Complete Guide to Unlocking All Frostpunk 2 Laws

Complete Guide to Unlocking All Frostpunk 2 Laws

A foundational aspect of gameplay in Frostpunk 2 is the enactment of Laws that enhance the lives of your citizens. With numerous Laws to unlock in this post-apocalyptic city-builder, we’ve put together a comprehensive guide detailing each Law, its requirements, and effects.

Frostpunk 2 Laws – All Laws and How to Unlock Them

View of Treatment Laws in Frostpunk 2
Image Credit: 11 Bit Studios via Twinfinite

As you progress through your playthrough of Frostpunk 2, you’ll gain the ability to vote on new Laws through the Council. This involves gathering various Factions from across the city and persuading enough representatives to support a Law for it to be enacted. For more detailed information, check out our Council Voting guide.

Laws can generally be unlocked via Research conducted at Research Institutes, providing a range of benefits as well as potential drawbacks for your city and its inhabitants. Some Laws become available only after you pass a specific Law or trigger an event through decision-making.

To streamline your experience and avoid unnecessary trials, we have compiled a list of every Law, its category, effects, and unlock conditions below. If we discover any additional Laws during our subsequent playthroughs, we will update this guide promptly.

Law Name Subclass What it Does How to Unlock
Mass Produced Goods Survival Mass-produced goods boost Goods Production efficiency and the number of active workers, but at the cost of increased Material costs. Available at the game’s start. Convince at least 51 Faction voters to support the measure.
Durable Goods Survival Sturdy and easily repairable goods lead to decreased demand, although overall Tension rises due to limited supplies. Available at the game’s start. Convince at least 51 Faction voters to support the measure.
Foraged Additives Survival Food is made using only foraged ingredients from the Frostland, increasing production but raising Tension due to scarcity. Available at the game’s start. Convince at least 51 Faction voters to support the measure.
Chemical Additives Survival Using chemical additives enhances food production efficiency but also increases disease rates. Available at the game’s start. Convince at least 51 Faction voters to support the measure.
Heat Overclocking Survival Machines vent extra heat to extend their operational time, increasing production efficiency. Unlock after researching Waste Heat Conversions Laws. Convince at least 51 Faction voters to support the measure.
Heat Recycling Survival Excess heat is diverted to nearby districts, reducing heat demands from Housing Districts but raising Tension. Unlock after researching Waste Heat Conversions Laws. Convince at least 51 Faction voters to support the measure.
Mechanised Scouts Survival Scouts use advanced tech for expeditions, cutting down their exploration time. Unlock after researching Scout Training Laws. Convince at least 51 Faction voters to support the measure.
Pathfinder Scouts Survival Selected candidates receive special training for extreme explorations, reducing territory threat but increasing Tension. Unlock after researching Scout Training Laws. Convince at least 51 Faction voters to support the measure.
Extraction Strongholds Survival Outposts managed by highly trained crews utilize advanced technologies, boosting production efficiency. Unlock after researching Outpost Operations Laws. Convince at least 51 Faction voters to support the measure.
Frontier Footholds Survival Handled by skilled pioneers, outposts see increased upkeep but also heightened Tension. Unlock after researching Outpost Operations Laws. Convince at least 51 Faction voters to support the measure.
Weather-Adjusted Shifts Survival Shifts adapt to weather conditions, decreasing heat demands and diseases in non-housing districts, but increasing Tension and decreasing production efficiency. Unlock after researching Worker Shifts Laws. Convince at least 51 Faction voters to support the measure.
Machine-Centric Shifts Survival Machines run round the clock, reducing workforce needs but raising Squalor. Unlock after researching Worker Shifts. Convince at least 51 Faction voters to support the measure.
Machine Attendants Survival Machines take over human tasks, allowing workers to focus on repairs. Significantly reduces workforce requirements. Unlock after researching the New Work Model from the Faithkeepers. Convince at least 51 Faction voters to support the measure.
