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Faction

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Factions.png

Factions are major political forces in Frostpunk 2. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the Zeitgeist.pngZeitgeist alignment system. Some examples of this are Council voting and the Idea Tree Icon.pngIdea Tree, which both interact with Factions and the Zeitgeist.

Effects[edit | edit source]

Factions are the most passionate and radical members of their community, with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.

In both the beta and Utopia Builder mode, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the population and the Council could then belong to a faction instead of a community, leading to a more varied political landscape.

At start in Utopia Builder mode, only three communities are present. The first faction appears at week 50, regardless of whether the council has been constructed or not, and will support the zeitgeists that have been favoured. Another second faction later appears at week 100 to oppose the first faction.

Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in Guard Squads.pngGuard Squads to quell protests.

Communities[edit | edit source]

Wanderers[edit | edit source]

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Wanderers first appear in Prologue story mode and are currently not available in the Utopia game mode.

They possess no zeitgeists but do have an Active Faction Ability to Tighten Belts, reducing food consumption for the onset of the whiteout.

Foragers[edit | edit source]

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"Adaptation is key and reliance on machines is weakness."

Forced to adapt to the harsh conditions of the frostland, the foragers put their faith in the endurance of the human spirit over machines.

"As the frost covered the earth, these people and their ancestors were caught beyond the safety of the Generator cities. Forced to adapt to the harsh conditions of the frostland, they learned to survive against all odds.

"At times, Foragers decide to settle in the cities once again. However, the ordeal of surviving the frost has developed a lasting mark.

"They believe adaption is key and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.

The Foragers support the Adaptation.pngAdaptation ideology in the Survival Zeitgeist.

The Foragers were one of the two Communities to be shown in the Frostpunk 2 Beta, with the other Community being the Machinists.

Frostlanders[edit | edit source]

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"Adaption is the only way to live in the frost."

Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City. The Whiteout Years destroyed that dream, but taught them value of adaption and grit.

"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.

"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.

"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.

Frostlanders support the Adaptation.pngAdaptation ideology in the Survival Zeitgeist.

You can encounter them in the New London story scenario. They possess the same zeitgeist as the Foragers from Utopia Builder mode.

Machinists[edit | edit source]

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"Technological progress guarantees survival."

Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.

"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.

"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.

"To them, technological progress is the only way to ensure survival, and maybe even prosperity.

The Machinists support the Progress.pngProgress ideology in the Survival Zeitgeist.

The Machinists were one of the two Communities shown in the Frostpunk 2 Beta, with the other Community being the Foragers

New Londoners[edit | edit source]

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"Through technological progress, New London will thrive."

Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin. They value technology, which they credit for getting them through the Great Storm.

"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.

"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.

"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.

New Londoners support the Progress.pngProgress ideology in the Survival Zeitgeist.

You can encounter them in the New London story scenario. They possess the same zeitgeist as the Machinists from Utopia Builder mode.

Labourers[edit | edit source]

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"Every worker should benefit equally."

Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.

"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.

"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.

"They learned and truly believe that if one of us falls, we all will.

The Labourers support the Equality.pngEquality ideology in the Economic Zeitgeist.

Merchants[edit | edit source]

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"Opportunity rewards those with merit."

Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.

"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.

"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards. Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.

"After all, a little competition can only benefit the everyman.

The Merchants support the Merit.pngMerit ideology in the Economic Zeitgeist.

Thinkers[edit | edit source]

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"Reason requires us to change with the times."

Theorists and intellectuals focused on the transformation of society, the Thinkers are determined to be harbringers of change.

"Many different people found shelter in the North after the chaos of evacuations. Among them were some of the intellectuals hailing from the large cities of the old empire.

"Having survived the Great Storm and finding some semblance of stability during the Whiteout Years, they formed a sort of post-Frost bourgeoisie. They believe the only way for society to rebuild is to follow the rational reordering of society and discarding of outdated mores.

"To them, tradition is nothing but a blanket of lead, weighing society down. The world is a blank slate. It's time to begin anew.

The Thinkers support the Reason.pngReason ideology in the Societal Zeitgeist.

Lords[edit | edit source]

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"Tradition is the bedrock of society."

They share traditional values passed down from distinguished old-world families, believing the old ways to be the bedrock of society.

"Though many of the Lords claim descent from distinguished old-world families, others simply agree with the old-fashioned ideals supported by this community. Those attracted to their ranks adhere to traditional values and believe in fixed social roles.

"They firmly believe that, historically, it has been change and haphazard progress that has got this world into trouble. To them, the many tragedies that transpired during the fall of Old London were rooted in social upheaval and the chaos that followed.

"To them, it's clear: it's the old ways that ultimately saw us through. They will do so now too.

The Lords support the Tradition.pngTradition ideology in the Society Zeitgeist.

Servants[edit | edit source]

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People who have succumbed to their debts and become property of the City. They are only available with a Merit capstone.

Detainees[edit | edit source]

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Only present after using the ability "Round Up [Faction]".

Factions[edit | edit source]

Stalwarts[edit | edit source]

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"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"

Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.

"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.

"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.

"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.

