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 voted upon. 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:
- Researching a specific building
- Researching and passing a specific law
- Passing a specific law
- Repealing a specific law
- Using the Fund Projects action on that group
- Using the Condemn action on the opposing faction
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,
Materials, and
Food. The two opposing ideologies in this section are
Adaptation and
Progress.
Laws for this issue are available from the start.
No Common Rules (Default)
There are no established standards for which additives can be put in food in times of need.
- [If ignored for several weeks] ... Some are beginning to use unsafe additives that lead to disease.
- [If ignored for several more weeks] ... Many routinely use unsafe additives that lead to disease.
Effects:
- None
- [Unlock 1] +8
Disease
- [Unlock 2] Modifier changed to +12
Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.
Effects:
The City will approve chemical additives with tested and tolerable risk levels.
Effects:
Laws for this issue are available from the start.
No Common Rules (Default)
There are no defined standards for how goods are produced.
Effects:
In order to make best use of scarce resources, we will focus on producing sturdy and easily-repairable goods.
- [Unknown Unlock Condition] [No change to text]
Effects:
- +7 points in
Adaptation
- -0.002
Goods/Day Demand per capita (default is 0.01)
- [Unknown Unlock] Modifier changed to -0.0035
Laws for this issue are unlocked by research.
No Waste Heat Management (Default)
Although our extraction industry generates considerable amounts of excess heat, no efforts are being made to reuse it.
Effects:
We will redirect excess heat from our extraction industry to neighbouring districts and infrastructure to increase their temperatures.
- [Optional Modifier] ... Filters will ensure that the process is sanitary.
Effects:
The excess heat produced by our extraction industry will be reinjected into neighbouring districts' machines, allowing them to operate at a higher capacity.
Effects:
Laws for this issue are unlocked by research.
Standard Scouts (Default)
Scouts will be trained as they have been for decades.
Effects:
We will select the fittest candidates and train them in elite survival skills, so they can remain adaptable.
Effects:
- +11 points in
Adaptation
- -1 Territory Threat Level
We will train scouts to use advanced technology and techniques in order to optimise exploration.
Effects:
- +11 points in
Progress
- +20% Exploration Speed
Laws for this issue are unlocked by research.
Standard Outposts (Default)
We do not mandate any specific qualifications to operate outposts.
Effects:
Spearheads of our expansion to the frostland, our outposts will be operated by hardened pioneers capable of handling themselves.
Effects:
- +11 points in
Adaptation
- -50% Outpost/Settlement Resources Demand
- Outpost/Settlement
Frostland Teams upkeep cost reduced by 5
Bastions of technology in a hostile environment, our outposts will be operated by highly trained crews capable of operating advanced machines.
Effects:
- +11 points in
Progress
- +25% Outpost Efficiency
Laws for this issue unlocked by research.
Unregulated Worker Shifts (Default)
Workplaces determine their own working hours depending on their specific needs.
Effects:
To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
Effects:
To protect worker health, workplaces must adapt working hours to the weather conditions.
Effects:
- +12 points in
Adaptation
- Workers in Cold Districts fall ill 25% less frequently
- -10% Production Efficiency in all Resource-producing
Districts and
Buildings
Laws for this issue unlocked by research. Radical Idea.
Standard Work Model (Default)
The basic work model of the last decades remains unchanged.
Effects:
Machines will take over the burden of work from humans. Workplaces will be optimised for machines with workers relegated to maintenance roles.
Consequences:
- Collateral Damage: A worker died in a gruesome accident involving a shredding press.
- [Choice 1: Introduce emergency shutdowns] To save human lives, cut-off switches will have to be installed in all workplaces. ('Machine Attendants' is less effective at decreasing Workforce Requirement)
- [Choice 2: Stay firm] Machines are blameless. We won't halt production to compensate for workers' carelessness. ('Machine Attendants' may cause casualties)
Effects:
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as
Shelter,
Heatstamps, work and labor, and
Population. The two opposing ideologies in this section are
Equality and
Merit.
