A council sits in a hall in Frostpunk 2.In Frostpunk 2, you’re no longer the all-powerful Captain. As the Steward, you must navigate a complex political landscape, balancing the needs of your city with the demands of various factions. This guide outlines the most effective Council laws to help you maintain order and ensure the survival of your frozen metropolis. We’ll cover essential mechanics, optimal laws from each category (Survival, City, Society, and Rule), and powerful strategies to influence votes in your favor.
The image shows the requirements to build the Council Hall.
Understanding the Council and Law Proposals
The Council Hall, built in the city center for 80 Heatstamps, 40 Prefabs, and 200 Workforce (accessible via the “N” key and Central tab), is where political power resides. Understanding its mechanics is crucial for effective governance. The Council meets every 10 weeks after a law is passed or rejected. Its 100 delegates represent various factions, each adhering to specific tenets: Adaptation vs. Progress, Merit vs. Equality, and Tradition vs. Reason. Passing a law requires a simple majority (51 votes). Initially, only a limited set of laws are available, with more unlocking through technological research. Factions can also propose laws based on their desired technologies or through negotiated “Grand Agenda” actions.
The image shows a type of law that
Securing Successful Proposals and Negotiating with Factions
Achieving a majority vote requires strategic negotiation and a keen understanding of faction dynamics. When proposing a law, analyze the projected votes (“for,” “against,” and “hesitant”). Focus on the “mostly hesitant” delegates—these are your swing votes. If initial support is low, negotiate with the faction possessing the most hesitant delegates. Negotiation deals involve various randomized options: constructing buildings, researching technologies, passing/repealing laws, denouncing rivals, granting agendas, or paying Heatstamps. Remember, failing to fulfill a deal damages your reputation and potentially increases faction fervor and riot risk.
The image shows the negotiations screen where the player can choose from various deals to reciprocate.
Optimizing Laws: Survival, City, and Society
Choosing the right laws is vital for a thriving city. Here are some key recommendations, keeping in mind availability depends on research, tenet favor, and campaign progress.
Survival Laws
- Scout Training: Pathfinder Scouts: Essential for reducing Frostland threat levels.
- Waste Heat Conversion: Heat Recycling & Worker Shifts: Weather-Adjusted Shifts: Reduce district heat demands.
- Goods: Durable Goods: Lowers per capita goods demand.
- New Work Model: Machine Attendants: A “Radical Idea” reducing workforce requirements, but with potential for worker fatalities. Pair with Ceremonial Funerals.
The image shows the Survival category of laws.
City Laws
- Housing Distribution: Merit-Based Housing: Increases Housing District shelter and Heatstamp generation.
- Outsiders: Allow Productive Outsiders: Boosts active workers, population growth, and Heatstamp income.
- Community Service: Heatpipe Watch: Decreases overall heat demand at the cost of slightly increased tension.
- Maintenance Duty: Unproductive Do Maintenance: Reduces materials demand and improves production efficiency.
Society Laws
- Funerals: Ceremonial Funerals: Mitigates trust loss from citizen deaths; a small tension increase is easily offset.
- Treatment: Experimental Treatment: Improves research speed and disease control, with added benefits for Hospitals.
Rule Laws: Reclaiming the Captaincy
Rule laws offer powerful actions to control factions and solidify your authority, but require a two-thirds majority (67 votes) and cannot be repeated. These laws must be passed before enacting Captain’s Authority.
The image shows the Rule category of laws.
- Guard Enforcers: Unlocks “Quell Protest” and “Mobilize Watchtower Squads.”
- Captain’s Motion: Unlocks “Enlist to Captain’s Militia” and improves Guard Squad effectiveness against crime.
- Martial Law: Reduces Guard Squads needed to combat crime.
- Guided Voting: Influences hesitant delegates, minimizing the need for negotiation.
- Bureau of Propaganda: Significantly reduces city tension and mitigates faction relationship impacts.
- Secret Police: Enables manipulation of factions through increasing/decreasing their size or revoking Council seats.
- Captain’s Authority: Grants absolute control over the Council, eliminating voting concerns and restoring your title as Captain.
The image shows the proposals panel where Guided Voting is active.
Mastering the Council: Guided Voting and Absolute Control
Guided Voting, unlocked through Rule laws, allows you to sway hesitant delegates without negotiation, albeit with potential relationship repercussions. The Secret Police, another powerful tool, lets you manipulate faction size, membership, and Council representation. Finally, Captain’s Authority grants complete control over the Council, ensuring unanimous votes and solidifying your leadership. Mastering these tools is key to surviving and thriving in the frozen wasteland.