Frostpunk 2 Wiki and Guides
Do you have what it takes to survive?

Council

From Frostpunk 2 Wiki and Guides
(Redirected from Law)
Council Icon.png

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 Icon.pngIdea 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.pngFactions balance some laws might be harder to push than others.

Mechanics[edit | edit source]

Building[edit | edit source]

The council itself is a building. It must be placed in the Central District (somewhere near the generator) for a nominal amount of Heatstamps.pngHeatstamps 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.

It is possible to click the factions and council members to see more information about them and their beliefs.

Laws[edit | edit source]

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.pngZeitgeist 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.

Voting[edit | edit source]

Council vote.jpg

To pass a proposal, 51 votes must be achieved. Votes are based on Factions.pngfactions. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).

Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.

A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):

  • The votes are in the measure passes
  • The ayes have it
  • The delegates have spoken, the law takes effect
  • The proposed law... has been approved

Survival laws[edit | edit source]

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.

Resources[edit | edit source]

Food Additives[edit | edit source]

Chemical Additives

The City will approve chemical additives with tested and tolerable risk levels.

Foraged Additives

Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.

Goods[edit | edit source]

Mass-Produced Goods

In order to overcome scarcity, we will organise our production lines to increase goods production.

  • Goods.pngGoods Production Efficiency is increased
Durable Goods

In order to make best use of scare resources, we will focus on producing sturdy and easily repairable goods.

  • Goods.pngGoods Demand per capita is slightly decreased

Waste Heat Conversion[edit | edit source]

Laws for this issue unlocked by research.


No Waste Heat Management

No efforts are taken to reuse excess heat from industrial machines.

  • No Effects
Heat Recycling

We will redirect excess heat from industrial machines to neighbouring Districts and infrastructure, increasing the heat available to the City.

Heat Overclocking

The excess heat produced by industrial machines will be reinjected back into the machines to allow them to operate at a higher capacity.

  • Production Efficiency is increased

Frostland[edit | edit source]

Scout Training[edit | edit source]

Laws for this issue unlocked by research.

Standard Scouts

Scouts will be trained as they have been for decades.

  • No Effects
Pathfinder Scouts

We will select the fittest candidates and train them in elite survival skills, so they can remain adaptable.

  • Territory Threat Level is decreased
Mechanised Scouts

We will train scouts to use advanced technology and techniques in order to optimise exploration.

  • Exploration time is significantly decreased

Outpost Organisation[edit | edit source]

Laws for this issue unlocked by research.

Standard Outposts

We do not mandate any specific qualifications to operate outposts.

  • No Effects
Frontier Footholds

Spearheads of our expansion to the frostland, our outposts will be operated by hardened pioneers capable of handling themselves.

  • -50% Outpost Upkeep
Extraction Strongholds

Bastions of technology in a hostile environment, our outposts will be operated by highly trained crews capable of operating advanced machines.

  • 25% Production Efficiency in Outposts

Efficiency[edit | edit source]

Worker Shifts[edit | edit source]

Laws for this issue unlocked by research.

Unregulated Worker Shifts

Workplaces determine their own working hours depending on their specific needs.

  • No Effects
Machine-Adjusted Shifts

To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.

To protect worker health, workplaces must adapt working hours to the weather conditions.

  • Heat.pngHeat Demand in Districts other than Housing is decreased
  • Disease.pngDisease is slightly decreased

New Work Model[edit | edit source]

Laws for this issue unlocked by research. Radical Idea.


Standard Work Model

The basic work model of the last decades remains unchanged.

  • No Effects
Apex Workers

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,

  • 30% Production Efficiency
  • 20 Heat.pngHeat Demand per All Districts and Buildings
Machine Attendants

Machines will take over the burden of work from humans. Workplaces will be optimised for machines with workers relegated to maintenance roles.

Economy laws[edit | edit source]

The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, Heatstamps.pngHeatstamps, 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.pngHeatstamps and Population.

Welfare[edit | edit source]

Essentials[edit | edit source]

Issue unlocked at the start of the game.

