Idea Tree
USEFUL PAGES
List of Synergy and Conflicting Events
FP2 Guides
Factions list
“We need new ideas to move forward.”
~ Ingame description
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute building by expanding a Housing District and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's Zeitgeist system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce buildings or council laws as results.
Each Faction tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a Heatstamps fee. This starts at 50 Heatstamps, though more complex technologies can increase that to 100 Heatstamps or more, and sometimes it is completely free, particularly when the outcome is a Council law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
Research Time[edit | edit source]
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional Research Institutes and Teaching Hospitals or passing certain laws, such as Mandatory Schools. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
Research Tier | Heatstamps | Citizen | Officer | Steward | Captain |
---|---|---|---|---|---|
1 | 50 | 10 | 12 | 13 | 17 |
2 | 100 | 18 | |||
3 | 200 | 27 |
Heating[edit | edit source]
Heating Research focus on unlocking Heat related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your Generator.
- Generator Upgrade 1
- Settlement Heating
- Genereator Upgrade 2
- Melting Deep Deposits
- Coal Liquefactors
- Housing Insulation
- Heat Dispatcher
- Food Energy Efficiency
- Coal Mines
- Geothermal Plants
- Advanced Geothermal Plants
- Pumpjacks
- Advanced Pumpjacks
- Advanced Coal Mines
- Geothermal Plants
Resources[edit | edit source]
Resources Research are focused on production of various Resources in the City, and the use of Workforce.
- Worker Shifts
- Waste Heat Conversion:
- New Work Model (Radical)
- Automated Workforce (Radical)
- Waste Heat Conversion:
- Hothouses
- Filtration Towers
- Factories
- Goods Factories
- Prefabs Factories
- Composites Factories
- Sawmills
- Advanced Sawmills
- Charcoal Plants
- Foundries
Frostland[edit | edit source]
Resources Research are all about Frostland exploration and improving its effectiveness. Additional buildings for the Logistics District, Trails and Laws that will allow expeditions to be more effective.
- Logistics Bays
- Harvester Hangars
- Skyways
- Scouts' Headquarters
City[edit | edit source]
City Research focuses on City maintenance and Housing District effectiveness.
- Work Compensation
- Leisure
- Labour Organisation
- Alcohol
- Drugs Manufactory
- Maintenance Duty
- Housing Block
- Famine Prevention
Society[edit | edit source]
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
- Wathctowers
- Youth
- Parenthood
- Hospitals
Hubs[edit | edit source]
Hubs Research tree provides access to the variety of additional support hub buildings.
- Rail Hub
- Communication Hub
- Surveillance Hub
- Emergency Medical Hub
- Air Transport Hub
- Maintenance Hub
- Fighting Hub
Beta Research Trees[edit | edit source]
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
Survival[edit | edit source]
The Survival tab concerns itself primarily with amassing resources and exploration of the Frostland. The two opposing Zeitgeist ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their district's capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the Logistics District). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
- Goods Factories
- Sawmills
- Coal Mines
- Geothermal Plants
- Advanced Coal Mines
- Worker Obsolescence
- Pyrochemical Oil Extractors
- Worker Shifts
- Filtration Towers
- Hothouses
- Logistics Bays
- Generator Upgrade
- Autonomous Heater
Economy[edit | edit source]
The Economy tab concerns itself primarily with addressing economic issues such as Shelter/housing, wages and Heatstamps, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
- Housing Block
- Work Compensation
- Leisure
- Labour Organisation
- Workplace Control
- Povetry Eradication
- Alcohol
- Drugs Manufactory
- Famine Prevention
- Maintenance Duty
- Maintenance Hub
- Rail Hub
Society[edit | edit source]
The Society tab concerns itself primarily with the tending to social issues such as Crime, Disease, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address problems in the city. Youth is visible but cannot be researched by any starting community, only by the Technocrats and the Icebloods.
- Hospitals
- Treatment
- Decadence
- Pharmaceuticals
- Treatment
- Weapons
- Watchtowers
- Prisons
- Criminal Reparations
- Crime Elimination
- Guard Immunity
- Prisons
- Youth
- Parenthood
- Relationships
- Procreation
- Parenthood