☆ All Factions and Communities
★ Best Laws to Pass | Best Buildings to Build First
☆ How to Survive Whiteouts | How to Transfer Oil
★ Workforce | Goods | Food | Oil | Shelter
☆ Crime | Tension | Squalor | Disease
Factions are groups within your city that you have to manage in Frostpunk 2. See a list of all Factions and all Communities, an explanation to Faction Actions and the Relation Scale, and what Factions are!
List of Contents
Faction | Description | City Direction |
---|---|---|
They are bound by tradition and believe that everyone should embrace the frostland as their new home. | ・Tradition ・Equality ・Adaptation |
|
They are strict disciples of the late Captain. They are eager to implement order and control in New London. | ・Reason ・Merit ・Progress |
|
They are religious followers who seek ascension via technology. | ・Progress ・Equality ・Tradition |
|
They are calculating individualists who oppose 'religious fanaticism'. | ・Adaptation ・Merit ・Reason |
|
They treat themselves as the front line against the Great Frost, valuing discipline, equality, and tradition. | ・Progress ・Equality ・Tradition |
|
They are rationalists who are dedicated to adaptation and merit-driven evolution. | ・Adaptation ・Merit ・Reason |
|
They are hardened survivalists who only recruit the City's most resilient and capable. | ・Adaptation ・Merit ・Tradition |
|
They are rational, calculating, and tech-minded | ・Progress ・Equality ・Reason |
|
They are artists and rebels who make adaptation a form of art. They aim to bring down inequalities and old traditions to reimagine the world. | ・Adaptation ・Equality ・Reason |
|
They are elite engineers by legacy, who wish to establish technological primacy of the few. They wish to enforce control built on traditions of the Old Empire. | ・Progress ・Merit ・Tradition |
|
They are meticulous, individualistic, enterprising opportunists who recruit those drawn to a good deal. | ・Progress ・Merit ・Reason |
|
They are rugged, stoic explorers who view the frostland as their new home and their faction members as a family unit. | ・Adaptation ・Equality ・Tradition |
To get the Stalwarts and Pilgrims, you have to choose Order in the Prologue of Story Mode. On the other hand, to get the Faithkeepers and Evolvers, you have to choose Faith. Choosing ''I don't know'' will randomize which of the pair of Factions you will get in Chapter 1.
The rest of the Factions are found in Utopia Builder mode, namely the Legionnaires, Proteans, Icebloods, Bohemians, Overseers, Venturers, and Menders.
Community | Zeitgeist | Factions Formed |
---|---|---|
Frostlanders (Story Exclusive) |
Adaptation | • Pilgrims • Evolvers |
New Londoners (Story Exclusive) |
Progress | • Stalwarts • Faithkeepers |
Foragers | Adaptation | • Proteans • Icebloods • Bohemians • Menders |
Thinkers | Reason | • Proteans • Technocrats • Bohemians • Venturers |
Machinists | Progress | • Legionnaires • Technocrats • Overseers • Menders |
Labourers | Equality | • Legionnaires • Technocrats • Bohemians • Menders |
Merchants | Merit | • Proteans • Icebloods • Overseers • Venturers |
Lords | Tradition | • Legionnaires • Icebloods • Overseers • Menders |
Factions are formed based on the dominant zeitgeist and the communities that are present. The table above lists all the communities, the zeitgeists they follow, and the factions derived from them.
There are actions available for each Faction which can improve or worsen your relationship with them. Actions that improve relationship come with a price, but it rewards you with that Faction's trust. On the other hand, certain actions may give you Resources from the Faction, but this will strain their relationship with you.
Actions that Improves Relations | Actions that Worsen Relations |
---|---|
・Fund Projects ・Make Promise ・Grant Agenda ・Promote |
・Condemn (Increases Fervour) ・Raise Funds ・Demand Funds ・Promote |
Special Actions are locked behind the Favourable Relations status. Specific Faction Actions can help you increase the Faction's Relations and reach the Favourable status or higher.
Title | Faction | Effect |
---|---|---|
Deploy Guides | Pilgrims | ・ Experienced Pilgrims with deep knowledge of the frost will guide scout teams |
Mobilise Enforcers | Stalwarts | ・ 5 Guard Squads output |
Hold Evening Prayers | Faithkeepers | ・ Send the Faithkeepers to pray with the people and preach that better days lie ahead |
Train Workers | Evolvers | ・ Evolvers will train workers to drastically increase productivity |
Raise Prefabs | Legionnaires | ・ The Legionnaires will organise a collective action to quickly produce many prefabs |
Coordinate Patient Care | Proteans | ・ The Proteans will supervise medical therapies and the mass-distribution of prosthetics |
Lead Voluneer Explorations | Icebloods | ・ The Icebloods will lead volunteer teams into uncharted territories to explore them swiftly |
Optimise Research | Technocrats | ・ Research Speed is extremely increased |
Hold Mindshaping Sessions | Bohemians | ・ The Bohemians will break down people's existing psyches and reharmonise them with the City |
Overdrive Output | Overseers | ・ The Overseers will temporarily preside over industry to maximise production |
Finance Mercenaries | Venturers | ・ The Venturers will hire mercenary guard squads to enforce the Steward's rule |
Organise Rescue Operations | Menders | ・ The Menders will dispatch teams to the frostland to locate and rescue survivors |
Similar to Special Actions, Communities have a Fervour Action that can only be accessed after reaching a Favourable Relation with them. This allows Community members who have joined Factions to leave those Factions and join back to their original Community.
Factions will reach a relation rank with you depending on how you rule their city, such as the laws you pass, or even the ideas you research in the Idea Tree.
Below is the Relation scaling, starting from positive to negative.
Having positive relations with the Factions will manifest in many ways such as rallies, greater support for you when signing a new law, or even unlocking special perks and actions (e.g., gain additional Prefabs or asking to raise the Faction's funds).
If you have negative relations with any of the Factions protests may occur, signing a new law may be difficult, or their communty's workforce may even go down.
Factions came from communities with the latter being groups of people that live in your city. Factions were originally formed due to passion, strong beliefs, and clear ideology. They will do their best to implement their vision in the city.
Frostpunk 2 Wiki Contents | |
---|---|
Story Walkthrough | Tips and Tricks |
Factions | Laws |
Resources | Buildings |
Districts | Hubs |
Idea Tree | News and Updates |
List of All Factions
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