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Sampsa

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SampsaxD

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About this mod

A large overhaul of multiple game mechanics, aiming to invert the difficulty curve, make the mid- and endgame more interesting and introduce new things to the game. Also includes a new difficulty level!

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Changelogs

City Development Effort - Full Balance Overhaul

Credits:
Sampsa - Code, Balancing and Technical side.
 slumpsterdivr - Various additions, Testing & Feedback
!WARNING! Requires a new savegame and only works properly in Utopia Builder! The game WILL crash otherwise.
No guarantees for mod compatibility! The mod changes over 300 assets and is likely to conflict with mods that modify the same things as this mod.

Installation: Unpack the CityDevelopmentEffort_P.pak to your Frostpunk2/Frostpunk2/Content/Paks folder.

Known issues:
- Having Analytics turned on in the game settings will make Algorithm difficulty crash.
- Hanging Rock and Dreadnought Utopia maps have unchanged Central District values - this makes them much harder in the early game.

A Fresh Experience
Frostpunk 2 has an inverted difficulty curve - the game starts out difficult, and progressively becomes easier and easier as the weeks go by. This overhaul attempts to revert this - the start is easy, with little to no urgency, but things don't become easier - they get harder, a lot harder. CDE is aimed to extend the "meaningful" gameplay time in Utopia Builder from 500 weeks to upwards of 1500 weeks, attempts to introduce a greater sense of progress, while fixing a myriad of base game bugs. Expect a more chill 150 weeks, noticeably harder time during and after the first whiteout, and around 5-10 times harder mid-lategame.

New Difficulty Level - Algorithm

NOTE: You must have Analytics turned off in the game settings, otherwise you will crash.

Captain too easy? CDE adds a new difficulty level, called Algorithm, to truly test if you can be called a Captain.
- Population now produces crime, disease and squalor
- Food, housing and goods consumption is increased
- Problems mount up quickly and take longer to diminish
- Communities lose reputation quickly and take longer to gain it back
- Trust is rapidly lost and slow to gain
- Heatstamp income is reduced

Warning: Impossible requires true mastery of almost all game mechanics of CDE - You WILL lose. It is balanced to be barely possible, for the true masochists.

Temperature & Whiteout Changes
Lower minimum temperature
Temperature can now drop to -150C during whiteouts, and it also affects other things than heat consumption.
Production efficiencies get stackable debuffs as the temperature lowers.
The temperature scale has also been shuffled to be less uniform, being a purely visual change.
- All outposts and deep drills stop working during a Whiteout.
- Hub stockpile capacities have been buffed 5x. Stockpiling resources is much more important!

More brutal temperature modifiers
At -50C, food production starts to suffer.
Below -60C, materials production worsens.
Below -70C, oil and coal production becomes harder.
Below -80C, everything becomes harder to produce.
Below -90C, maintenance needs are increased.
Below -100C, tension starts to rise.
Below -110C, the heat requirements of everything increase even faster.
Below -120C, food production becomes impossible from hothouses.

Efficiency Rework
Symmetric Production and Demand
Input materials now scale with efficiency from all sources. No more conjuring more resources out of thin air! Some bonuses have been increased.

Building Changes
Most buildings have been rebalanced to make different zeitgeists truly different, and hopefully balanced against eachother.

Progress & Adaptation
- Progress buildings are much slower to build, cost four times more prefabs but have three times the production, maintenance and workforce requirements. They also consume prefabs to run.
- Adaptation buildings cost more heatstamps, build in a single week and refund 90% of their cost when demolished. Their resource extraction buildings do not consume the deposit, but produce 50% slower.

Equality & Merit
- Equality buildings cost heatstamps to run, are slower to build and cost more prefabs, but reduce tension and produce auxilary bonuses.
- Levelling has been nerfed to produce less heatstamps when using the active part.
- All Merit buildings produce heatstamps, but produce tension. They also require more workforce, build in just a single week, but cost a lot more heatstamps.

District Changes
The district system has been expanded to have 4 tiers for all district types, with exponentially scaling costs and productions. The Central District is also more powerful, having a range of 3 for the heat bonus and providing 40 heat instead of 20. It also produces more food and housing, and starts with a council hall.

T0 Districts
A new type of district, requiring only 3 tiles of space and costing 20 heatstamps and 50 prefabs, plus building in just a single week. They have no building slots.

