As a seasoned survivor of the Frostland, I can’t stress enough the importance of maintaining order in our City. Crime Elimination: Public Executions might seem harsh, but it’s a necessary step towards ensuring our survival.
In the game of Frostpunk 2, crime poses a significant challenge for city management, leading to increased tension, slowed population growth, and other detrimental outcomes. To maintain a thriving society, it’s crucial for players to manage crime effectively. This guide aims to provide strategies on how to reduce crime in Frostpunk 2, ensuring a smoother gameplay experience.
Players are advised to occasionally hover their cursor over the icon that resembles handcuffs, which can be found beneath the Resource Drawer at the top of the screen. This action will bring up a panel containing information about Crime in the City. If this information shows that Crime is “Absent,” maintaining it as “Stable” is acceptable. However, if Crime is shown to be anything other than “Absent,” or if it’s indicated as “Growing,” strategy game enthusiasts should employ the following tactics to make Crime “Decrease.
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Frostpunk 2: How to Reduce Crime
Goods
For those encountering Crime issues in their gameplay, it’s crucial to first ensure that they are satisfying their City’s requirements for Production. Keep in mind that a lack of Production resources can lead to an increase in Crime. If you notice a depleted bar beneath the icon representing Resources at the top of your screen, it suggests that this issue is currently active. To address this matter, we recommend consulting this [LINK 2] guide on enhancing Production Output in Frostpunk 2.
Buildings & Hubs
Once the quantity of goods reaches a satisfactory point, gamers may then focus on constructing structures known as “Buildings”. These buildings, strategically placed within specific districts, contribute to reducing crime levels in the city. Here’s how city-building enthusiasts can acquire these buildings:
- Research Watchtowers: Surveillance Watchtower (Idea Tree: Society). Built in Housing Districts.
- Research Watchtowers: Patrol Watchtower (Idea Tree: Society). Built in Housing Districts.
- Research Watchtowers: Watchtower (Idea Tree: Society). Built in Housing Districts.
- Research Prisons: Thought-Correction Prison (Idea Tree: Society). Built in Housing Districts.
- Research Prisons: Punitive Prison (Idea Tree: Society). Built in Housing Districts.
- Research Prisons: Isolation Prison (Idea Tree: Society). Built in Housing Districts.
- Research Poverty Eradication: Labour Camp (Idea Tree: City). Built in Industrial Districts. This is a Radical Idea that requires progress with Merit.
Incorporating a Watchtower within a Residential Area grants the district the power to perform Random Inspections. You can activate this power when the crime level reaches at least Minor, which in turn reduces crime. However, keep in mind that conducting these inspections will escalate Tension.
Players have an option to construct “Crime Reduction Centers” near Residential Areas, which they can do after researching “Crime Reduction Center.” To become active and reduce crime, at least three tiles of a Residential Area should fall within the center’s range of influence.
Laws
As an ardent supporter of our community, I’ve come to realize that there are legislative measures that significantly reduce crime rates. These proposals, born from thoughtful ideas, could be presented to our governing council for enactment following thorough research. Here’s a glimpse into these laws and guidelines on how survival game enthusiasts like us can advocate for them within the Council Hall:
- Youth: Dutiful Youth (Council: Society). Available after researching Youth: Dutiful Youth (Idea Tree: Society).
- Guard Immunity: Guard Immunity (Council: Society). Available after researching Guard Immunity: Guard Immunity (Idea Tree: Society). This is a Radical Idea that requires progress with Tradition.
- Crime Elimination: Sterilisation (Council: Society). Available after researching Crime Elimination: Sterilisation (Idea Tree: Society). This is a Radical Idea that requires progress with Reason.
- Crime Elimination: Public Executions (Council: Society). Available after researching Crime Elimination: Public Executions (Idea Tree: Society). This is a Radical Idea that requires progress with Tradition.
- Criminal Reparations: Human Experimentation (Council: Society). Available after researching Criminal Reparations: Human Experimentation (Idea Tree: Society). This is a Radical Idea that requires progress with Reason.
- Criminal Reparations: Frostland Deportation (Council: Society). Available after researching Criminal Reparations: Frostland Deportation (Idea Tree: Society). This is a Radical Idea that requires progress with Tradition.
In this revised scenario, Prison districts capable of incarceration are granted the power to Carry out Capital Punishments. Exercising this authority reduces the crime rate even further.
Guard Squads
In maintaining law and order, Guard Squads play a crucial part, and their current quantity is indicated next to the protective shield symbol in the upper right corner of the screen. As players progress by constructing Watchtowers, they will naturally acquire Guard Squads; however, additional methods for obtaining them also exist.
- Pass the “Guard Enforcers” Law, which is located on the left side of the Rule section. Then click on a Housing District with a Watchtower and activate the “Mobilise Watchtower Squads” ability.
- Pass the “Steward’s Militia” Law, which is located on the left side of the Rule section. Then click on a faction at the bottom of the screen and select the “Enlist to Steward’s Militia” option in the Special section if it is present.
- Click on a Housing District with a Prison and activate its “Mobilise Prison Wardens” or “Conscript Inmates” ability.
- Factions in Frostpunk 2 will occasionally engage in Rallies once a positive relationship has been established, and players can select from various bonuses during those events. One bonus is additional Guard Squads.
Players can enhance the performance of their Guard Squads when they pass the “Steward’s Militia” Law. The effectiveness can be amplified even more by triggering the “Declare Martial Law” skill in the Central district, following the enactment of “Martial Law” on the Rule section’s left side.
Population Size
In the game “Frostpunk 2”, the size of the population significantly influences the crime rate. To lessen the crime, players can select some individuals from their primary City and relocate them to an existing Colony. This feature becomes accessible as players venture into the Frostland. Here’s a simple way to implement it:
- Click on the Colony’s icon in the top-right corner of the screen.
- Click the “Send People” icon in the information pane that appears.
- Use the slider to send people from the City to the selected Colony.
It’s crucial that players exercise caution when implementing population relocations, because overpopulating a city or colony could lead to significant problems for both the originating location and the destination.
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2024-09-17 20:17