases of gaining population in the middle of a whiteout, with starvation occurring. Is it also possible there is some flaw in the calculation? I had 'greatly decreased' from two separate sources with only 'marginally increased' as a the only positive, and yet it ticked upward.

It even said 'our population remains stable' but still was ticking up by 1% per week or so.
PlayerX 3 Sep @ 1:37am 
I think there is a small bug. Subsided buildings name is equality tower name.
Malorn 2 Sep @ 7:09am 
There are limits to what can be done, certainly, maybe a bit longer would be nice though.
Sampsa  [author] 2 Sep @ 6:51am 
For the Freezing districts, unfortunately the freezing happens on a fixed cyclical loop of 12 days, so you can just get unlucky and have the district instantly freeze. I could make the cycle slightly longer, but it doesn't entirely remove the issue if you happen to hit a bad timing with the cycle.
Sampsa  [author] 2 Sep @ 6:49am 
It's supposed to be weekly, but the game treats all stockpilable resources as "daily", so it's an UI bug.
aFlowerIRL 2 Sep @ 6:14am 
Is the heatstamp and prefab production supposed to be daily? Ex: I have +4 heatstamps and it says when I hover over it "4 heatstamps/day", but I only get more money at the end of the week, same goes for prefabs. Is it working as its intended and the tooltip is wrong?
Malorn 2 Sep @ 6:03am 
Some positive feedback, I like the rebalanced population growth. I now actually want people, rather than feeling overburdened with them.
Malorn 2 Sep @ 6:00am 
I like that turning off districts has a cost of them becoming frozen. It makes decisions a bit more complex. I do think the timing of how fast they become frozen may need to be extended. You can't man a district while it is 'broken' and if it is unmanned it can freeze. So I repaired, was about to man it, and then it froze again. This has happened a few times. And it makes sense that it might take a bit more time for things to break. Perhaps just extend the time?
Sampsa  [author] 2 Sep @ 2:43am 
Thank you for the kind words.

Making the new statistics visible is actually quite trivial, but bloating the statistics UI with "statistics" that are actually better the more you have of them would look wrong alongside the normal statistics. I floated the idea of adding them similar to how you see Zeitgeist progress, but didn't yet look how technically feasible that would be.
Marcus 2 Sep @ 2:35am 
Thank you very much for the last update. I have been playing this mod since its release and it has been an absolute delight, making me want to come back and play FP again and again.
Especially, big shout out for the new mechanics of grit vs luxury, education vs faith etc, they are well thought and make the gameplay more meaningful, more interactive, while being lore friendly.

There is a lot going under the hood with these mechanics. The only thing that would be nice to improve in the future (which I guess it is not yet possible due to FP UI) to bring these metrics out to be more visible, alongside with hunger, crime and others, so you can track how the automation or grit are changing and how they affect the city (without going into each district resource tab).

Thank you very much for your amazing work and good luck at the modding contest. If I had a vote in it, your mod would be my number 1 prize winner :)
Malorn 31 Aug @ 1:40pm 
I guess it depends on how you view colonies, I can see your reasoning in why they would grow. Perhaps it's a consequence of the fact that I often find myself with too much in the way of population, so constantly having to check colonies to make sure they haven't outgrown their housing makes me worry.
Sampsa  [author] 31 Aug @ 12:26pm 
Isn't micromanaging the colony population by having to transfer all the population there from the Capital also a thing? Either way, some form of micromanagement is going to be a thing.

