As a seasoned survivor of the Frostpunk universe, I can confidently say that the Utopia Mode is a breath of fresh air for those who crave freedom and strategic depth. With my years spent huddled in the warmth of The Anomaly, I’ve learned to appreciate the subtleties of each faction’s beliefs and goals.
In Frostpunk 2, you assume the role of New London’s new Steward, stepping into the shoes of the Captain from the previous game. The city’s deteriorating infrastructure presents immediate challenges for you to address and devise solutions. Furthermore, the conflicting interests among the city’s factions intensify the pressure on your decisions.
Having factions that disagree too deeply can cause great difficulty in keeping the peace, and factions that aren’t pleased often enough can even trigger a game over. Thus, players must plan which factions they nurture in their city carefully. Here we dive into what triggers each faction to splinter from the main group, what their goals are, how to keep them happy, and even some of the best faction combinations to cultivate.
Factions In Frostpunk 2 Explained
In the game, factions act as a tool for players to gauge public sentiment regarding their decisions, much like the hope and discontent mechanics in Crusader Kings II. Favorable factions can offer exclusive benefits and are more inclined to support the player’s proposed laws (assuming they don’t conflict with the faction’s core beliefs). On the other hand, unfavorable factions may instigate riots, damage districts, and even attempt a vote of no confidence against the Steward – potentially leading to game failure. Therefore, it is strategically beneficial to determine which factions align most closely with the player’s objectives at the beginning of the gameplay.
Keeping a Faction Happy
As a devoted admirer, I’d recommend currying favor with your chosen faction by endorsing their legislations, delving into subjects they hold dear, and making choices in line with their fundamental beliefs. These principles are categorized into three groups, each offering six distinct attributes that you can embody to truly resonate with them.
- Adaptation/Progress
- Equality/Merit
- Reason/Tradition
Not every faction will have convictions in every category, but most have values in at least one. Players can see which values a given action aligns with by tracking the belief icons tagged on the action. To see which icons correspond to which beliefs, hover over the values bars on the bottom left-hand side of the screen.
Boosting a Faction’s goodwill can be achieved through several methods:
Spawning Factions
In the main game, there are two sets of factions that make an appearance – one set emerges during the campaign, while another group appears when Utopia Mode is activated. Each faction has unique conditions for spawning, and these conditions sometimes conflict with each other. Factions usually materialize using one of several methods:
- By default, at the start of the playthrough
- As a result of a pop-up binary decision during gameplay
In the design of Frostpunk 2, it’s challenging not to create groups with contrasting viewpoints because such conflicts form a significant aspect of the game.
Every Faction In Frostpunk 2’s Campaign
In the campaign of Frostpunk 2, there are nine distinct factions to encounter. However, you’ll only come across a maximum of seven in any single gameplay session because some appear based on specific choices made during the game. Nonetheless, this means dealing with multiple competitive groups in one playthrough, which can be advantageous for strategic planning. To maximize your objectives in each game, it’s crucial to understand where each faction stands regarding the six core values and what unique abilities they possess. By doing so, you can identify the factions that will best serve your purposes in a particular scenario.
Faction | Spawn Condition | Beliefs | Special Abilities |
---|---|---|---|
Frostlanders | Default Faction from Chapter 1 onward |
| Deradicalize – reduce the fervor and size of either the Evolvers or Pilgrims faction (depending on which is currently active) |
New Londoners | Default Faction from Chapter 1 onward |
| Deradicalize – reduce the fervor and size of either the Stalwart or Faithkeeper faction (depending on which is currently active) |
Faithkeepers | Choosing Faith in the Mysterious Symbol Dialogue (Prologue) |
| Prayers & Baptisms – Increase Trust & reduce Tension at the cost of growing the faction’s size |
Stalwarts | Choosing Order in the Mysterious Symbol Dialogue (Prologue) |
| Deploy Guards – Increase the available number of Guard Squadrons, lowering Crime temporarily |
Pilgrims | Appear at the end of Chapter 1 with Stalwarts faction active |
| Deploy Guides – increase Frostland Exploration Speed & building of Skyways or Trails |
Evolvers | Appear at the end of Chapter 1 with Faithkeepers faction active |
| Train Workers – increase workplace efficiency at the cost of possible injury |
Wanderers | Default Faction from Prologue onward | Favors Survival at all costs | Tighten Belts – reduce food scarity in return for slightly increased hunger |
Colonists | Settle a Colony (such as the Dreadnought) | No core beliefs | No ability |
Prisoners | Build a Prison and round up Protesters | Favors Captain’s Rule Laws | Enlist Guards – prisoners serve as guards, increasing available guard squadrons (until their sentence is over) to decrease Crime temporarily |
Every Faction In Frostpunk 2’s Utopia Mode
Another way to experience Frostpunk 2 upon its launch is by playing Utopia Mode, which offers a more open-ended gameplay style. In this setting, players pick an objective, a level of challenge, and a combination of initial factions – two predetermined ones and one that’s randomly generated. It’s suggested to select factions whose aspirations correspond with the chosen goal.
Starting Faction Combinations
Option 1 |
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Option 2 |
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Option 3 |
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Faction Goals & Preferences
In Utopia Mode, you’ll find six initial factions that could appear at the start of your run. More may form later on. Typically, the starting factions come with the Deradicalize skill for any subsequent splinter groups they might create. On the other hand, splinter factions often offer resource advantages.
Faction | Spawn Condition | Beliefs | Special Abilities |
---|---|---|---|
Labourers | Available from starting choices |
| |
Merchants | Available from starting choices |
| |
Foragers | Available from starting choices |
| Deradicalize – Reduce the size and Fervor of the Icebloods Faction |
Machinists | Available from starting choices |
| Deradicalize – Reduce the size and fervor of the Technocrat Faction |
Thinkers | Available from starting choices |
| |
Lords | Available from starting choices |
| |
Icebloods | Splinters from the Foragers (spawns faster when avoiding laws with preferred traits) |
| Hunting Trip – Greatly increases Food Income temporarily |
Technocrats | Splinters from the Machinists (spawns faster when avoiding laws with preferred traits) |
| Assist Researchers – Greatly Increases Research Speed temporarily |
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2024-09-20 03:04