Frostpunk 2 Idea Tree: How to Unlock it and All Ideas

Frostpunk 2 Idea Tree: How to Unlock it and All Ideas

As a seasoned city planner with decades of experience under my belt, I find myself thoroughly intrigued by this fascinating list of district developments and hubs. The strategic choices presented here offer a captivating blend of crime reduction, population management, trust enhancement, and resource optimization.


Frostpunk 2 Idea Tree: How to Unlock it and All Ideas
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Diana D’Estefano

In the sequel of Frostpunk, you’ll discover chances to enhance your city and its districts. This is a significant element in the game you shouldn’t overlook. To access these upgrades, you’ll need to explore concepts hidden within the Frostpunk 2 Idea Bank.

In this write-up, let’s walk you through the steps needed to access the Innovation Hub, also known as the Idea Tree, in Frostpunk 2, and discuss the diverse enhancements it offers.

How to Unlock the Frostpunk 2 Idea Tree

To begin, it’s essential to understand that you must construct a Research Institute initially to unlock the Idea Tree in Frostpunk 2. This structure serves as your key to initiate research on enhancements that will significantly facilitate your gaming experience.

One of your tasks in this journey is constructing a Research Institute. Don’t worry about encountering too much trouble with that; just keep moving forward! However, please note that you won’t be able to start building right away. Instead, you must first finish the game’s introduction or prologue. Once the game presents you with the opportunity, swiftly gather the necessary resources and begin construction without delay.

As soon as the Research Institute is complete, the Idea Tree will be instantly accessible within the game. This will give you the chance to explore and research ideas aimed at enhancing your city and its constituent districts.

All Frostpunk 2 Idea Tree Ideas

After learning how to get hold of these power-ups, it’s essential to understand what each one entails. Here, then, we have organized a comprehensive list of concepts grouped by category, which you can explore and apply.

Heating

TitleBranchResearch CostsEffects
Dust Coal MineCoal Mines・10 Weeks
・50 Heatstamps
・Disease is slightly increased
Blasting Coal MineCoal Mines・10 Weeks
・50 Heatstamps
・Squalor is increased
Asbestos LiningHousing Insulation・10 Weeks
・50 Heatstamps
・Base Heat demand of Housing Districts is decreased
Advanced Shaft Coal MineAdvanced Shaft Coal Mine・9 Weeks
・100 Heatstamps
・N/A
Advanced Blasting Coal MineAdvanced Blasting Coal Mine・9 Weeks
・100 Heatstamps
・Squalor is significantly increased
Heat DispatcherHeat Dispatcher・9 / 12 Weeks
・100 Heatstamps
・N/A
Actuated Heat DispatcherHeat Dispatcher・9 / 12 Weeks
・100 Heatstamps
・Squalor is slightly increased
Carrion Coal LiquefactorCoal Liquefactors・9 / 12 Weeks
・100 Heatstamps
・Disease is slightly increased
Pressurised Coal LiquefactorCoal Liquefactors・9 / 12 Weeks
・100 Heatstamps
・Squalor is slightly increased
Deep Melting DrillMelting Deep Deposits・TBA・Production Efficiency is extremely increased
・Unlocks access to Deep Deposits. which are virtually unlimited
Generator: Oil PumpsGenerator Upgrade I・TBA・The Generator can run exclusively on Oil but with increased efficiency
・Oil burnt in the generator will produce some Squalor
Generator: Surplus InjectorsGenerator Upgrade II・TBA・Unlocks the ‘Heat Surplus’ Generator Ability, which burns all excess fuel to increase output of all Districts up to 15%
Generator: Hyperdrive RegulatorGenerator Upgrade III・13 Weeks
・200 Heatstamps
・Oil yields more Heat
・Overdrive is safer and more efficient
Hydraulic PumpjackPumpjacks・9 Weeks
・100 Heatstamps
・Disease is slightly increased
Fracturing PumpjackPumpjacks・10 Weeks
・100 Heatstamps
・Squalor is slightly increased
Settlement FurnaceSettlement Heating・TBA・Unlocks upgrading outposts to permanent settlements, which can provide unlimited resources
Generator: Adaptive InjectorsGenerator Upgrade II・TBA・Unlocks the ‘Intake Optimisation’ Generator Bonus, which increases the Heat yield of the selected fuel type
Generator: Symbiotic RegulatorsGenerator Upgrade III・TBA・Oil, Steam, and Coal yield more Heat
Coal LiquefactorCoal Liquefactors・12 Weeks
・100 Heatstamps
・Disease is slightly increased
Crop SelectionFood Energy Efficiency・12 Weeks
・100 Heatstamps
・Base Heat demand of Food Districts is significantly decreased
Shaft Coal MineCoal Mines・7 Weeks
・50 Heatstamps
・N/A
Unfiltered Geothermal PlantGeothermal Plants・12 Weeks
・100 Heatstamps
・Disease is marginally increased
Geothermal PlantGeothermal Plants・TBA・N/A
PumpjackPumpjacks・12 Weeks
・100 Heatstamps
・Squalor is slightly increased
Deep Geothermal PlantAdvanced Geothermal Plants・18 Weeks
・200 Heatstamps
・Disease is slightly increased
Pumping Geothermal PlantAdvanced Geothermal Plants・18 Weeks
・200 Heatstamps
・N/A