Laws for this issue are available from the start.
No Common Rules (Default)
Basic necessities, such as food rations and basic clothing, are customarily provided without compensation, but practices can differ from place to place.
- [If ignored for several weeks] ... This is becoming a source of social divide.
- [If ignored for several more weeks] ... This is a source of abuse and corruption.
Effects:
- None
- [Unlock 1] +6
Tension
- [Unlock 2] Modifier changed to +9
Based on availability, the City will ensure that all citizens are provided with what they need to survive for free, including basic rations and clothing.
Consequences:
- Life Support: An increasing number of people are choosing to not work and live off free essentials.
- [Choice 1: Demand work in exchange for free essentials] Provided there is work to be had, nobody should stay idle. ('Free Essentials' is less effective at increasing Trust but layabouts will return to work)
- [Choice 2: Keep providing essentials without compensation] Any condition would be the open door to inequity. ('Free Essentials' is more effective at increasing Trust but lowers our
Workforce)
Effects:
- +9 points in
Equality
- -5%
Workforce due to Layabouts
- [Option 1] Modifier removed
- +12% Trust
- [Option 1] Modifier changed to +7.5%
- [Option 2] Modifier changed to +22.5%
To foster responsibility and reward work, citizens will be charged a small fee in exchange for essentials such as basic rations and clothing.
- [Optional Modifier 1] ... If there is no work to be had, we will allocate an allowance to those in need.
Consequences:
- Cut-Throat Economy: Some unemployed families are unable to afford basic necessities.
- [Choice 1: Allocate an allowance to those in need] Up to them to use it responsibly. ('Paid Essentials' provides less
Heatstamps income)
- [Choice 2: Let them fend for themselves] Handouts make people helpless. ('Paid Essentials' remains unchanged)
Effects:
Effects:
- +9 points in
Merit
- +0.0002
Heatstamps/Week per capita (default is +0.001)
- [Choice 1] Modifier changed to +0.000075
- +10% Production Efficiency in all Resource-producing Districts and Buildings
Laws for this issue are available from the start.
No Common Rules (Default)
We have no agreed-upon way to handle contagious people.
- [If ignored for several weeks] ... This is becoming a source of social divide.
- [If ignored for several more weeks] ... This is causing people to turn against each other.
Effects:
- None
- [Unlock 1] +6
Tension
- [Unlock 2] Modifier changed to +9
Contagious people will be required to wear a specific badge that allows others to limit their interactions with them if they deem it appropriate.
Effects:
It is the responsibility of the individual to take care not to infect themselves or others.
(Becomes available after several weeks with Supported Quarantine enacted and no Disease)
Effects:
Laws for this issue are available from the start.
No Common Rules (Default)
Surplus heat is used at each district's discretion, yielding no clear benefit.
Effects:
Heat is a luxury and, as such, surplus heat will be auctioned off to the highest bidders to fill the City's coffers.
Effects:
Surplus heat should benefit the entire population of a district and will therefore be used exclusively to warm common areas.
Effects:
- +9 points in
Equality
- 20% Fewer unhoused citizens die from Cold
- +5% Trust
Laws for this issue are unlocked by research.
Housing is distributed on a 'first come, first served' basis without any other considerations.
Effects:
Laws for this issue are unlocked by research.
Alcohol Rations (Default)
Alcohol is distributed in small doses together with food rations.
Effects:
People wanting to supplement their alcohol rations will be able to buy more from the City. This will generate extra income that will benefit all.
Consequences:
- Loaded Sales Pitch: The head of our Alcohol Monopoly Office has a proposal for you.
- [Choice 1: Expand alcohol shops] No one is forcing anyone to drink and our City could use the funds. ('City-Run Alcohol Shops' is more effective at increasing
Heatstamps income)
- [Choice 2: Refuse] Alcohol sales are a necessary evil and should not be promoted. ('City-Run Alcohol Shops' remains unchanged)
Effects:
- +13 points in
Equality
- +0.0002
Heatstamps/Week per capita (default is +0.001)
- [Choice 1] Modifier changed to +0.0004
- [Choice 2] -7.5% Trust for 50 Weeks
Privatised Alcohol Production
The City will no longer be involved in the supply of alcohol, leaving it to private manufacturers. This will increase its availability.
