The best Council laws in Frostpunk 2
You’re no longer the Captain in Frostpunk 2, which means you won’t be able to tell everyone to do your bidding on a whim. Now, you’re just the Steward, someone who makes tough decisions for the city, while also taking note of the demands of various factions. Beliefs and ideals will clash often, and it’s up to you to strike the right balance. This guide discusses the best Council laws in Frostpunk 2 to help you navigate the postapocalyptic political scene.
First, we’ll discuss basic mechanics, such as faction delegations and negotiations. We’ll then look into the ideal laws from the four main categories: Survival, City, Society, and Rule. Lastly, we’ll delve into some amazing functions that you can use to get more votes in your favor.
How to build the Council Hall
You can have your own Council in Frostpunk 2 once you’ve built the Council Hall in the city center. Simply press the “N” key and check the Central tab to see the option. Construction requires 80 heatstamps, 40 prefabs, and 200 workforce.
What affects laws and proposals?
When it comes to laws in Frostpunk 2, you need to be mindful of the factions at the start of the game, as well as any emergent groups that might appear when you meet certain requirements. Each group follows a certain tenet: Adaptation versus Progress, Merit versus Equality, and Tradition versus Reason. Here are some other tidbits to keep in mind.
- The Council is in session every 10 weeks after a law is passed or rejected.
- The Council consists of 100 delegates from across all existing factions. Passing a law requires a majority, which means getting 51 people to vote in your favor.
- A select few laws from each category are available at the start of your run. However, the rest are unlocked as you continue to research more technologiess.
- Some technologies, such as those considered to be “Radical Ideas,” will be proposed in the Council by the faction that wants that tech.
- Choosing the “Grand Agenda” action when talking to an organization, or