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.
- [Synergy with Chemical Drum Hothouses] ... As production benefits from economies of scale, this will also improve the efficiency of Chemical Hothouses.
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.
Consequences:
- [Lux Aeterna] A young eccentric inventor brought us a prototype of a lamp generating an almost endless supply of light, by storing what he calls 'solar fluorescence'.
- [Choice 1: Finance the lamp upgrade] Any move towards more resource efficiency is worth the investment. ('Durable Goods' is more effective at decreasing Goods Demand)
- [Choice 2: Pass on the invention] We won't squander means on youthful idealism that lacks practical application. (This will never be brought up again. 'Durable Goods' remains unchanged)
Effects:
- +7 points in
Adaptation
- -0.002
Goods/Day Demand per capita (default Demand is 0.01)
- [Choice 1] Modifier changed to -0.0035
In order to overcome scarcity, we will organize our production lines to increase goods production.
Consequences:
- [Prêt-à-prosthetics] A young engineer brought us novel designs to mass-produce prosthetics with a minimum amount of resources. [TODO: What triggers this?]
- [Choice 1: Mass-produce prosthetics] Materials are a small price to pay to improve the lives of citizens and the efficiency of the City. ('Mass-Produced Goods' increases the Percentage of Active Workers and increases Materials Demand)
- +6% Trust for Communities and Factions aligned with
Progress for 100 Weeks
- [Choice 2: Pass on the designs] Materials are too essential to be committed to such a project. (This will never be brought up again. 'Mass-Produced Goods' remains unchanged)
Effects:
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.
Consequences:
- [Coughing Fits] We've noticed a rise in chronic lung conditions after we started pumping recycled heat into our housing districts.
- [Choice 1: Install filters] We must care for the weak, even if it increases the costs. ('Heat Recycling' no longer generates
Disease but
Extraction Districts have higher
Materials Demand)
- [Choice 2: Power through] We cannot afford this. ('Heat Recycling' remains unchanged)
- +6% Trust for Communities and Factions aligned with
Adaptation for 100 Weeks
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 are 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:
Laws for this issue are 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. [TODO: What triggers this?]
- [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)
- +6% Trust for Communities and Factions aligned with
Progress for 100 Weeks
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. [TODO: What triggers this?]
- [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 Output is +0.001)
- [Choice 1] Modifier changed to +0.000075
- +10% 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 Output is +0.001)
- [Choice 1] Modifier changed to +0.0004
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.
Consequences:
- [Separated Families] A large group of people has set up camp outside the City, by one of our checkpoints. They claim to be relatives of outsiders we let in.
- [Choice 1: Relax the law to keep families together] If someone qualifies for entry, we will let his close relatives in as well. ('Allow Productive Outsiders' will increase the percentage of Active Workers in the Population less efficiently)
- [Choice 2: Keep a strict selection] Letting relatives in would defeat the entire purpose of selection. ('Allow Productive Outsiders' remains unchanged)
- +3.75% Trust for Communities and Factions aligned with
Merit for 100 Weeks
Effects:
- +10 points in
Merit
- +2 Population growth
- +0.00005
Heatstamps/Week per capita (default Output 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.
Consequences:
- [Scouts' Rivalry] The deeds and findings of our scouts are the talk of the town. Some of them grew in popularity to the point of receiving letters and gifts.
- [Choice 1: Let people send gifts to scouts] A bit of friendly competition never hurt anyone. (Temporary boost to Exploration Speed and Merit-Aligned Trust)
- +10% Exploration Speed for 50 Weeks
- +6% Trust for Communities and Factions aligned with
Merit for 100 Weeks
- [Consequence 1: Packing some rations] Some slighted citizens exact revenge. Exploration Speed multiplied by 0.8 for 25 Weeks.
- [Choice 2: Prohibit individual gifts] Personal favours sow discord and are detrimental to the cohesion of the team. (Temporary reduction in Tension and boost to Equality-Aligned Trust)
Effects:
Everyone must volunteer their time outside of work as needed unless they purchase an exemption from the City.
Effects:
- +8 points in
Merit
- +0.0001
Heatstamps/Week per capita (default Output is +0.001)
No one will be required to perform community service, freeing more time for rest and leisure.
(Unlocked after a long time with no issues)
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:
Unproductive Do Maintenance
Laws for this issue are 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.
Consequences:
- [Inequality Street] A brawl has erupted between street sweepers assigned to different districts.
- [Choice 1: Amend the Law] Equal pay for equal work should be the goal, not absolute equality. ('Equal Pay' is less effective at increasing Trust)
- -8% Trust for Communities and Factions aligned with
Equality for 100 Weeks
- [Choice 2: Stay Firm] Any subjective criteria would open the door to inequality. ('Equal Pay' remains unchanged)
- +6% Trust for Communities and Factions aligned with
Equality for 100 Weeks
Effects:
- +12 points in
Equality
- +7.5% Trust
- [Choice 1] Modifier changed to +3.75
- -0.0001
Heatstamps/Week per capita (default Output is +0.001)
To encourage competition, the City will allocate special bonuses to the people who work the most efficiently.
