Choose Between Banishment, Reconciliation, or Order Enforcement in Frostpunk 2
In Chapter 5 of Frostpunk 2, the choice to Banish the Opposing Faction, Seek Reconciliation, or Enforce Order plays a critical role in shaping your gameplay experience. This pivotal decision not only influences the future of your City but also determines whether it faces the threats of anarchy or thrives in stability. Each choice has significant implications for the storyline and challenges your skills as the Steward.
So, should you choose to banish the Opposing Faction, seek reconciliation, or enforce order in Chapter 5 of Frostpunk 2? Continue reading to discover the outcomes of each decision.
Consequences of Banish the Opposing Faction in Frostpunk 2
Choosing to banish the Opposing Faction in Frostpunk 2 involves either a resolution-driven or forceful evacuation from the City. A counter will appear on the left side of your screen, indicating the number of faction members you need to remove before you can proceed to the endgame.
The next step in this decision is to establish a Colony for the banished Faction. Windward Moor can be developed as a habitable area for them to settle and live independently. You have two options—fully equip the settlement with essential resources like Heat, Food, and Shelter, or transfer ownership of Windward Moor to the banished Faction.
If you prefer to extend your gameplay by constructing another settlement, fulfilling the needs of Windward Moor can be rewarding. However, if you’re looking to eliminate the Faction entirely, simply transfer control to them.
You can utilize your secret Police to diminish the number of the banished Faction and continue to label them as a threat through the interface. Over time, some members will elect to relocate to Windward Moor, while the remainder will either perish or disperse.
Consequences of Seek Reconciliation in Frostpunk 2
If you opt to seek reconciliation, prepare for the most complex choice in Chapter 5. This path involves several steps that must be completed to reach the endgame, with the main goal being to sign the Peace Accord—ensuring peace between the opposing Factions.
However, signing the Peace Accord requires more than just a decision; it necessitates the repeal of any radical laws previously enacted in the City. These Laws, marked by a red aura, significantly influence societal operations. Identify and dismantle any Radical Laws to progress.
After their repeal, you need to placate both Factions and restore relations before entering peace negotiations. Select each Faction and choose ‘Negotiate Peace Agreement’ to initiate talks.
During negotiations, select two actions from the three options provided to improve Trust with each Faction. Actions can include demolition of buildings, as well as researching and constructing new ones. Additionally, you may need to pass or repeal a Law to satisfy a Faction.
Upon completing your selected actions, expedite the process; delays will diminish Trust and could lead to the collapse of your City or even your banishment to the Frostlands. After fulfilling the negotiated actions, visit the Council, navigate to the Rule tab, and propose the Peace Accord for voting.
Ensure enough support for the Law before proceeding to vote. If necessary, negotiate with the opposing Factions for backing. A strategic choice is to employ Guided Voting, one of the most effective Laws in the Rule tab, to secure a favorable outcome. Signing the Peace Accords will restore order and tranquility in New London.
Consequences of Enforce Order in Frostpunk 2
Opting to enforce order in Frostpunk 2 is a formidable choice that fundamentally shifts your role from the City’s Steward to its authoritative Captain—one whose power and influence are unquestionable.
Your primary goal with this choice is to assert control under the Captain’s Authority rule. This rule provides significant power and can effectively suppress protests and civil unrest within the City. To achieve this authority, you must pass all Rule Laws through the Council.
If all necessary Rule Laws are in place, you’ll be promptly sent to vote on Captain’s Authority, which, if favored by the majority, will be enacted immediately. In contrast, if not all Laws have been passed, you’ll need to fulfill those requirements to proceed further.
Upon obtaining Captain’s Authority, you’ll transition from Steward to Captain in Frostpunk 2. Your responsibility will be to implement the Secure Rule option, restoring order amidst chaos. Access the Generator to open the City controls and find the Secure Rule button. Ensure you have a minimum of 45 guards to enforce this Law.
Once enacted, your Trust within the City becomes permanent, severely restricting rights and liberties. Protesters and dissenters will be dealt with harshly, leading to the gradual decrease of Tension. Captain’s Authority offers you the unequivocal command over the City, leaving no room for opposition.
After securing your rule, you will see an action prompt allowing you to condemn one or both Factions, a decision that’s purely personal. Selecting your choice will unlock the final part of enforcing order in Frostpunk 2.
For the concluding task, you must establish an enclave settlement for the condemned Faction or Factions, depending on your selection. While constructing the enclaves, ensure they are adequately built and later expanded.
Following the expansion, it’s essential to place guard towers around those Districts, making certain that the enclaves are distanced from residential or opposing Faction areas. After finalizing the construction, select the enclave and choose ‘Begin Enclave Relocation’ to initiate the Faction(s) transition to permanent containment.
This harsh decision is the gravest of the three, cementing your role as the incontrovertible leader of the City in Frostpunk 2. You command respect, and any Law you propose will pass effortlessly. Although your populace may resent your rule, their views no longer concern you. You are the City. The City belongs to you.
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