The City will approve chemical additives with tested and tolerable risk levels.
- Food Production Efficiency is increased
- Disease is marginally increased
- Synergies Events with Chemical Drum Hothouse
USEFUL PAGES
List of Synergy and Conflicting Events
FP2 Guides
Factions list
Frostpunk 2 Laws affect the city in a wide variety of ways, from resource production efficiency and population growth, to reducing problems and increasing trust. Laws often begin as researched Idea Tree concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the Factions balance some laws might be harder to push than others.
The council itself is a building. It must be placed in the Central District (somewhere near the generator) for a nominal amount of Heatstamps and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the Zeitgeist such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the Community or Faction that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the Zeitgeist if successfully adopted.
After a law is passed, there may be additional events to amend the law or change its effects.
The council is made up of 100 council members, with each faction and community having representatives proportional to the number of members that faction or community has. To pass a proposed law, at least 51 votes must be achieved.
Each of the 100 members will either be For, Against, or Hesitant. For and Against voters will always vote as they say they do, and Hesitant voters will randomly choose whether to vote for or against the proposal.
Each faction or community will have a certain view towards each proposed law, depending on how it aligns with their ideology. Proposals that align with the ideology of a voting member will always vote in favor of the law, while proposals that align with the opposing ideology of the voting member will always vote against the law. Communities will often be hesitant, and will have split votes if a vote is made without negotiations.
Proposals can be done every 10 weeks between which council will be in recess and unavailable. While the council is in recess, laws can be explored by a button at the bottom left. The Emergency Session district action will immediately bring the council together for a vote while the council is in recess, at the cost of decreasing trust.
As the Steward, you can negotiate with the different factions and communities to persuade how they vote. By clicking Negotiate, you can see which factions and communities are open to negotiations. Factions cannot be negotiated with when their favored or disfavored laws are being proposed, and they will always vote in favor of their own ideologies and against their opposing ones.
To negotiate, you have to choose Your Terms and Their Terms. Your terms are either to vote for or against the proposal being voted on. Their terms is something you have to promise to the faction in return for their vote. These terms include, but are not limited to:
The game will randomly pick 3 terms the group wants, and you have to choose 1 of those 3 to promise. If you fulfill the promise, your relations with that group will increase, and trust will rise. If you fail to fulfill the promise, your relations with that group will decrease, and trust will fall.
You can only have 3 active promises at a time, so if you have 3 promises active you will not be able make any new negotiations.
If you have passed the Guided Voting law, you can guide the delegates to vote in favor or against any proposal without negotiations at the cost of decreased trust. This will result in a large portion of the council members following your guide and voting as you wish them to. You may still need to negotiate to get over the passing threshold.
In order to pass any of the laws in the Rule category, the threshold for passing increases to 67 members needed. Rule laws also are impacted by the amount of Tension in the city, with higher Tension making it easier to pass Rule laws.
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing Resources such as oil, coal, building materials, and food. The two opposing ideologies in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
The City will approve chemical additives with tested and tolerable risk levels.
Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.
In order to overcome scarcity, we will organise our production lines to increase goods production.
In order to make best use of scare resources, we will focus on producing sturdy and easily repairable goods.
Laws for this issue unlocked by research.
No efforts are taken to reuse excess heat from industrial machines.
We will redirect excess heat from industrial machines to neighbouring Districts and infrastructure, increasing the heat available to the City.
The excess heat produced by industrial machines will be reinjected back into the machines to allow them to operate at a higher capacity.
Laws for this issue unlocked by research.
Scouts will be trained as they have been for decades.
We will select the fittest candidates and train them in elite survival skills, so they can remain adaptable.
We will train scouts to use advanced technology and techniques in order to optimise exploration.
Laws for this issue unlocked by research.
We do not mandate any specific qualifications to operate outposts.
Spearheads of our expansion to the frostland, our outposts will be operated by hardened pioneers capable of handling themselves.
Bastions of technology in a hostile environment, our outposts will be operated by highly trained crews capable of operating advanced machines.
Laws for this issue unlocked by research.
Workplaces determine their own working hours depending on their specific needs.
Laws for this issue unlocked by research. Radical Idea.
The basic work model of the last decades remains unchanged.
This harsh world has no place for weakness. We will solely rely on the fittest and strongest workers and push them to achieve their maximum potential,
Machines will take over the burden of work from humans. Workplaces will be optimised for machines with workers relegated to maintenance roles.
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, Heatstamps, work and labor, and population. The two opposing ideologies in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact Heatstamps and Population.
Issue unlocked at the start of the game.
Issue unlocked at the start of the game (or very early on).
"Increased availability"
Issue unlocked at the start of the game.
There are no clear rules about who can settle in the City.
"We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
purchase an exemption from the city
Laws for this issue unlocked by research
"Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
Laws for this issue unlocked by research.
"Labour Organisation is determined by individual workplaces. The city is uninvolved."
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing ideologies in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
Laws for this issue unlocked by research
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
Issue unlocked at the start of the game.
"Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
Note: Radical law. Increases tension and takes longer to research.
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.