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

Council

From Frostpunk 2 Wiki and Guides
Council Icon.png

The Council is the governing body of The City and serves as the interface through which Laws are passed. Laws can be proposed by the player (as the Steward) or, after completing research or being granted the agenda, by any of the Communities and Factions present in The City.

Mechanics[edit | edit source]

The Council Hall[edit | edit source]

The Council meets in the Council Hall, a Building that must be placed in the Central District (near the Generator). The Council Hall has no upkeep costs and cannot be disabled or deconstructed once completed. Laws can be proposed as soon as construction finishes, and it also adds the "Emergency Council Session" District Ability to the Central District.

Proposing Laws[edit | edit source]

Laws may be explored at any time. When the Council is in session but does not yet have an active proposal, the "Propose" button on the left brings you to the collection of available Laws; if a Law has been proposed but not yet voted on or the Council is in recess, text in the bottom left takes you to the same screen.

Laws are grouped by the issues they affect. 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". Only one Law per issue can be active at a time, but it is possible to vote on another Law for that issue later on. For some issues, if there is no Law in force for an extended period of time, events may occur that prompt the Steward and Council to address the issue, with follow-up events that escalate in severity if you continue to ignore them.

When the Council is in session without an active proposal, the Steward can select any available Law to be voted upon. The Steward may also Grant Agenda to a Community or Faction, allowing them to select a Law to vote on in the next session. If the Steward has a Community or Faction research a Law on the Idea Tree, upon completion of that research the new Law will be placed on the agenda of the next Council session (unless the agenda has already been granted or set by previous research, in which case the group that conducted the latest research will expect you to bring their new Law to a vote as soon as you can).

Voting[edit | edit source]

Council vote.jpg

The Council is made up of 100 Delegates, with each Faction and Community having a number of Delegates equal to the percentage of the total Population who are members of that Faction or Community. To pass most proposed Laws, at least 51 Delegates must vote in favour. Laws in the Rule category, which increase the personal power of the Steward, require a supermajority of 67 votes.

Each of the 100 Delegates will either be "For", "Against", or "Hesitant" towards a proposed Law. "For" and "Against" Delegates will always vote as they say they will, while "Hesitant" Delegates have an even chance of voting "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. Communities are flexible and will often have many "Hesitant" Delegates even for proposals that match their ideology, and Communities can be negotiated with to sway many Delegates towards the Steward's preference (unless the current proposal is part of an active Promise to that Community) [TODO: Can Communities be negotiated with if they have the agenda?]. All Delegates of a Faction will always be "For" proposals that align with their ideology and "Against" proposals that align with the opposing ideology, and they cannot be negotiated with.

For Rule Laws, which do not align with any ideology, Delegates vote based on their group's relations with the Steward; the higher their Trust in your leadership, the more likely they are to be "For" increasing your authority. Any negative Trust modifiers on a group will result in at least some of their Delegates being "Against" Rule Laws, even if your overall Trust with that group is high (and often even if you negotiate). Delegates are also more likely to vote "For" Rule Laws if Tension is high.

After any vote (successful or not), the Council enters a 10-week recess during which it is unavailable, though the Steward can still explore the available Laws. The "Emergency Council Session" District Ability will immediately bring the Council together for a vote while the council is in recess, at the cost of decreasing Trust with all Communities and Factions; the ability resets the recess timer, and itself has a 12-week cooldown.

Negotiating[edit | edit source]

As the Steward, you can negotiate with the different Communities and (for Rule Laws) Factions to change how they vote. By clicking Negotiate, you can see which Communities and Factions are open to negotiations for the current proposal. As mentioned above, Factions will not negotiate on their favoured or disfavoured Laws, and will always vote "For" their own ideologies and "Against" their opposing ideologies.

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 are something you have to Promise to the group in return for their vote. These terms include, but are not limited to:

  • Researching a specific Building
  • Constructing or demolishing a specific Building
  • Researching and passing a specific Law
  • Passing or repealing a specific Law
  • Using the Fund Projects or Grant Agenda 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 fulfil the Promise, your relations with that group will increase, and overall Trust will rise. If you fail to fulfil the promise, your relations with that group will decrease, and overall trust will fall.

You can only have one active Promise at a time with any one group, so if you already have an active Promise with a group you cannot start a new negotiation with them. You also can only have 3 active Promises at a time overall, so if you already have 3 active Promises you will not be able start any new negotiations.

If "Your Terms" are to vote "For" a proposal, some "Against" Delegates will become "Hesitant" and many "Hesitant" Delegates will become "For". If "Your Terms" are to vote "Against" a proposal, some "For" Delegates will become "Hesitant" and many "Hesitant" Delegates will become "Against".

Guided Voting[edit | edit source]

If you have passed the "Guided Voting" Rule law, you can pressure the Delegates to vote "For" or "Against" any proposal without negotiations. This will result in many "Hesitant" Delegates following your "guidance" and voting as you wish them to, and some "For" or "Against" Delegates (depending on which way you are "guiding" them) becoming "Hesitant". You may still need to negotiate with individual groups to get over the passing threshold. Using "Guided Voting" causes a small global decrease in Trust, and a large decrease in Trust with any groups (especially Factions) who wanted to vote opposite from your "guidance".

×