Frostpunk 2 Idea Tree: How to Unlock it and All Ideas

Resources

TitleBranchResearch CostsEffects
Weather-Adjusted ShiftsWorker Shifts・9 Weeks
・50 Heatstamps
・Production Efficiency is slightly decreased
・Disease is slightly decreased
・Heat Demand in Districts other than Housing is decreased
Machine-Centric ShiftsWorker Shifts・9 Weeks
・50 Heatstamps
・Workforce requirement is decreased
・Squalor is marginally increased
Biowaste HothouseHothouses・10 Weeks
・50 Heatstamps
・Disease is slightly increased
・Unlocks the ‘Excessive Fertilisation’ District Ability, which increases Food output and Disease
Chemical HothouseHothouses・10 Weeks
・50 Heatstamps
・Squalor is slightly increased
・Unlocks the ‘Excessive Fertilisation’ District Ability, which increases Food output and Disease
Moss-Filtration TowerFiltration Towers・10 Weeks
・50 Heatstamps
・Squalor is significantly decreased
・Unlocks the ‘Rapid Filtration’ District Ability, which decreases Squalor, but will result in injuries
Ventilation TowerFiltration Towers・10 Weeks
・50 Heatstamps
・Squalor is decreased
・Unlocks the ‘Rapid Filtration’ District Ability, which decreases Squalor, but will result in injuries
Salvaging FactoryFactories・10 Weeks
・50 Heatstamps
・Disease is slightly increased
Mechanical FactoryFactories・10 Weeks
・50 Heatstamps
・Squalor is slightly increased
Untreated SawmillSawmills・10 Weeks
・50 Heatstamps
・Disease is slightly increased
Mechanised SwamillSawmills・10 Weeks
・50 Heatstamps
・Squalor is slightly increased
Remoulded Prefabs FactoryPrefabs Factories・9 Weeks
・100 Heatstamps
・Disease is slightly increased
Standardised Prefabs FactoryPrefabs Factories・9 Weeks
・100 Heatstamps
・Squalor is slightly increased
Waste Repurposing FacilityWaste Management Facilities・11 Weeks
・100 Heatstamps
・Squalor is extremely decreased
Waste Incineration FacilityWaste Management Facilities・11 Weeks
・100 Heatstamps
・Squalor is greatly decreased
・Disease is slightly increased
Recast Composites FactoryComposites Factories・9 Weeks
・100 Heatstamps
・Disease is increased
Synthetic Composites FactoryComposites Factories・9 Weeks
・100 Heatstamps
・Squalor is significantly increased
Advanced Biowaste HothouseAdvanced Hothouses・9 Weeks
・100 Heatstamps
・Disease is increased
・Unlocks the ‘Excessive Fertilisation’ District Ability, which increases Food output and Disease
Advanced Chemical HothouseAdvanced Hothouses・9 Weeks
・100 Heatstamps
・Squalor is increased
* Automated Workforce FactoryAutomated Workforce・9 Weeks
・100 Heatstamps
・Squalor is significantly increased
Heat RecyclingWaste Heat Conversion・4 Weeks
・50 Heatstamps
・Heat Demand in Housing Districts is decreased
Heat OverclockingWaste Heat Conversion・4 Weeks
・50 Heatstamps
・Production Efficiency is increased
* Machine AttendantsNew Work Model・TBA・Workforce requirement is significantly decreased
Advanced Untreated SawmillAdvanced Sawmills・9 Weeks
・100 Heatstamps
・Disease is slightly increased
Advanced Mechanised SawmillAdvanced Sawmills・10 Weeks
・100 Heatstamps
・Squalor is slightly increased
Charcoal Regeneration PlantCharcoal Plants・9 Weeks
・100 Heatstamps
・Disease is slightly increased
Pyrolytic Charcoal PlantCharcoal Plants・9 Weeks
・100 Heatstamps
・Squalor is slightly increased
Silica FoundryFoundries・9 Weeks
・100 Heatstamps
・Disease is increased
Blast FoundryFoundries・9 Weeks
・100 Heatstamps
・Squalor is slightly increased
Refurbishing Goods FactoryGoods Factories・9 Weeks
・100 Heatstamps
・Disease is slightly increased
Calibrated Goods FactoryGoods Factories・10 Weeks
・100 Heatstamps
・Squalor is slightly increased
Advanced FoundryAdvanced Foundries・18 Weeks
・200 Heatstamps
・N/A
Advanced Blast FoundryAdvanced Foundries・18 Weeks
・200 Heatstamps
・Squalor is increased
Goods FactoryGoods Factories・12 Weeks
・100 Heatstamps
・N/A
Prefabs FactoryPrefabs Factories・12 Weeks
・100 Heatstamps
・N/A
Composites FactoryComposites Factories・12 Weeks
・100 Heatstamps
・N/A
Waste Collection FacilityWaste Management Facilities・15 Weeks
・100 Heatstamps
・Squalor is significantly decreased
Line FactoryFactories・7 Weeks
・50 Heatstamps
・N/A
FoundryFoundries・7 Weeks
・50 Heatstamps
・N/A
Filtration TowerFiltration Towers・7 Weeks
・50 Heatstamps
・Squalor is decreased
SawmillSawmill・7 Weeks
・50 Heatstamps
・N/A
Charcoal PlantCharcoal Plants・12 Weeks
・100 Heatstamps
・N/A
Advanced SawmillAdvanced Sawmills・12 Weeks
・100 Heatstamps
・N/A
Drum HothouseHothouses・TBA・N/A
Advanced Drum HothouseAdvanced Hothouses・12 Weeks
・100 Heatstamps
・N/A
* Apex WorkersNew Work Model・TBA・Production Efficiency is significantly increased
・Heat Demand is decreased per All Districts and Buildings
Frostpunk 2 Idea Tree: How to Unlock it and All Ideas

