☆ 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
These are the best laws to pass in Frostpunk 2 to ensure the city's survival. Read on and see all of the best laws to pass in this guide!
List of Contents
Problem | Law |
---|---|
Hunger | • Foraged Additives |
Disease | • Conservative Treatment • Harvesting Funeral |
Cold | • Heat Recycling • Weather Adjusted Shifts |
Crime | • Dutiful Youth • Guard Enforcers |
Heatstamps Shortage | • Allow Productive Outsiders |
Materials Shortage | • All Do Maintenance |
Goods Shortage | • Durable Goods |
Workforce Shortage | • Family Apprenticeship • Dutiful Youth • Allow Productive Outsiders |
Squalor | No Recommended Law |
Housing Shortage | No Recommended Law |
Tension | No Recommended Law |
Here are the Laws that we recommend you take at the ealier chapters of the game. This will address most of the major concerns of the City.
The Foraged additive is a good first-pick law. Since resources are very scarce letting your citizens forage for additional food is a good choice.
This will slightly decrease the Goods Demand per capita. Meaning, that there will be less demand for goods production and less usage of resources.
One of the first challenges that the game gives you at the start of Chapter 1 is finding a consistent fuel source. Passing the All Do Maintenance Law significantly decreases the Materials Demand.
Heat Recycling allows you to redirect heat from industrial machines to neighboring districts. This will lower the Heat Demand in Housing, helping you preserve fuel for the generator. This is especially useful during colder seasons and Whiteouts.
Weather Adjusted Shifts are a better choice to avoid squalor in your City. While it does have the effect of slightly decreasing your efficiency, keeping the citizens safe from diseases is a good pay-off if you want to maintain less tension with the people.
Diseases can end your game early if you are not careful of maintaining the citizens' health. A bad illness can set your whole population back by thousands if untreated. Choosing Conservative Treatment will decrease the likeliness of disease without any repercussions.
This law increases the percentage of Active Workers through apprenticeship. There may be some push-back at the start with citizen complaints. It is overall a more efficient way to use the population. Especially, at the start of the game when you don't have the resources to take in settlers from outside New London.
Another thing that you need to manage early is crime. Passing the Dutiful Youth law not only increases your percentage of active workers, but it also has the effect of decreasing crime in the City. There is a small backlash when you use the 'Youth Volunteer Duty' ability but it's easier to manage the slight decrease in trust versus a high crime rate.
While this may not be the most Humane choice in the game the benefits will outweigh the moral dilemma of passing this law. Letting this law pass will not only increase your research speed, it will also decrease diseases in the City.
Near the end of chapter 2, there will be a large group of refugees asking to seek refuge in your City. While not the most ethical choice choosing to only take in the people who can work is the smartest move. This will increase your Active Workers, population, and Heatstamps income per capita with very little setbacks.
It is highly recommended that you at least get this law passed as your population and City grow larger. This will allow you to use 'Quell Protest' on protesting Factions and lets you 'Mobilise Watchtower Guards' to fight petty Crime.
A Beginner's Guide to Frostpunk 2
Best Laws to Pass
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