Idea Tree
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FP2 Guides
Factions list
“We need new ideas to move forward.”
~ Ingame description
The Idea Tree is the interface for carrying out research in Frostpunk 2. It can only be accessed while at least one Research Institute building (constructed in Housing Districts) is active.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society, and Hubs. The first five are tied to opposing pairs of ideologies in the Zeitgeist system, with only Hubs being entirely neutral. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can unlock
Buildings or
Laws, or directly enhance existing structures or systems.
Each group in
The City 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 group's proposal will shift the Zeitgeist towards their ideology. Multiple options for each technology can be researched (except for the Generator Upgrades). Most technologies can be researched by any Community or Faction of the same ideology, but some technologies can only be researched by Factions and will be unavailable as long as no Faction with a matching ideology exists.
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 research project is completed, relations will increase with the group that conducted the research. Newly-unlocked
Buildings can be constructed immediately, and
Laws will be automatically proposed for a vote at the next Council session. More advanced research concepts related to the completed topic may also become available on the Idea Tree.
Research Speed[edit | edit source]
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 School. 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 I
Housing Insulation
- Heat Dispatcher
- Heat Utilisation
- Generator Capacity
Coal Mines
Resources[edit | edit source]
Resources Research are focused on production of various
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
Logistics District, Trails, and Laws that enhance expeditions.
City[edit | edit source]
City Research focuses on City maintenance and
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- Fighting Hub
- Communication Hub
- Surveillance Hub
Maintenance Hub- Emergency Medical 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.
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