- [Unknown Unlock Condition] [No change to text]
Effects:
Producing or selling alcohol is prohibited and will be punished.
(Becomes available after several weeks with City-Run Alcohol Shops or Privatised Alcohol Production enacted)
Effects:
Laws for this issue are available from the start (except in Story Mode).
No Common Rules (Default)
There are no clear rules about who can settle in the City.
- [If ignored for several weeks] ... Some newcomers are subject to abuse and are beginning to warn others to avoid the City.
- [If ignored for several more weeks] ... Tales of human trafficking are resulting in people avoiding the City.
Effects:
- None
- [Unlock 1] -4 Population Growth
- [Unlock 2] +8
Crime
We will welcome all who wish to join our City and share in its benefits, regardless of their ability to contribute.
Effects:
- +10 points in
Equality
- +6 Population Growth
We will refuse entry to all who wish to join our City.
(Only unlocked by event [TODO: What event?]; unavailable when the Beacon of Hope Challenge is active)
Effects:
Allow Productive Outsiders
We will only let in outsiders who will contribute to the City's economy and turn away the unproductive.
- [Optional Modifier 1] We will establish selection criteria to encourage qualified outsiders and their families to come to the City and turn away the unproductive.
Effects:
- +10 points in
Merit
- +2 Population growth
- +0.00005
Heatstamps/Week per capita (default is +0.001)
- Percentage of Active Workers gradually increases by 5 points
- [Option 1] Modifier changed to 2 points
Laws for this issue are available from the start.
No Common Rules (Default)
Voluntary and unfocused communal effort does not yield any significant gain for the City.
- [If ignored for several weeks] ... This is becoming a source of social divide.
- [If ignored for several more weeks] ... People often fight over who is responsible for shared duties.
Effects:
- None
- [Unlock 1] +6
Tension
- [Unlock 2] Modifier changed to +9
Everyone must aid expeditions by helping them prepare for their journeys.
Effects:
Everyone must support the production of prefabs to help the expansion of the City.
- [Optional Modifier 1] ... To maximise efficiency, heavy equipment is made available to all.
Effects:
- +8 points in
Progress
- +5
Prefabs/Week from the Central District (affected by production ratio)
- [Option 1] Modifier is changed to +7 (and not affected by production ratio)
Everyone must inspect the heatpipes in their places of residence, spotting and fixing minor heat leakages around the City.
- [Optional Modifier 1] ... Some may use this as an opportunity to socialise.
- [Optional Modifier 2] Everyone, including children, must inspect... [TODO: Does this have any effect?]
Effects:
Everyone must volunteer their time outside of work as needed unless they purchase an exemption from the City.
Effects:
No one will be required to perform community service, freeing more time for rest and leisure. [TODO: How is this unlocked?]
Effects:
Laws for this issue are unlocked by research.
No Maintenance Duty (Default)
No one is required to devote extra time to maintaining our districts' infrastructure and production machinery.
Effects:
Everyone must share the burden of maintaining the City's machinery and infrastructure.
- [Optional Modifier 1] ... Additionally, parents can take their children during their duty.
Effects:
- +13 points in
Equality
- -30%
Materials Demand in Extraction, Industrial, Food, and Logistics Districts
Unproductive Do Maintenance
Workers who do not meet their quotas must stay after their shifts to perform machinery and infrastructure maintenance.
- [Optional Modifier 1] ... They will be additionally trained by professionals and gain new skills during their duties.
Effects:
- +13 points in
Merit
- -10%
Materials Demand in Extraction, Industrial, Food, and Logistics Districts
- +10% Efficiency in all Production Districts and Buildings
- [Option 1] Modifier changed to +20%
- [Option 1] -0.00005
Heatstamps/Week per capita (default is +0.001)
Laws for this issue unlocked by research.