District Expansions

T1/T2/T3 districts can be built with all district types, providing large benefits at a large prefab and heatstamp cost.
- T1 districts require 1 prefab per week to maintain, have 1x production and a single building slot.
- T2 districts require 2 prefabs per week to maintain, have 2x production and two building slots. Housing and Industrial districts additionally produce 1 heatstamp per week.
- T3 districts require 3 prefabs per week to maintain, have 4x production and three building slots. They need 6 additional tiles to upgrade, making their size 15 tiles. Housing and Industrial districts produce 2 heatstamps per week.
- T2 and T3 Industrial districts make both goods and prefabs at the same time, but cannot focus their production.
Outpost & Frostland Changes
Sustainable Hunting
All food outposts in the Frostland now have infinite food in them, but produce roughly 70% less food - making them a sustainable food option. They also require a trail to harvest them, allowing them to benefit from Skyways production boosts. Harvester Hangars are also viable!

Outpost Rebalance

Outposts are more expensive to build and operate, requiring a constant oil supply. Upgrading them to a T2 settlement is even more expensive and requiring even more oil. They also stop working during a whiteout.

Point of Interest Scaling
Many resource outposts contain less materials and produce a lot less, making explorer squads less powerful early on.

Deposit Changes
Deposit sizes have been rebalanced to allow for more long-term play, but still capable of running out with excessive extraction.

Food Deposits
Food deposits now have multiple millions of soil in them, but district production is 50% lower. Deep Deposits will produce 100% more than non-deep deposits, but take a while to access (the normal deposit must run out first).

Material & Prefab Deposits
Material deposits have been buffed by almost 20x and ruin deposit sizes have been buffed by roughly 3x, allowing you to survive on them a while longer before being forced into deep drills or outposts.

Iron Deposits
Iron Deposits now produce +15% productivity boost with an extraction district, and have roughly 15 million deposit size but produce 50% less material compared to wood.

Oil Deposits
Oil deposit sizes have been increased by roughly 10x, being just shy of 60 million. They will last a lot longer, but a dedicated Progress enjoyer might still find themselves with dry wells.

Deep Deposits
Deep Deposit sizes have been changed from 100M to 1000M, making sure they should never run out during a playthrough.

Frostbreaking Changes
Area & Rapid Frostbreaking
Frostbreaking has been split into two separate actions:
- Area Frostbreaking can be used to frostbreak 30 tiles at a time relatively cheaply, but requiring a long time and a lot of workforce.
- Rapid Frostbreaking can frostbreak 3 tiles at a time in just a single week, but is quite costly.

Faction-specific Frostbreaking
- Progress gets access to Heatbreaking with their T2 generator, being able to use the surplus heat from the generator and automatons to rapidly frostbreak large areas of land cheaply.
- Adaptation gets access to Steambreaking with their T2 generator, utilizing large amounts of Steam to frostbreak large areas.

Generator Changes
Cost Rebalance
The generator now costs more prefabs and heatstamps, while requiring 1-6-15 cores instead of 1-3-40, making the T3 generator more attainable.
Tier 2 and 3 Progress generators burn oil slightly more efficiently.

Surplus Injectors
Surplus injectors now scale up to 30000 surplus heat, providing up to +50% multiplicative production boost - that is, applied after all other modifiers!

Steam Fix
- Steam heat value is now 3.01x higher, making the Generator always use heat first, no matter the setting. Production is overall slightly higher than base, buffing Steam slightly.

Council & Research Changes
The council now gathers every 20 weeks, making individual voting sessions more important and turning emergency council sessions into an integral part of running your city, increasing the usefulness of Trust.

Research of higher tier ideas is now slower and more expensive, making your choices on what to pursue more important.

New Ideas, Buildings and Laws
To support the addition of new buildings and laws, the idea tree has been expanded with new ideas.
New Buildings
- Both Progress and Adaptation get a new Logistics district building that allows them to acquire new Steam Cores, but cost a horrible amount of resources to run
- Progress gets a new Overclocking Hub, which can only be built on Steam deposits, but provides a 50% efficiency increase as its proximity bonus.
New Laws
- Equality and Merit get a new law that allows fighting against Squalor, at a hefty price.

I am sure to have missed some of the changes, but the above provides a good overview of what the mod has to offer!