I eventually want to make colonies into "full cities" with their own generator, and maybe even their own factions if I can figure it out.
Malorn 31 Aug @ 12:23pm 
I should also say, I am overall delighted by the new version. A lot of VERY good changes.
Malorn 31 Aug @ 10:37am 
Hmm, gonna really ask that colonies do not have population growth, as it merely creates a micromanagement irritation. Perhaps have colony growth accounted for but automatically added to the city? Same results, less micro.
Ragnarr Loðbrók 30 Aug @ 3:15pm 
CDE + PO, 2 mods that should have been part of the Vanilla release.
Thanks for creating this mod <3
Lord Nem3sis 30 Aug @ 9:35am 
this is no longer a mod, this is free DLC
I really hope you can win something in the FP2 Modding contest
V<tr1a 30 Aug @ 9:19am 
Thank you for your swift response. I already liked it before, I can't wait to try out your excellent mod again.
Sampsa  [author] 30 Aug @ 9:16am 
They did indeed, added it there.
V<tr1a 30 Aug @ 9:12am 
Nice, I've waited for an update. However, do the preview pictures miss a slide for Merit?
Sampsa  [author] 26 Aug @ 7:59am 
The mod will only support English.
@孔子古人@ 26 Aug @ 7:26am 
MAYBE,we need Chinese
Sampsa  [author] 25 Aug @ 2:06pm 
With a Stockpile district. Which is not buildable if you are using Political Overhaul.
Soene 25 Aug @ 6:57am 
how do i increase stockpile?
thericeyboy 16 Aug @ 2:28pm 
Does this mod work with political overhaul?
Sampsa  [author] 16 Aug @ 2:50am 
1. The mod is largely untested in the Campaign and things will be broken, it's primarily meant for Utopia builder.
2. The mod has been beaten on the hardest difficulty, on the hardest map and with all the tales, so it's very much possible.
Petit_lion 16 Aug @ 2:26am 
This mode has great potential, but as it stands, it's not possible to go very far in the story. I think it would be wise to reduce the number of workers needed for all districts, as the difficulty here is too high.
Sampsa  [author] 15 Aug @ 3:46pm 
Heads up: I just posted a large update in preparation for the proper release for the modding contest in 2 weeks time. I will be rewriting the descriptions and redoing the images soon.
jline 5 Aug @ 6:21am 
It may be worth writing new tutorials once you've finished developing this mod. It's very complex
Sampsa  [author] 4 Aug @ 2:32am 
The images right now are for the old version of the mod, and the new version is not yet to feature parity (nor will it be, as a lot of things have changed.)

The linked Discord has more up to date builds, and I will update the mod descriptions soon after I get a mostly feature complete version ready.
wbyjake 4 Aug @ 2:18am 
Hi, great mod. The progress overhaul picture says there is a foundry to make cores, but I have not been able to find it. Is it exclusive to the cores tale or should it be available in a progress utopia playthrough?
Sampsa  [author] 12 Jul @ 5:55am 
It's an important change to make city layout design more complex. Unlikely I will make it into an optional module.
Bombermans 12 Jul @ 5:26am 
Could "Hot" debuff be optional?
masterofthegears 6 Jul @ 3:27pm 
@Javveling. Would you want to live in 80+ degrees when you're used to freezing weather every day? While it would make for a good place to warm up, living and sleeping in such hot housing wouldn't be great just like too cold. However, I feel like they should at least make the homeless not die as much if there is a boiling commons area they could wander into for second.

Also for the hot problem, due to heat sharing, you're housing areas might be heating each other up. One thing that might help is turning the housing off and on to stop the heat feed back, or turning the generator off and on.
Javveling 5 Jul @ 4:09am 
What am i doing wrong, all my houses end up hot
Sampsa  [author] 5 Jul @ 3:48am 
It's only a debuff in Housing districts to make heat management more complex.
Javveling 5 Jul @ 3:34am 
Why is "Hot" a debuff :(
Sampsa  [author] 19 Jun @ 12:27am 
Incompatibility with Political Overhaul.
Raz Sofer 18 Jun @ 11:17pm 
I got playing back into the mod and i don't see the financial district. Don't know if its another bug
Jimmy Space 18 Jun @ 2:08pm 
How balanced is this for the depleted cores tale? it just doesn't feel like there's enough coal once things start getting colder