Frostpunk 2 Heat & District Calculator
The Frostpunk 2 Heat & District Calculator helps you plan city layouts before committing prefabs and heatstamps. After the version 1.5 update, heat is managed at the district level, making pre-build planning more important than ever. Use this tool alongside our adjacency and heat bonuses guide for optimal placement.
How to Use the Calculator
Set the current or forecasted temperature using the slider — drag it down to -100°C to simulate whiteout conditions. Select your fuel type: coal for early game, oil for mid-game efficiency, or geothermal steam for late-game colonies. Adjust the generator heat level to match your current upgrade tier.
Add districts using the type buttons, then toggle adjacency checkboxes for each district: Near Generator, In Crevasse, Same Type Adjacent, and Near Industrial. The calculator updates total heat demand, fuel burn rate, and under-heated district count in real time.
Add District
Results
Understanding the Results
Total Heat Demand sums the per-district requirements after adjacency modifiers. If any district's demand exceeds your generator allocation level, it counts as under-heated and will stop functioning during temperature drops. Fuel Burn Rate estimates weekly consumption based on temperature severity and fuel type efficiency.
Squalor warnings appear when Industrial districts are placed near Housing or Food zones. This mirrors in-game proximity penalties that increase disease and reduce workforce efficiency. For advanced whiteout planning, read our whiteout preparation guide and Chapter 2 walkthrough.
Optimal Layout Strategies
The zero-heat housing block is a proven strategy: place Housing inside a crevasse (-2 heat), adjacent to the generator (-2 heat), and surrounded by other Housing districts (-2 heat). With a base demand of 2 at moderate temperatures, all three bonuses can reduce housing heat to zero.
Industrial districts should be clustered away from residential and food zones. Use the Near Industrial checkbox to verify your layout avoids squalor penalties. Extraction districts on resource deposits benefit from generator proximity but do not require crevasse placement.
When transitioning from coal to oil, recalculate your fuel burn rate at expected whiteout temperatures. Oil's 2x efficiency multiplier often makes the difference between surviving a -80°C drop and facing generator shutdown. See the Idea Tree research guide for fuel transition technologies.
Related Guides
- District Adjacency & Heat Bonuses
Detailed adjacency mechanics and placement strategies.
- District Types Guide
All district categories, costs, and workforce requirements.
- District Heat Management Guide
Video tutorial on the v1.5 district-level heat system.
Frequently Asked Questions
How accurate is this calculator?
This tool models verified game mechanics including adjacency heat bonuses (-2 per bonus), temperature scaling, and fuel type efficiency multipliers. Actual in-game values may vary slightly with specific laws and research upgrades.
What adjacency bonuses reduce heat demand?
Districts next to the generator, inside crevasses, or adjacent to two same-type districts each reduce heat demand. Housing can reach zero heat demand with all three bonuses active.
Which fuel type is most efficient?
Oil provides 2x fuel efficiency compared to coal, and geothermal steam provides 3x. Transition to oil before major city expansions during cold periods.
Why does squalor appear near Industrial districts?
Industrial districts placed adjacent to Housing or Food districts generate squalor and disease penalties. Keep industrial zones separated from residential and food production areas.