Consequences:
- [Unfair Competition] Some frostbreaking crew members have complained about their colleague. He works with prosthetics after the frost claimed both hands, yet they say he unfairly outperforms them, claiming every efficiency bonus for himself.
- [Choice 1: Amend the Law] The law is unfair. No one should be able to claim all the bonuses. ('Efficiency Bonuses' is less effective at increasing Efficiency)
- -8% Trust for Communities and Factions aligned with
Equality for 100 Weeks
- [Choice 2: Stay Firm] The law motivates people to find innovative ways to outperform, as it should. ('Efficiency Bonuses' remains unchanged)
- +6% Trust for Communities and Factions aligned with
Equality for 100 Weeks
Effects:
- +12 points in
Merit
- +15% Efficiency in all Production Districts and Buildings
- [Choice 1] Modifier changed to +10%
Laws for this issue are unlocked by research.
Unregulated Labour Organisation (Default)
Labour Organisation is determined by individual workplaces. The city is uninvolved.
Effects:
Laws for this issue are unlocked by research. Radical Idea.
Standard Management (Default)
To ensure the proper functioning of workplaces, workers will report to management with limited authority.
Effects:
Workers should not be subjected to the abuse of hierarchy. We will trust them to fulfill their duties without anyone lording over them.
Consequences:
- [More Equal Than Others] We have received disturbing reports from a factory that a clique of workers are using their newfound freedom to push others around.
- [Choice 1: Send guards to sort it out] If a minority of workers act like criminals, we will treat them as such. [TODO: Does this have any effect?]
- [Choice 2: Institute global City inspections] To prevent such abuse, we will conduct periodic inspections of all workplaces. ('Abolished Management' is less effective at decreasing
Tension but increases Efficiency)
- [Choice 3: Let it slide] We won't renounce our principles because of an isolated incident. [TODO: Does this have any effect?]
Effects:
- +21 points in
Equality
- -16%
Tension
- [Contradiction] Modifier changed by +6 points
- [Choice 2] Modifier changed by +3 points
- [Contradiction] -20% Efficiency in all Production Districts and Buildings
- [Choice 2] +10% Efficiency in all Production Districts and Buildings
The Society tab contains the topics of Ethics, 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.
Laws for this issue are available from the start.
No Common Rules (Default)
There is a variety of practices regarding funeral rites.
- [If ignored for several weeks] ... This is becoming a source of social divide.
- [If ignored for several more weeks] ... People often fight over the fate of their departed kin.
Effects:
- None
- [Unlock 1] +4
Tension
- [Unlock 2] Modifier changed to +8
The deceased will be harvested and their healthy body parts used to support City healthcare. Unharvested remains will be incinerated and the ashes transferred to relatives.
Consequences:
- [Cold Storage] Some researchers and doctors have petitioned us to preserve the remains of corpses that have been harvested for organs. [TODO: What triggers this?]
- [Choice 1: Freeze the remains] Science progresses fast, we will hold on to the bodies.
- +6% Trust for Communities and Factions aligned with
Reason for 100 Weeks
- -3.75% Trust overall for 50 Weeks
- [Consequence 1: Bountiful Panaceum] Your decision to preserve the bodies from which we harvest organs has paid off. Our Panaceum Factory has virtually unlimited resources to provide an abundance of panaceum for everyone. [Synergy with Panaceum Factory]
- [Choice 2: Refuse their proposition] We won't deprive people of a chance to mourn.
- +6% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
- -8% Trust for Communities and Factions aligned with
Reason for 100 Weeks
Effects:
Laws for this issue are unlocked by research.
Unregulated Treatment (Default)
The City does not interfere with medical treatment. Doctors treat patients as they see fit.
Effects:
Doctors should always look to develop and put into practice cutting-edge, pioneering treatments.
- [Synergy with 'Human Experimentation': Science Fodder] Our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
Consequences:
- [Young Blood] A young doctor named Doug Howser has come to us with a complaint: 'The chief physician at my clinic hasn't developed any new treatments in months!'
- [Choice 1: Replace the chief physician] Maybe the young doctor's boldness will lead to some breakthroughs. (May have good or bad results)
- +6% Trust for Communities and Factions aligned with
Reason for 100 Weeks
- [Consequence 1: Tragedy at Clinic] Doug Howser, the doctor whom you recently allowed to rise to the rank of chief physician, has reported the tragic deaths of thirteen patients in his care. (13 people die) [TODO: What are the odds of this result?]