Free Essentials
Paid Essentials

Contagion Prevention[edit | edit source]

Issue unlocked at the start of the game (or very early on).

No common rules
  • No effects
Infection Badge
  • Disease down
  • Tension slightly up
Supported Quarantine
  • Disease down significantly
  • Shelter.pngShelter availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)

Housing Distribution[edit | edit source]

Housing Queues
  • No effect
Mandatory Crowding
  • Equality ideology
  • Shelter Availability significantly increased
Merit-Based Housing
  • Merit ideology
  • Heatstamps per capita slightly increased
  • Shelter Availability significantly increased

Alcohol[edit | edit source]

Alcohol Rations
  • No effects
City-Run Alcohol Shops
  • Heatstamps per capita slightly
Privatized Alcohol Production

"Increased availability"

  • Trust will rise slightly


Citizenship[edit | edit source]

Outsiders[edit | edit source]

Issue unlocked at the start of the game.

No Common Rules

There are no clear rules about who can settle in the City.

  • No effects; after an event, may slightly decrease population growth.
Accept All Outsiders
  • Population growth up
Allow Productive Outsiders

"We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."

  • Population growth marginally up
  • Heatstamps income per capita marginally up
Admit No Outsiders
  • Only unlocked by event (possibly Shelter.pngShelter shortage)
  • Population growth greatly down

Community Service[edit | edit source]

Expedition Support
  • exploration time improved
City Development Effort
  • Materials output based on population
Service Exemptions

purchase an exemption from the city

  • Heatstamps output based on population
Heatpipe Watch

Maintenance Duty[edit | edit source]

No Maintenance Duty
  • No effects
All Do Maintenance
Unproductive Do Maintenance

Labour[edit | edit source]

Work Compensation[edit | edit source]

Laws for this issue unlocked by research

Unregulated Compensation
  • No effects
Equal Pay

"Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."

  • Trust up, Heatstamps down
  • Heat.pngHeat demand down
Efficiency Bonuses
  • Production efficiency up

Labour Organisation[edit | edit source]

Laws for this issue unlocked by research.

Unregulated Labour Organisation

"Labour Organisation is determined by individual workplaces. The city is uninvolved."

  • No effects
Mandatory Unions
  • Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
Labour Oversight
  • Trust falls slightly
  • Production Efficiency significantly up

Workplace Control[edit | edit source]

Society laws[edit | edit source]

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.

Care[edit | edit source]

Funerals[edit | edit source]

Harvesting Funerals
  • Reduces disease
  • Research Speed Up
Ceremonial Funerals
  • Trust loss on deaths decreased.

Treatment[edit | edit source]

Laws for this issue unlocked by research

Unregulated Treatment

"The city does not interfere with medical treatment. Doctors treat patients as they see fit."

  • No effects
Conservative Treatment

"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."

  • Disease slightly reduced
Experimental Treatment

"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."

  • Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally

Family[edit | edit source]

Childhood[edit | edit source]

Issue unlocked at the start of the game.

No Common Rules
  • No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
  • After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
Mandatory Schools
  • Research Speed up, but costs Heatstamps.pngHeatstamps per capita
  • Iceblood amendment can change the research bonus to something else (food?)
Family Apprenticeship
  • Workforce.pngWorkforce percentage up
  • Amendment event "Unwanted Destiny" can relax the law to allow children to take apprenticeships with other families.

Youth[edit | edit source]

Dutiful Youth

"Young adults participate in volunteering activities under the superivision of elders who teach them moral values."

  • Percentage of Active Workers slightly increased
  • Crime is slightly decreased.
  • Tradition ideology.
Liberated Youth
  • Trust up slightly

Relationships[edit | edit source]

Parenthood[edit | edit source]

  • Parental Duties

Procreation[edit | edit source]

Crime[edit | edit source]

Guard Immunity[edit | edit source]

Note: Radical law. Increases tension and takes longer to research.

Crime Elimination[edit | edit source]

Criminal Reparations[edit | edit source]

Rule laws[edit | edit source]

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.

×
Cookies help us deliver our services. By using our services, you agree to our use of cookies.