Stalwarts are a Faction in Frostpunk 2. Read on and see a list of Radical Ideas the Stalwarts support, and an overview of the zeitgeists they follow, as well as the special actions and perks you get from having good relations with them!
List of Contents
Radical Ideas | Zeitgeist | Effect |
---|---|---|
Automated Workforce Factory | Progress |
• Squalor is significantly increased |
Machine Attendants | Progress |
• Workforce requirement is significantly decreased |
Birthing Programme | Reason |
• Population Growth is marginally increased • Disease is significantly increased |
Human Experimentation | Reason |
• Research Speed is significantly increased • Crime is decreased |
Sterilisation | Reason |
• Population is significantly decreased • Crime is significantly decreased |
Stimulants Manufactory | Merit |
• Disease is marginally increased • Production Efficiency is increased |
Pleasure Club | Merit |
• Tension is slightly decreased • Trust falls marginally |
Incubation House | Reason |
• Population is increased • Unlocks the 'Incentivise Foetus Donations' District Ability, which greatly increases natural growth at the cost of Heatstamps |
Labour Camp | Merit |
• Tension is increased • Crime is significantly decreased • Unlocks the 'Hard Labour' District Ability, which greatly increases the efficiency of the Labour Camp |
Empowered Management | Merit |
• Production Efficiency is significantly increased |
Panaceum Factory | Reason | TBA |
Stalwarts | |
Opposing Faction | |
---|---|
Zeitgeists | Reason | Merit | Progress |
Communities it Came From |
• New Londoners (Progress) |
Description | |
They are strict disciples of the late Captain. They are eager to implement order and control in New London. |
Special Action | Mobilise Enforcers: 5 Guard Squads output |
---|---|
Good Relations Perk | Extra Prefabs Assembly: Provides Additional Prefabs Income |
You can only use the special community action and achieve the perk when having good relations (above Neutral) with the Stalwarts.
Faction | vs. | Opposing Faction |
---|---|---|
Stalwarts | ↔ | Pilgrims |
Faithkeepers | ↔ | Evolvers |
Legionnaires | ↔ | Proteans |
Icebloods | ↔ | Technocrats |
Bohemians | ↔ | Overseers |
Venturers | ↔ | Menders |
Would fit better with tradition rather then with reason. Laws fir better; fit better with the theme; the (new) opposite of bohemians fit like a glove; and they are really similar to oversears. Make sense too lore wise: stalwarts creating a tradition around new London and the captain, along with their aesthetics and code. SOMEONE MOD THIS!! (so also more variation between playthroughs. Also make a third path where it's p/m/r (ventures?) vs a/e/t (pilgrims) like it's now, but with capitalists)
Stalwarts Basic Info and Radical Ideas
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Would fit better with tradition rather then with reason. Laws fir better; fit better with the theme; the (new) opposite of bohemians fit like a glove; and they are really similar to oversears. Make sense too lore wise: stalwarts creating a tradition around new London and the captain, along with their aesthetics and code. SOMEONE MOD THIS!! (so also more variation between playthroughs. Also make a third path where it's p/m/r (ventures?) vs a/e/t (pilgrims) like it's now, but with capitalists)