- [Consequence 2: Promising New Cure] Doug Howser, the doctor whom you recently allowed to rise to the rank of chief physician, is proud to announce his clinic has discovered a new cure for consumption. (
Disease is decreased) [TODO: What are the odds of this result?]
- [Choice 2: Dismiss the young doctor’s plea] Medical prudence should not be grounds for dismissal. ('Experimental Treatment' remains unchanged)
- -8% Trust for Communities and Factions aligned with
Reason for 100 Weeks
Effects:
Laws for this issue are available from the start.
No Common Rules (Default)
There are no rules that define who is responsible for the care and education of children. Some are well-cared-for while others are neglected.
- [If ignored for several weeks] ... As a result, misbehavior and violence among the youth are on the rise.
- [If ignored for several more weeks] ... This causes widespread delinguency and violence among the youth.
Effects:
- None
- [Unlock 1] +12
Crime
- [Unlock 2] Modifier changed to +20
Laws for this issue are unlocked by research.
No Youth Programme (Default)
Young adults are not encouraged to join any organisations.
Effects:
Young adults are encouraged to experiment, free from arbitrary bounds and judgements.
Consequences:
- [Avant-Garde] Ever since we introduced the Liberated Youth gatherings, groups of young people have started forming around the City. One such group calling themselves the '{COLLECTIVE} Collective' has come with a request.
- [Choice 1: Fund the Collective] We will gather funds for 10 weeks to support these youths' initiative. (-0.0004
Heatstamps/Week per capita for 10 Weeks)
- +6% Trust for Communities and Factions aligned with
Reason for 100 Weeks
- [Consequence: 'Stewardship' Unveiled] The '{COLLECTIVE} Collective' we funded has unvelied its monument. (+2% Trust Globally for 50 Weeks)
- [Choice 2: Deny Funding] We have other pressing needs for our resources.
- -8% Trust for Communities and Factions aligned with
Reason for 100 Weeks
Effects:
Young adults participate in volunteering activities under the supervision of elders who teach them moral values.
Consequences:
- [Indebted to the Past] A group of Dutiful Youth members have come with a 'humble request'.
- [Choice 1: Fund the Remembrance Ceremony] We will gather funds for 10 weeks to support these youths' initiative. (-0.0004
Heatstamps/Week per capita for 10 Weeks)
- +6% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
- [Consequence: We Remember] Thanks to our funding, the young people from the 'Dutiful Youth' programme have held their 'Thanks and Remembrance Ceremony'. (-6%
Tension Globally for 100 Weeks)
- [Choice 2: Deny Funding] We should invest in the future, not the past.
- -8% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
Effects:
Laws for this issue are unlocked by research.
Unregulated Relationships (Default)
People may form relationships freely, without any City interference.
Effects:
Marriage is the bedrock of society and ensures stable population growth. Thus, we will require all citizens of age to be married.
Consequences:
- [Confirmed Bachelor] A controversy is disrupting the work of our scouts. A certain high-ranking officer remains unmarried.
- [Choice 1: Remove him from office] He may be competent but we cannot allow scofflaws to lead our scouts.
- +6% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
- -30% Exploration Speed for 50 Weeks
- [Choice 2: Keep him in office] He has done nothing to merit dismissal; the gossips should mind their own business.
- -8% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
Effects:
Laws for this issue are unlocked by research.
Unregulated Parenthood (Default)
Parents share the respnsibility of raising their young children as they see fit.
Effects:
Women who bear children will be permanently spared from other duties to be able to concentrate on raising them.
Consequences:
- [A Mother's Life's Work] A new father has come to us with a complaint.
- [Choice 1: Burn the manuscript] The law aims to promote families, not hobbies.
- +6% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
- [Choice 2: Return the manuscript] We should let mothers pursue such passions if they so wish. ('Communal Parenthood' is less effective at increasing
Workforce)
- +6% Trust for Communities and Factions aligned with
Reason for 100 Weeks
- -8% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
Effects:
Laws for this issue are unlocked by research. Radical Idea.
Unregulated Procreation (Default)
The decision to have children should be left to the parents.
Effects:
Laws for this issue are unlocked by research. Radical Idea.
No Guard Immunity (Default)
Guards are the keepers of the law and, as such, must abide by it. Abuses will be punished.
Effects:
Guards will be allowed to employ any means necessary, however extreme, to catch and neutralise criminals.
Consequences:
- [Deadly Error] Twelve bystanders died recently during a botched attempt to stop the theft of crucial machinery from a production facility.
- [Choice 1: Introduce some accountability] Guards who hurt innocent citizens will have their immunity lifted. ('Guard Immunity' decreases
Crime less)
- -8% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
- [Choice 2: Maintain absolute guard immunity] We won't let our enemies use this terrible accident to weaken our guards.
Effects:
- +24 points in
Tradition
- [Choice 1] Modifier changed to +25 [TODO: Bug?]