Frostland

TitleBranchResearch CostsEffects
Vanguard Logistics BayLogistics Bays・10 Weeks
・50 Heatstamps
・N/A
Automated Logistics BayLogistics Bays・10 Weeks
・50 Heatstamps
・N/A
Gleaning Harvester HangarHarvester Hangars・10 Weeks
・50 Heatstamps
・20% Harvesting Efficiency
Harvester HangarHarvester Hangars・10 Weeks
・50 Heatstamps
・10% Harvesting Efficiency
SkywaysSkyways・10 Weeks
・50 Heatstamps
・Unlocks Skyway connections, which can be built in the frostland to allow the transport of more resources from colonies and outposts
Survivalists’ HeadquartersScouts’ Headquarters・10 Weeks
・50 Heatstamps
・Exploration Time is decreased
・Territory Threat Level is decreased
Scouts’ HeadquartersScouts’ Headquarters・10 Weeks
・50 Heatstamps
・Exploration Time is slightly decreased
・Territory Threat Level is decreased
Pathfinder ScoutsScout Training・4 Weeks
・50 Heatstamps
・Territory Threat Level is decreased
Mechanised ScoutsScout Training・4 Weeks
・50 Heatstamps
・Exploration Time is decreased
Attended Freight DockFreight Docks・13 Weeks
・100 Heatstamps
・Resource Production in Outposts connected by Skyways is significantly increased
Automated Freight DockFreight Docks・13 Weeks
・100 Heatstamps
・Resource Production in Outposts connected by Skyways is significantly increased
Frontier FootholdsOutpost Operation・6 Weeks
・50 Heatstamps
・Outpost Upkeep is decreased
Extraction StrongholdsOutpost Operation・6 Weeks
・50 Heatstamps
・Production Efficiency in Outposts is increased
Logistics BayLogistics Bays・7 Weeks
・50 Heatstamps
・N/A
Frostpunk 2 Idea Tree: How to Unlock it and All Ideas