The Stalwarts support the Survival Progress.pngProgress, Economic Merit.pngMerit and Societal Reason.pngReason ideological Zeitgeists. They share the same Zeitgeists as the Venturers, their Utopia Builder mode counterpart.

They are only available in the Story mode and can be chosen to be present by choosing the Order option when asked to identify an unknown symbol in the Prologue section. They can also randomly be chosen, between them and the Faithkeepers, by not recognising the symbol.

The Stalwarts have an Active Faction Ability to Mobilise Enforcers, granting permanent Guard Squads, and a Passive Faction Ability which produces additional Prefab income, called "Assembling Extra Prefabs".

Faithkeepers[edit | edit source]

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"Progress the advance humanity (?). Equal as one flock. Tradition is our bedrock."

"The Faitherkeepers uphold 'the Faith' established by the Captain to keep the City together during the trying times of the Great Storm. Since his death, they worship his memory and endeavour to continue what they claim to be his legacy."

"They preach that through hard work and prayer, New London can be turned into a green paradise where all citizens will live equally under the protection of the Holy Generator."

"As such, to them any notions of 'breaking free' from the Generator, or suggestions that relying on technology might be short-sighted, are blasphemy. It's a common source of tension between them and anyone foolish enough to voice it out loud."

Followers of the religious movement established by the Captain. Seeking ascension in technology, they're communal, traditional, and devoted to the Captain's memory.

The Faithkeepers support the Survival Progress.pngProgress, Economic Equality.pngEquality and Societal Tradition.pngTradition ideological Zeitgeists. They share the same Zeitgeists as the Legionnaires, their Utopia Builder mode counterpart.

They are only available in the Story mode and can be chosen to be present by choosing the Faith option when asked to identify an unknown symbol in the Prologue section. They can also randomly be chosen, between them and the Stalwarts, by not recognising the symbol.

The Faithkeepers have an Active Faction Ability to Hold Evening Prayers, increasing Trust, and a Passive Faction Ability to decrease Tension, called "Performing Sermons".

Pilgrims[edit | edit source]

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"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."

Bound by traditions and close communal relations so hermetic, some call them mystical. They believe the frostland should be embraced as everyone's new home.

"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.

"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.

To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.

The Pilgrims support the Survival Adaptation.pngAdaptation, Economic Equality.pngEquality and Societal Tradition.pngTradition ideological Zeitgeists. They share the same Zeitgeists as the Menders, their Utopia Builder mode counterpart.

The Pilgrims will only appear if the Stalwarts are chosen in the Story mode, being completely absent in Utopia Builder mode.

The Pilgrims have an Active Faction Ability to Deploy Guides, reducing Expedition Times in the Frostland, and a Passive Faction Ability to produce additional Frostland Teams, called "Volunteer Scouts".

Evolvers[edit | edit source]

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The Evolvers support the Survival Adaptation.pngAdaptation, Economic Merit.pngMerit and Societal Reason.pngReason ideological Zeitgeists. They share the same Zeitgeists as the Proteans, their Utopia Builder mode counterpart.

The Evolvers will only appear if the Faithkeepers are chosen in the Story mode, being completely absent in Utopia Builder mode.

The Evolvers have an Active Faction Ability to Enhance Workers, increasing Production Efficiency, and a Passive Faction Ability to heal the sick, called "Assisting Treatment".


Technocrats[edit | edit source]

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"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."

"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.

"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.

"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."

The Technocrats support the Survival Progress.pngProgress, Economic Equality.pngEquality, and Societal Reason.pngReason ideological Zeitgeists. They are directly opposed to by the Icebloods.

The Technocrats were one of the two Factions shown in the Frostpunk 2 Beta, with the other Faction being the Icebloods.

The Technocrats have an Active Faction Ability to Optimise Research, increasing Research Speed, and a Passive Faction Ability to reduce Material demand, called "Maintenance Optimisation".

Icebloods[edit | edit source]

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"Embrace Adaptation, reward Merit, honour Tradition." - A paraphrase of their manifesto

"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.

"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.

"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."

The Icebloods support the Survival Adaptation.pngAdaptation, Economic Merit.pngMerit and Societal Tradition.pngTradition ideological Zeitgeists. They are directly opposed to by the Technocrats.

The Icebloods were one of the two Factions shown in the Frostpunk 2 Beta, with the other Faction being the Icebloods.

The Icebloods have an Active Faction Ability to perform Volunteer Expeditions, instantly providing Food, and a Passive Faction Ability to increase Food Production, called "Hunting Trips".

Venturers[edit | edit source]

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"Opportunists in every sense of the word, the Venturers are the competitor's competitor. They comprise those who fortune has favoured and they see no reason for that to change."

"They attract those who value individual achievement over that of the group, seeing themselves as inspiration for the less affluent. They bet on anything that can put them ahead, be it the newest technological breakthrough or a radical idea remaking social norms."

"After all, anything can become an opportunity to stay on top, and progress is paramount. Through progress, something's bound to trickle down for everyone else in the City."

Meticulous individualists, these opportunists recruit from those drawn to a good deal, be it social or technological.