Unregulated Compensation (Default)
Work compensation is determined by individual workplaces. The CIty is uninvolved.
Effects:
Labour is labour and, thus, all will earn equally. This will eliminate discrepancies between the workers and the elite.
- [Optional Modifier 1] ... However, an amount of work is required for any pay to be given.
Effects:
- +12 points in
Equality
- +7.5% Trust
- [Option 1] Modifier changed to +3.75
- -0.0001
Heatstamps/Week per capita (default is +0.001)
To encourage competition, the City will allocate special bonuses to the people who work the most efficiently.
- [Optional Modifier 1] ...within a certain range of pay.
Effects:
- +12 points in
Merit
- +15% Efficiency in all Production Districts and Buildings
- [Option 1] Modifier changed to +10%
Laws for this issue unlocked by research.
Unregulated Labour Organisation (Default)
Labour Organisation is determined by individual workplaces. The city is uninvolved.
Effects:
To ensure optimal functioning of workplaces, foremen are empowered to monitor workers and optimise for efficiency.
- [Optional Modifier 1] ... However, instances of overuse of this privilege will be punished.
- [Synergy Event with Workers' Dormitories] [No change to text]
Effects:
- +14 points in
Merit
- -7.5% Trust
- +25% Efficiency in all Production Districts and Buildings
- [Option 1] Modifier changed to +10%
- [Synergy] +5% Efficiency in any Districts containing a Workers' Dormitory, as well in as any other Production Buildings in such Districts
Laws for this issue unlocked by research.
- +30% Production Efficiency
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.
- -8 Disease
- +10% Research Speed
- Trust loss on deaths decreased.
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."
- Unlocks Medical Trial action, which reduces Disease at the cost of potential casualties
- +5% Research Speed
- -4 Disease
Issue unlocked at the start of the game.
- 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."
- Research Speed up, but costs
Heatstamps per capita (Event changes research speed to food, or increases the research speed)
- Heatstamp income per capita is slightly decreased
Workforce percentage up
- Amendment event "Unwanted Destiny" can relax the law to allow children to take apprenticeships with other families.
"Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
- Unlocks the 'Youth Volunteer Duty' City Ability, which bolsters the City's
Workforce but decreases Trust.
- -8
Crime
- Unlocks the 'Youth Employment Programme' City Ability, which bolsters the City's Workforce but decreases
Heatstamps income
- +9% Trust (Decreased at higher difficulties)
- +10 Population Growth
- +8 Disease
- +2 Population Growth
- -20 Disease
- +10 Population Growth
Heatstamps income decreased per capita slightly
Note: Radical law. Increases tension and takes longer to research.
- -28 Crime
- -10 Population Growth
- -8 Crime
- Unlocks the 'Execute Prisoners' Ability in Districts with Prisons, which decreases Crime
- -12 Crime
- +30% Research Speed
- -25% Outpost Efficiency
- -28 Crime
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.
- Unlocks the 'Guided Voting' Ability, which greatly increases the odds of passing a Law in the Council
- -16 Tension
- Deaths will decrease relations less
- Guided voting will decrease Relations Less
- Emergency Council Sessions Ability will decrease Relations less
- Unlocks the 'Assign Secret Police' Community Action, which presents different options to manipulation Faction's size and Council Participation
- Unlocks the 'Quell Protest' District Ability, which ends Protests using Guard Squads
- Unlocks the 'Mobilise Watchtower Squads' District ability, which orders Watchtowers to field Specialised Guard Squads instead of fighting petty Crime
- Unlocks the 'Enlist to Steward's Militia' Community Action, which provides additional Guard Squads
- guard Squads are more effective at fighting Crime
- Unlocks the 'Martial Law' City Action, which lowers the number of Guard Squads required for peacekeeping Abilities
- Everyone will address you as 'Captain' (verbally and in writing)
- Trust will no longer be a problem
- Voting will no longer be a problem