City

TitleBranchResearch CostsEffects
All Do MaintenanceMaintenance Duty・10 Weeks
・50 Heatstamps
・Materials Demand is significantly descreased
Unproductive Do MaintenanceMaintenance Duty・10 Weeks
・50 Heatstamps
・Materials Demand is slightly descreased
・Production Efficiency is slightly increased
Efficiency BonusesWork Compensation・9 Weeks
・50 Heatstamps
・Production Efficiency is slightly increased
Dense Housing BlockHousing Block・10 Weeks
・50 Heatstamps
・Disease is slightly increased
Housing BlockHousing Block・10 Weeks
・50 Heatstamps
・N/A
Equal PayWork Compensation・4 Weeks
・50 Heatstamps
・Trust rises slightly
・Heatstamps Upkeep per capita is slightly decreased
Mandatory UnionsLabour Organisation・4 Weeks
・50 Heatstamps
・Production Efficiency is slightly decreased
・Trust rises slightly
Labour OversightLabour Organisation・4 Weeks
・50 Heatstamps
・Production Efficiency is increased
City-Run Alcohol ShopsAlcohol・4 Weeks
・50 Heatstamps
・Heatstamps Income per capita is significantly increased
Privatised Alcohol ProductionAlcohol・4 Weeks
・50 Heatstamps
・Trust rises slightly
Subsidised Housing BlockHousing Block・5 Weeks
・50 Heatstamps
・N/A
Workers’ VillageWorkers’ Housing・9 Weeks
・100 Heatstamps
・Production Efficiency is slightly increased
Workers’ DormitoryWorkers’ Housing・9 Weeks
・100 Heatstamps
・Disease is slightly increased
・Production Efficiency is slightly increased
Mandatory CrowdingHousing Distribution・4 Weeks
・50 Heatstamps
・Shelter provided by Housing is increased
・Tension is marginally increased
Merit-Based HousingHousing Distribution・4 Weeks
・50 Heatstamps
・Shelter provided by Housing is increased
・Heatstamps Income per capita is slightly increased
Opioids ManufactoryDrugs Manufactory・16 / 19 Weeks
・200 Heatstamps
・Disease is marginally increased
・Trust rises slightly
Pleasure CommonsLeisure・13 / 18 Weeks
・100 Heatstamps
・Tension is slightly decreased
・Trust rises slightly
Food Hoarding InspectorateFamine Prevention・7 Weeks
・50 Heatstamps
・Hunger is decreased
・Unlocks the ‘Food Sweep’ District Ability, which provides a large stockpile of Food but will result in injuries
Stimulants ManufactoryDrugs Manufactory・16 / 19 Weeks
・200 Heatstamps
・Disease is marginally increased
・Production Efficiency is increased
Pleasure ClubLeisure・12 / 18 Weeks
・100 Heatstamps
・Tension is slightly decreased
・Trust falls marginally
Abolished ManagementWorkplace Control・9 Weeks
・50 Heatstamps
・Tension is significantly decreased
Labour CampPoverty Eradication・27 Weeks
・200 Heatstamps
・Tension is increased
・Crime is significantly decreased
・Unlocks the ‘Hard Labour’ District Ability, which greatly increases the efficiency of the Labour Camp
Empowered ManagementWorkplace Control・9 Weeks
・50 Heatstamps
・Production Efficiency is significantly increased

