Frostpunk 2 Wiki and Guides
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Communities and Factions

From Frostpunk 2 Wiki and Guides
Factions.png

Communities and Factions are major political groups in The City, each united by a common outlook and background. They will have strong opinions on the way The City develops, as expressed through the Zeitgeist system. Their competing desires must be managed when voting on new Laws in the Council, and their different worldviews affect what research they can conduct in the Idea Tree.

Each group has its own Relations with the Steward, which affects the overall level of Trust in The City (weighted by the group's size). Relations with any one group can be increased by fulfilling Promises, having them conduct Research, taking steps towards their ideologies, or using certain Actions on them.

Communities[edit | edit source]

Communities are each focused on only one ideology, and they are not utterly devoted to it; they can often be convinced to support Laws that go against their ideology.

In Story Mode, New London contains two Communities: the Frostlanders, who support Adaptation, and the New Londoners, who support Progress; each makes up approximately 45% of the population, with a single Faction making up the remaining ≈10%. The Prologue contains only the Wanderers, who do not have an ideology.

In Utopia Builder Mode, The City contains three Communities; when starting a new Utopia Builder game the player can choose two Communities with opposing ideologies in one of the Zeitgeist axes (either Technology, Economy, or Society), and the third Community will be randomly chosen from one of the other four options. At the start of the game, the two opposing Communities will each make up approximately 40% of the population, with the randomly-selected Community making up the remaining ≈20%.

Factions[edit | edit source]

Factions are each focused on three ideologies, and they refuse to support anything that goes against their worldview. Each Faction has a unique unlockable Action (available when Relations with them are Favourable or better) and a passive Good Relations Perk (automatically active as long as Relations with them are Devoted).

Factions can conduct Rallies if their Relations are positive and Protests if their Relations are negative, both of which will attract new members.

In Story Mode, New London starts with either the Stalwarts (supporting Progress, Merit and Reason) or the Faithkeepers (supporting Progress, Equality and Tradition), depending on the player's decision in an event in the Prologue. After the city's Zeitgeist has developed enough, a second Faction will form to oppose the first, taking its members from the Community that shares its Technology ideology: either the Pilgrims (supporting Adaptation, Equality, and Tradition) to oppose the Stalwarts, or the Evolvers (supporting Progress, Merit and Reason) to oppose the Faithkeepers.

In Utopia Builder Mode, after The City has taken enough steps towards any one ideology, a Faction that supports that ideology will form, taking its members from any Communities that have an ideology in common with it. Eventually (TODO: Is this time-based or Zeitgeist-based?), a second Faction will form to oppose the first, taking its members from the other Community(ies).

Other Groups[edit | edit source]

Colonies are all made up of only a single group, Colonists (or, if the player chooses to banish a Faction in the final chapter of Story Mode, the banishment-colony will be made up of Builders until it is handed over to the banished Faction). This group has no unified ideology or special Actions, instead being devoted entirely towards the construction and operation of their Colony.

If Prisons are built, anyone caught in a "Round Up" Action will be become Detainees, who do not contribute Workforce or Heatstamps and who have no Delegates in the Council. The Steward can decide their fate once all "Round Up" Actions have completed, or leave them in prison to serve out their sentences.

Finally, if the Merit capstone is achieved, people can be made into Servants to provide cheap labour. Servants have no Delegates in the Council.

List of Communities and Factions[edit | edit source]

Story Mode[edit | edit source]

Utopia Builder Mode[edit | edit source]

Other Groups[edit | edit source]

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