- -12
Crime
- [Choice 1] Modifier changed to -8
Laws for this issue are unlocked by research. Radical Idea.
Standard Punishment (Default)
Standard punishments are deemed sufficient enough to eliminate crime.
Effects:
Hardened criminals will be publicly executed. All citizens will be required to attend to celebrate our just society.
Effects:
Laws for this issue are unlocked by research. Radical Idea.
Standard Criminal Reparation (Default)
Conventional penalties are deemed sufficient for criminals to repay their debt.
Effects:
To aid research, criminals may be forced to become subjects in scientific trials.
- [Synergy with 'Experimental Treatment': Science Fodder] Our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
Consequences:
- [Outsized Punishment] Recently a man three days tardy in his contributions payment was corced to enter the human experimentation programme.
- [Choice 1: Limit the law to more severe crimes] We should only subject more serous offenders to experimentation. ('Human Experimentation' is less effective at increasing Research Speed) [BUG: Actually increases effect on Crime instead]
- -8% Trust for Communities and Factions aligned with
Reason for 100 Weeks
- [Choice 2: Keep experimenting on white-collar criminals] All criminals must repay their debt to society. No exception. ('Human Experimentation' remains unchanged)
- +6% Trust for Communities and Factions aligned with
Reason for 100 Weeks
Effects:
- +23 points in
Reason
- +30% Research Speed
- -12
Crime
- [Choice 1] Modifier changed to -28
- [Synergy] Deaths from the 'Conduct Medical Trial' District Ability do not decrease Trust as long as 'Human Experimentation' is active
Criminals may be condemned to work in frostland outposts for a chance to atone for their wrongdoings.
Consequences:
- [Till death do us part] A woman and three small children were caught attempting to stow away with a convoy of frostland deportees.
- [Choice 1: Amend the law to deport families] We will keep families intact. They will repay the debt together. ('Frostland Deportation' will reduce Outpost upkeep even more)
- +8% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
- [Choice 2: Keep families apart] People's place should be determined on the basis of their skills, not their family ties. ('Frostland Deportation' remains unchanged)
- +6% Trust for Communities and Factions aligned with
Reason for 100 Weeks
- -8% Trust for Communities and Factions aligned with
Tradition for 100 Weeks
Effects:
This section is divided into two tracks, Order and Authority, each containing three Laws that must be adopted in sequence; adopting all six Laws unlocks the ultimate power-grab of 'Captain's Authority'. Laws in this category require 67 votes to pass, and delegates' votes are influenced by the amount of negative and positive Trust modifiers active on their Community or Faction.
The Steward may deploy squads of well-trained, well-equipped guards to put down disruptions and otherwise keep the peace.
Effects:
The Steward may bolster the ranks of the guards by recruiting hardened fighters from communities.
(Requires 'Guard Enforcers')
Effects:
The Steward may declare Martial Law, during which guards will erect checkpoints to enforce a curfew and curtail all illicit activities.
(Requires 'Steward's Militia')
Consequences:
- [Essential Dilemma] A chemist was caught operating her shop after-hours in violation of the martial law curfew.
- [Choice 1: Arrest the conspirators] We cannot allow lawlessness, especially in times such as these. (Peacekeeping Abilities remain unchanged)
- -8% Trust for all Communities and Factions for 100 Weeks
- [Choice 2: Exempt essential workers from curfew] Even if it risks disrupting the peace, life-sustaining services must continue. (Cost of Peacekeeping Abilities during Martial Law increased)
Effects:
The Steward may declare a motion vitally important to the City's survival, curtailing debate and convincing many wavering delegates to support it.
Effects:
- Unlocks the 'Guided Voting' procedure, which greatly increases the odds of passing a Law in the Council
To foster cohesion, the Steward's words will be broadcast throughout the City. Defeatist talk and slander will be prohibited.
(Requires 'Guided Voting')
Effects:
- -16
Tension
- Sway Cost Multiplier Change of -0.5 [TODO: What is this?]
- Deaths will decrease Trust less [TODO: How much?]
- Guided Voting will decrease Trust less [TODO: How much?]
- Emergency Council Sessions will decrease Trust less [TODO: How much?]
To identify and neutralise opponents, a dedicated force will keep watch on the City's population.
(Requires 'Bureau of Propoganda')
Effects:
- Unlocks the 'Assign Secret Police' Community Action, which presents different options to manipulate Factions' size and Council participation
For the good of the City, the Steward will be named 'Captain' and granted increased authority on the Council.
(Requires 'Martial law' and 'Secret Police')
Effects:
- Everyone will address you as 'Captain' (verbally and in writing)
- Trust will no longer be a problem (+10,000 Trust Globally and with every Community and Faction)
- Voting will no longer be a problem (Sway Effectiveness Change of +10) [TODO: What is this?]