Society

TitleBranchResearch CostsEffects
Surveillance WatchtowerWatchtowers・10 Weeks
・50 Heatstamps
・Crime is slightly decreased
・Unlocks ‘Random Searches’ District Ability, which decreases Crime but causes Tension to rise
WatchtowerWatchtowers・10 Weeks
・50 Heatstamps
・Crime is slightly decreased
・Unlocks ‘Random Searches’ District Ability, which decreases Crime but causes Tension to rise
Liberated YouthYouth・9 Weeks
・50 Heatstamps
・Trust rises slightly
・Unlocks ‘Youth Employment Programme’ City Ability, which bolsters the City’s Workforce but decreases Heatstamps Income
Teaching HospitalHospitals・10 Weeks
・50 Heatstamps
・Disease is slightly decreased
・Research Speed is slightly increased
・Will regularly cure a significant number of Sick Absentees
・Unlocks ‘Preliminary Triage’ District Ability, which decreases Disease but will result in deaths
HospitalHospitals・10 Weeks
・50 Heatstamps
・Disease is slightly decreased
・Will regularly cure a significant number of Sick Absentees
・Unlocks ‘Preliminary Triage’ District Ability, which decreases Disease but will result in deaths
Dutiful YouthPercentage of Active Workers is increased・9 Weeks
・50 Heatstamps
・Crime is slightly decreased
・Unlocks the ‘Youth Volunteer Duty’ City Ability, which bolsters the City’s Workforce, but decreases Trust
Communal ParenthoodParenthood・4 Weeks
・50 Heatstamps
・Percentage of Active Workers is significantly increased
・Population Growth is marginally decreased
Dedicated MotherhoodParenthood・4 Weeks
・50 Heatstamps
・Population Growth is increased
・Percentage of Active Workers is slightly decreased
* Birthing ProgrammeProcreation・4 / 10 Weeks
・50 Heatstamps
・Population Growth is marginally increased
・Disease is significantly increased
Relationship RotationRelationships・4 Weeks
・50 Heatstamps
・Population Growth is significantly increased
Mandatory MarriageRelationships・4 Weeks
・50 Heatstamps
・Population Growth is increased
Recovery HospitalHospitals・5 Weeks
・50 Heatstamps
・Disease is slightly increased
・Population Growth is slightly increased
・Will regularly cure a significant number of sick Absentees
・Unlocks the ‘Preliminary Triage’ District Ability, which decreases Disease but will result in deaths.
Experimental TreatmentTreatment・4 Weeks
・50 Heatstamps
・Research Speed is marginally increased
・Disease is marginally decreased
・Unlocks the ‘Conduct Medical Trial’ Ability in Districts with Hospitals, which reduces Disease at the cost of potential casualties.
Conservative TreatmentTreatment・4 Weeks
・50 Heatstamps
・Disease is decreased
Pharmaceutical Testing LaboratoryPharmaceuticals・13 Weeks
・200 Heatstamps
・Disease is significantly decreased
・Research Speed is slightly increased
・Unlocks the ‘Boost Research’ District Ability, which increases Research Speed, but reduces the Laboratory’s effect on Disease
Pharmaceutical LaboratoryPharmaceuticals・13 Weeks
・200 Heatstamps
・Disease is significantly decreased
Patrol WatchtowerWatchtowers・5 Weeks
・50 Heatstamps
・Crime is slightly decreased
・Unlocks the ‘Random Searches’ District Ability, which decreases Crime but causes Tension to rise
Thought-Correction PrisonPrison・9 Weeks
・100 Heatstamps
・Crime is slightly decreased
・Trust falls slightly
・Unlocks the ‘Mobilise Prison Wardens’ District Ability, which provides additional Guard Squads, but reduces the Prison’s effect on Crime
Punitive PrisonPrison・9 Weeks
・100 Heatstamps
・Tension is slightly increased
・Crime is greatly decreased
・Unlocks the ‘Conscript Inmates’ Disctrict Ability, which provides additional Guard Squads, but reduces the Prison’s effect on Crime
Isolation PrisonPrison・9 Weeks
・100 Heatstamps
・Crime is significantly decreased
・Unlocks the ‘Mobilise Prison Wardens’ District Ability, which provides additonal Guard Squads, but reduces the Prison’s effect on Crime.
Human ExperimentationCrime Reparations・4 Weeks
・50 Heatstamps
・Research Speed is significantly increased
・Crime is decreased
SterilisationCrime Elimination・4 Weeks
・50 Heatstamps
・Population is significantly decreased
・Crime is significantly decreased
Lunatic AsylumAsylum・TBA・Trust rises
Guard ImmunityGuard Immunity・TBA・Crime is decreased
Mandatory ProcreationProcreation・10 Weeks
・50 Heatstamps
・Population Growth is significantly increased
・Heatstamps Income per capita is slightly decreased
Incubation HouseIncubation・25 Weeks
・400 Heatstamps
・Population is increased
・Unlocks the ‘Incentivise Foetus Donations’ District Ability, which greatly increases natural growth at the cost of Heatstamps
Public ExecutionsCrime Elimination・6 Weeks
・50 Heatstamps
・Crime is slightly decreased
・Unlocks the ‘Execute Prisoners’ Ability in Districts with Prisons, which drecreases Crime
Frostland DeportationCrime Reparations・TBA・Outpost Upkeep is slightly decreased
・Crime is significantly decreased
Panaceum FactoryPanaceum Factory・25 Weeks
・400 Heatstamps
・N/A

Hubs

TitleBranchResearch CostsEffects
Rail HubRail Hub・10 Weeks
・100 Heatstamps
・Proximity: Efficiency in neighbouring Extraction, Industrial or Food Districts is increased
Communication HubCommunication Hub・10 Weeks
・100 Heatstamps
・Proximity: Trust in neighbouring Housing Districts is increased
Surveillance HubSurveillance Hub・10 Weeks
・100 Heatstamps
・Proximity: Crime in neighbouring Housing Districts is decreased
Emergency Medical HubEmergency Medical Hub・10 Weeks
・100 Heatstamps
・Proximity: Disease in neighbouring Housing Districts is decreased
Air Transport HubAir Transport Hub・10 Weeks
・100 Heatstamps
・Proximity: Workforce Requirement in neighbouring Districts is decreased
Maintenance HubMaintenance Hub・10 Weeks
・100 Heatstamps
・Proximity: Materials Demand in neighbouring Districts is decreased
Fighting HubFighting Hub・10 Weeks
・100 Heatstamps
・Proximity: Tension in neighbouring Housing Districts is decreased

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2024-09-28 16:01