Progress is not without cost, and this concept is always prevalent in Frostpunk 2. As the Steward, you have to appease and placate disparate factions, while also thinking of the best ways to move forward with scientific breakthroughs. Some of these will eventually turn into new options that allow you to enact laws, while others let you construct building improvements. Our guide discusses the best techs inFrostpunk 2 to help you plan your research endeavors.
Here, we’ll focus on the basic mechanics first, followed by our picks for each category or classification. These are Heating, Resources, Frostland, City, Society, and Hubs.
How to build the Research Institute
To start researching techs in Frostpunk 2, you need to build a Research Institute. Here’s what you need to know.
- Construct a Housing District, which requires six tiles.
- Then, expand the Housing District by clicking on the icon with four arrows in the lower-right corner of the panel. This requires you to pick three extra tiles.
- Expanding a Housing District unlocks an additional building slot where new improvements can be built.
- The Research Institute is one such improvement. It requires 100 heatstamps, 50 prefabs, and 400 workforce.
Tips when researching techs in Frostpunk 2
Several techs will be available early in your campaign. The rest, however, are unlocked as you progress. Here are some tips to remember.
- Tech research costs manpower, heatstamps, and prefabs. Building more Research Institutes also speeds up the research progress.
- Techs tend to be interconnected, so you need to research a prerequisite before higher-tier options become available. In some cases, moving toward a certain zeitgeist tenet, such as Merit or Equality, is necessary.
- If another option for a particular tech is available, you can also research it to replace the previous one.
- Factions may be in favor of a particular tech, and researching it improves your relations with them. In other instances, a tech might be required if you
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