Idea Tree
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“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 fee. This starts at 50  Heatstamps, though more complex technologies can increase that to 100
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.
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
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.
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.
Heat related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your Generator.
 Generator Upgrade I Generator Upgrade I
 Housing Insulation Housing Insulation
- Heat Dispatcher
- Heat Utilisation
- Generator Capacity
 Coal Mines Coal Mines
Resources[edit | edit source]
Resources Research are focused on production of various  Resources in the City, and the use of Workforce.
Resources in the City, and the use of Workforce.
Frostland[edit | edit source]
Frostland Research is focused on  Frostland exploration and improving its effectiveness. It unlocks additional buildings for the
Frostland exploration and improving its effectiveness. It unlocks additional buildings for the  Logistics District, Trails, and Laws that enhance expeditions.
Logistics District, Trails, and Laws that enhance expeditions.
City[edit | edit source]
City Research focuses on City maintenance and  Housing District effectiveness.
Housing District effectiveness.
Society[edit | edit source]
Society Research focuses on population well-being and growth, healthcare, family structure, and crime prevention.
Hubs[edit | edit source]
Hubs Research provides access to a variety of additional support hub buildings that assist with logistics, security, maintenance, and emergency response across the city.
 Rail Hub Rail Hub
- Fighting Hub
- Communication Hub
- Surveillance Hub
 Maintenance Hub Maintenance Hub
- Emergency Medical Hub
 Air Transport Hub Air Transport Hub
Beta Research Trees[edit | edit source]
During the beta there were only 3 research trees and they were completely repurposed 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.
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 Goods Factories
 Sawmills Sawmills
 Coal Mines Coal Mines- Geothermal Plants
 Advanced Coal Mines Advanced Coal Mines- Worker Obsolescence
- Pyrochemical Oil Extractors
 
 
 Worker Shifts Worker Shifts
 Filtration Towers Filtration Towers
 Hothouses Hothouses
 Logistics Bays 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
Shelter/housing, wages and  Heatstamps, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
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 Work Compensation- Leisure
 Labour Organisation Labour Organisation- Workplace Control
- Povetry Eradication
 
 Alcohol Alcohol- Drugs Manufactory
 
 
- Famine Prevention
- Maintenance Duty
 Maintenance Hub Maintenance Hub
- Rail Hub
 
Society[edit | edit source]
The Society tab concerns itself primarily with the tending to social issues such as  Crime,
Crime,  Disease, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
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
 
		

