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 come to a vote. 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.
The issues with laws available for voting at the start of the game are Food Additives and Goods, which impact their respective resources.
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:
The City will approve chemical additives with tested and tolerable risk levels.
Effects:
Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.
Effects:
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, so this drops it to 0.008
- [Unknown Unlock] -0.0035
Goods/Day Demand per capita
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
The excess heat produced by our extraction industry will be reinjected into neighbouring districts' machines, allowing them to operate at a higher capacity.
Effects
We will redirect excess heat from our extraction industry to neighbouring districts and infrastructure to increase their temperatures.
- [Option 1] [No change to text]
- [Option 2] Filters will ensure that the process is sanitary.
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 train scouts to use advanced technology and techniques in order to optimise exploration.
Effects
- +11 points in
Progress
- +20% Exploration Speed
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
Laws for this issue are unlocked by research.
Standard Outposts (Default)
We do not mandate any specific qualifications to operate outposts.
Effects
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
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
Laws for this issue unlocked by research.
Unregulated Worker Shifts
Workplaces determine their own working hours depending on their specific needs.
To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
To protect worker health, workplaces must adapt working hours to the weather conditions.
- Workers in Cold Districts fall ill slightly less frequently
- -10% Production Efficiency
Laws for this issue unlocked by research. Radical Idea.
The basic work model of the last decades remains unchanged.
This harsh world has no place for weakness. We will solely rely on the fittest and strongest workers and push them to achieve their maximum potential,
- 30% Production Efficiency
- Workers in 'Cold' Temperature Levels fall ill less frequently
Machines will take over the burden of work from humans. Workplaces will be optimized for machines with workers relegated to maintenance roles.
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing,
Heatstamps, work and labor, and population. The two opposing ideologies in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact
Heatstamps and
Population.
Issue unlocked at the start of the game.
- +14% Trust (Lower with difficulty)
Issue unlocked at the start of the game.
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:
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.
Effects:
Issue unlocked at the start of the game (or very early on).
- Warm Housing and Expanded Housing Districts generate 1
Heatstamps each
- Fewer unhoused citizens die from Cold
- +6% Trust (lower at higher difficulty)
- +20%
Shelter provided by housing districts
- +6 Tension
- 10%
Shelter provided by housing districts
- Heatstamps per capita slightly increased
- Heatstamps per capita increased extremely
Privatized Alcohol Production
- +9% Trust (lower at higher difficulty)
Issue unlocked at the start of the game.
There are no clear rules about who can settle in the City.
- No effects; after an event, may slightly decrease population growth.
Allow Productive Outsiders
"We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
- +2 Population growth
- Heatstamps income per capita marginally increased
- Percentage of Active Workers will slightly increase over time
- Only unlocked by event (possibly
Shelter shortage)
- Population growth greatly down
- +5 Prefab Production from Central District per week
- Heatstamps income per capita is slightly increased
- +1 Temperature Level in Housing Districts
- (Note: This seems to apply even at 20% workforce and 0 people living in it.)
- -30%
Materials demand (-20% by child-event)
- -6 Tension if child-event allowed
Unproductive Do Maintenance
- -10%
Materials demand
- +10% Production Efficiency
Laws for this issue unlocked by research
"Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
- +9% Trust (lower at higher difficulty)
- Heatstamps income per capita is slightly decreased
- +15% Production Efficiency
Laws for this issue unlocked by research.
Unregulated Labour Organisation
"Labour Organisation is determined by individual workplaces. The city is uninvolved."
- +9% Trust (lower at higher difficulty)
- -10% Production Efficiency
- -6% Trust
- +25% Production Efficiency
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