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Frostpunk 2 Promo Shot 2
Image via 11 bit studios

Where to Get Materials in Frostpunk 2

If only snow can count as materials...

Frostpunk 2 has several resources and materials in the game. However, there is also a major resource literally labeled as Materials. These could be in the form of minerals, trees, or scraps, but they all fall under the Materials category. Here’s how to get these Materials in Frostpunk 2 and everything you need to know linked to Materials such as Squalor, district maintenance, and industrial goods.

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How to Get More Materials in Frostpunk 2

Materials naturally maintain districts and structures. Each of these buildings may also have some other add-ons, specifically the districts, which also use up some Materials. Every game or playthrough starts you off with a large stockpile of Materials, but you’ll eventually need a sustainable source. To get Materials, you need to construct Extraction Districts on tiles with the Materials icon (little box icon).

There are several variations of this icon, including a box with a bar or a box with a circle. This just means that there are more Materials in that current tile than usual. Build the Extraction Districts, and you should have a default total output of 150 Materials, as seen in the image above.

The Most Efficient Way of Extracting Materials in Frostpunk 2

When frostbreaking areas and building Extraction Districts to harvest resources, you want to look at the layout of all nearby resources you want to harvest. Most of the time, there are multiple nodes next to each other.

Since Extraction Districts take around six tiles, you can have a total of six tiles with Material nodes on them. How does this affect your production or gathering rate? Well, it doesn’t. The only reason you want to build an Extraction District covering all Material nodes or tiles is that it becomes cost-efficient. Since you don’t have to spend more Prefabs in building multiple Extraction Districts, you are saving these limited resources to build other structures.

The main benefit you get from building an Extraction District that covers four or more resource nodes is that the maximum output of the deposit adds up, meaning it’ll take a longer time to deplete the resource.

This information is significant because if you need Materials as fast as possible, you might choose to build two Extraction Districts instead of one to improve the output. This should rarely happen, and if you result in this method, you’ll surely become less efficient with Prefabs, workforce, Heatstamps, and others.

How Does Materials Affect Squalor in Frostpunk 2

Squalor is a negative metric for a dirty environment caused by a lack of Materials in the city. Running out of Materials increases squalor. When squalor rises, it means you lack Materials, and diseases and tension might occur in your city. These problems can chain to other problems, such as decreases in population growth and distrust among the citizens.

Another problem caused by a high Squalor is the increase in the wear and tear of your districts. If you have noticed, most of your districts, especially the extraction districts, get damaged and will be unable to function unless repaired. If you have a high Squalor, this affects your district’s durability, and you may need to repair more frequently. Since repairing costs precious Prefabs, you don’t want to repair your buildings over and over. To summarize, Materials should be treated as basic necessities like food and heating.


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Author
Image of Enzo Zalamea
Enzo Zalamea
Enzo is a staff writer at Prima Games. He began writing news, guides, and listicles related to games back in 2019. In 2024, he started writing at Prima Games covering the best new games and updates regardless of the genre. You can find him playing the latest World of Warcraft expansion, Path of Exile, Teamfight Tactics, and popular competitive shooters like Valorant, Apex Legends, and CS2. Enzo received his Bachelor's degree in Marketing Management in De La Salle University and multiple SEO certifications from the University of California, Davis.