Frostpunk 2 is a hefty sequel that takes the best parts of its predecessor and scales them way up.

This guide was developed by playing on Citizen difficulty.

You may need to adapt or streamline your strategy to succeed on higher options.

a settler arrives in the new city at the start of a utopia builder playthrough in frostpunk 2.

Enforcing order will requirestrong relations and Guard Squadsas youll have topass authoritarian laws in the Council.

Each of these three paths will give you very different objectives in Chapter 5.

Weve laid out each path below.

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Once you make a choice, you cant change your mind.

There are a number ofDistrict Abilitiesyou can use, includingProtectandQuell Fighting.

Each will have different requirements, affect relations differently, and have differing levels of casualties.

The opening decision of Chapter 5 of Frostpunk 2’s Story Mode.

Once you deal with all outbreaks of fighting, you will have a brief, peaceful respite.

But as long as Faction Fervour is high, fighting can begin again.

If you dont have enough Frostland Teams, deactivate some Settlements or Outposts.

The Path of Banishment in Chapter 5 of Frostpunk 2.

While the Colonists are on their way, youll need toRid the City of the Faction.

If you choose to keep improving Windward Moor, the Faction will ask you to help improve conditions there.

If you refuse, the remaining Faction members in New London will not leave voluntarily.

The Path of Reconciliation in Chapter 5 of Frostpunk 2.

verify to build Resource Hubs!

When youre done, you’re able to Transfer Control to the Faction.

You will then have to decide the fate of your detainees.

The Path of Order in Chapter 5 of Frostpunk 2.

Return to New London and hit the Detainee Faction, then choose the Decide Detainees Fate action.

you could then decide whether to deport the detainees or exile them into the cold.

If you want to escort the remaining detainees to Windward Moor, you will need 20 Frostland Teams.

hooded faithkeepers riot in the streets with burning incense in frostpunk 2.

Ensure you have enough before selecting the action.

Whichever you choose, the game will end here.

to even start negotiations, you will have toget rid of all radical laws and buildings.

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Youll recognise these because they arefringed with red in the Idea Tree.

Factions will not negotiate with you as long as radical laws against their beliefs are in place.

You will have torepeal radical lawsin the Council anddemolish radical Buildingsin order to begin negotiations.

Frostpunk 2

As long as a Faction refuses to negotiate, the Negotiate Peace Agreement option will be greyed out.

you could mouse over it to see which radical measures it is opposed to are still in place.

Once you choose an option, you will have tochoose two out of the three measuresto promise them.

Once you fulfil all your promises,the Faction will lose all its Fervour.

When you have fulfilled your promises to both sides, you’re able to sign the Peace Accords.

Do this by navigating tothe Councils Law Explorerand going to theRule tab.

Youll find the Peace Accords in the center near the top of the screen.

Propose the law, and remember you will need 67 votes for it to pass.

You will need 45 Guard Squads to activate it and an active Prison.

The ability will end all active conflicts, greatly decrease all Factions Fervour, and detain many fighters.

You will have to wait three weeks for your rule to be secured.

Your relations with contained Factions will significantly decrease.

Regardless of your choice, the game will end.

Putting Laws into place early will help get your city on track in Frostpunk 2.