The Venturers support the Survival Progress.pngProgress, Economic Merit.pngMerit and Societal Reason.pngReason ideological Zeitgeists. They share the same Zeitgeists as the Stalwarts, their Story mode counterpart. They are directly opposed to by the Menders.

The Venturers have an Active Faction Ability to Finance Mercenaries, immediately producing Guard Squads, and a Passive Faction Ability to increase Heatstamp Incone, called "City Investment".

Menders[edit | edit source]

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"The Menders operate as a herd, reliant on each other as part of a tight-knit group of survivalists. Nature has taught them the hard way that in the frost, the only thing worth depending on is each other."

"Guided by traditions of old, they attract those who value close family ties and frugality, who would mend their heatsuits with scraps rather than waste a single bolt of fabric."

"Above all, they value equality, for the ice freezes everyone without judgement. They have witnessed it all too many times."

Stoics and rugged explorers who view the frostland as their new home and their members as a family unit, held together by tradition.

The Menders support the Survival Adaptation.pngAdaptation, Economic Equality.pngEquality and Societal Tradition.pngTradition ideological Zeitgeists. They share the same Zeitgeists as the Pilgrims, their Story mode counterpart. They are directly opposed to by the Venturers.

The Menders have an Active Faction Ability to have Rescue Operations, adding +500 people to the Cities population, and a Passive Faction Ability to reduce Expedition Times, called "Exploration Support".

Legionnaires[edit | edit source]

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"The Legionnaires view themselves as a unit held together by cohesion and discipline. Militaristic in nature, they believe in an equality bolstered by tradition. Every citizen is a worker, every worker is a solider. And all have their proper place in the City."

"Those who enlist in their ranks tend to be technologically minded, believing that that fight against the Great Frost is war, and it will be won through fire and steam."

"And in war, you're either on their side or in their way."

These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.

The Legionnaires support the Survival Progress.pngProgress, Economic Equality.pngEquality and Societal Tradition.pngTradition ideological Zeitgeists. They share the same Zeitgeists as the Faithkeepers, their Story mode counterpart. They are directly opposed to by the Proteans.

The Legionnaires have an Active Faction Ability to Raise Prefabs, instantaneously giving Prefabs, and a Passive Faction Ability to increase Guard Squad numbers, called "Guard Recruitment".

Proteans[edit | edit source]

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"Rational and strong-willed, the Proteans are a pragmatic people driven ever-forward by the race to adaptation.

"Those that join them boast of their scientific mindset, harkening back to the pre-Frost followers of Darwin, sure to the point of rabidity that evolution cannot only be ignited, but advanced."

"The Proteans dissect the traditions of old with a critical eye and methodically replace them with radical body modifications. But never fear; those who can't forge their own evolution will certainly find other uses to forward the evolution of the City."

Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.

The Proteans support the Survival Adaptation.pngAdaptation, Economic Merit.pngMerit and Societal Reason.pngReason ideological Zeitgeists. They share the same Zeitgeists as the Evolvers, their Story mode counterpart. They are directly opposed to by the Legionnaires.

The Proteans have an Active Faction Ability to Coordinate Patient Care, healing the sick, and a Passive Faction Ability to reduce Disease, called "Healthcare Assistance".

Overseers[edit | edit source]

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"Hailing from the original engineers of the Generator, the Overseers aim to bring back the glory of the old empire. Technology begets order, and order begets control; thus, they believe that technological progress should be under the command of a chosen few."

"That's how it was in the old empire—or so they claim. They clearly put a lot of value in upholding or restoring the traditions of old. Those fit to lead will prove themselves, and the rest must be fit to follow. As devout believers in the survival of the fittest, they do not abide by weakness."

"At least, weakness that can't be beaten out."

They wish to establish technological primacy of the few, enforcing control built on the foundations of the traditions of the Old Empire.

The Overseers support the Survival Progress.pngProgress, Economic Merit.pngMerit and Societal Tradition.pngTradition ideological Zeitgeists. They are directly opposed to by the Bohemians.

The Overseers have an Active Faction Ability to Overdrive Output, increasing Production Efficiency, and a Passive Faction Ability to reduce crime, called "Voluntary Patrols".

Bohemians[edit | edit source]

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"The Bohemians spawned from artists, misfits, and otherwise free and rebellious spirits. While joining together for myriad reasons, they have one thing in common: they've been desperate for a chance to rebuild society in radically new ways for years."

"Adaptive, radically equal, unbound—there's nothing sacred to them. Those they inspire tend to be artistic philosophers, gleefully purging the old traditions and anything else weighing down the City, and starting the composition anew. Assisted, of course, by a special brew of tea and an enlightening smoke every now and again."

"After all, it isn't a vice if it's art."

They make an art form of adaptation, bringing down inequalities or old traditions in a radical way of reimagining the world.

The Bohemians support the Survival Adaptation.pngAdaptation, Economic Equality.pngEquality and Societal Reason.pngReason ideological Zeitgeists. They are directly opposed to by the Overseers.

The Bohemians have an Active Faction Ability to do Mindshaping, increasing Trust, and a Passive Faction Ability to randomly boost community relations, called "True Fostering".

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