Frostpunk 2

Frostpunk 2

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Coldflame Sep 18, 2024 @ 9:21am
zeitgeist capstones?
can anyone confirm what you get for maxing each zeitgeist?
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Showing 1-9 of 9 comments
MetalHev Sep 18, 2024 @ 2:14pm 
Adaptation gives a gigantic disease and heat requirement reduction (+180 heat on all districts)
Merit unlocks indentured workers
Logic unlocks a skill that lets you select between reducing hunger/disease or increasing/reducing pop growth

Adaptation is absolutely bonkers btw
Harris Sep 18, 2024 @ 2:17pm 
Tradition reduces tension
Progress allows you to unleash a horde of automatons into the city and settlements to drastically increase your productivity and reduce pollution but at the cost of increased workers injuries and deaths
Oldkye Sep 18, 2024 @ 2:50pm 
Originally posted by Deus Ex Machina XIX:
Progress allows you to unleash a horde of automatons into the city and settlements to drastically increase your productivity and reduce pollution but at the cost of increased workers injuries and deaths
So what's the downside?
Harris Sep 18, 2024 @ 6:30pm 
Equality's ultimate is called "levelling". On use, it gives you 2000 heatstamps and 50k goods. It also passively increases your heatstamps income to cover for all the social laws you've adopted earlier. Communism OP.
Quxzcover Oct 1, 2024 @ 7:56pm 
I have yet to get equality but heres what I've written down:

Progress - Automation Primacy: Squalor Reduction: Unlocks the 'Release the Swarm' City Abiltity, which allows automatons to take over the City, increasing Efficiency (50%) and greatly reducing squalor, ay the risk of harming people

Adaptation - Only the Strong Prevail: Disease and heat demend reduction: Unlocks the 'Exile the Weak' City Ability, which orders weak citizens to leave the City, extremely decreasing Disease - Heat Demand in Districts and Buildings is greatly decreased (180)

Merit - Servitude: Spawns the 'Servants' Community, which has minimal needs, 100% Active Workforce and can be used to increase Efficiency. Unlocks the Enforce Servitude' City Ability, which increase the number of servants.

Reason - The Algorithm: Research Speed, Population Growth, Disease, Hunger: Unlocks 'The Algorithm' City Ability, which can optimise Research Speed or Population Growth, or regulate Disease or Hunger.

Tradition - The Great Chain: Tension Reduction: Unlocks the 'Relink the Chain' City Ability, a parade of atonement in the streets which greatly decreases tension at a small efficiency expense
Last edited by Quxzcover; Oct 1, 2024 @ 7:57pm
Levie Oct 4, 2024 @ 7:31pm 
I believe Leveling also hurts/kills population, no?
There are also some small visual effects for at least the progress and adaption capstones:
Progress: Railroads (the same as for railway hubs) from your central city to every industrial and extraction district.
Adaption: A ring of wind shields around the city

Are there some other visual effects (for the other capstones), which I did not notice?
Originally posted by Friggles größter Fan:
There are also some small visual effects for at least the progress and adaption capstones:
Progress: Railroads (the same as for railway hubs) from your central city to every industrial and extraction district.
Adaption: A ring of wind shields around the city

Are there some other visual effects (for the other capstones), which I did not notice?
yes, if you pass the Family Apprentice, you can see kids playing around the reactors,
with Air Trasportation you can see several airships around the city,
Equality Embrace leaves most buildings as identical apartment blocks.
Merit embrace makes shiny and golden buildings.
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