Basic Necessities City Essential needs are guaranteed for the population, increasing Trust. Available automatically at the game’s start. Convince at least 51 Faction voters to support the measure.
Paid Essentials City Citizens pay for essentials, enhancing production efficiency and Heatstamp income, but raising Tension. Available automatically at the game’s start. Convince at least 51 Faction voters to support the measure.
Supported Quarantine City Designated housing for quarantining sick individuals significantly reduces disease but increases Shelter demand. Unlocked automatically as the story advances. Convince at least 51 Faction voters to support the measure.
Infectious Badge City Sick individuals must wear a special badge, reducing disease but raising Tension. Unlocked automatically as the story advances. Convince at least 51 Faction voters to support the measure.
No Contagion Prevention City Results in decreased Tension but increased disease. Unlocked after tensions arise from either Supported Quarantine or Infectious Badge Laws. Convince at least 51 Faction voters to support the measure.
Mandatory Crowding City Living spaces are minimized for the population, allowing for multiple tenants in larger houses. Increases Shelter supply but raises Tension. Unlocked after researching Housing Distribution Laws. Convince at least 51 Faction voters to support the measure.
Merit-Based Housing City Housing is allocated based on work contribution, increasing Shelter and Heatstamp income but also Tension. Unlocked after researching Housing Distribution Laws. Convince at least 51 Faction voters to support the measure.
City-Run Alcohol Shops City Citizens can purchase alcohol using Heatstamps, leading to a substantial increase in Heatstamp income. Unlocked as the story progresses, after researching enough solutions within City Subclass and Alcohol Categories Laws. Convince at least 51 Faction voters to support the measure.
Alcohol Rations City Alcohol is distributed for free alongside food rations, with no additional effects. Unlocked as the story progresses, after researching sufficient solutions in the City Subclass and Alcohol Categories. Convince at least 51 Faction voters to support the measure.
Alcohol Banned City Bans the sale and consumption of alcohol, reducing disease but raising crime rates. Unlocked as the story progresses, after researching sufficient solutions in City Subclass and Alcohol Categories. Convince at least 51 Faction voters to support the measure.
Accept all outsiders City All outsiders from the Frostlands are welcomed, enhancing population growth. Unlocked automatically as the story unfolds. Convince at least 51 Faction voters to support the measure.
Admit no Outsiders City No outsiders may enter the city, leading to a significant population decline. Unlocked automatically as the story progresses. Convince at least 51 Faction voters to support the measure.
Allow Productive Outsiders City Only productive outsiders are allowed entry. The active worker percentage increases, as do Heatstamp income and population growth, though Tension also rises. Unlocked automatically as the story develops. Convince at least 51 Faction voters to support the measure.
Expedition Support City All citizens assist Frostlanders in expedition preparations, reducing exploration time but raising Tension. Unlocked as the story progresses. Convince at least 51 Faction voters to support the measure.
City Development Effort City Citywide support for Prefab production ensures regular output from the Main District. Unlocked as the story evolves. Convince at least 51 Faction voters to support the measure.
Heatpipe Watch City Mandatory inspections and repairs of homes’ heat pipes curb heat demands. Unlocked as the story progresses. Convince at least 51 Faction voters to support the measure.
Service Exemptions City Citizens must volunteer their time unless they pay for exemption tickets, increasing Heatstamp income but also Tension. Unlocked as the story evolves. Convince at least 51 Faction voters to support the measure.
All Do Maintenance City The maintenance burden is shared among all citizens, drastically reducing material demand. Available for research as the story advances, after you study solutions for Maintenance Duty Laws. Convince at least 51 Faction voters to support the measure.
Unproductive Do Maintenance City Those failing to meet quotas are tasked with regular maintenance, lowering material demand and increasing production efficiency, but increasing Tension. Available for research as the story progresses, after you investigate solutions for Maintenance Duty Laws. Convince at least 51 Faction voters to support the measure.
Equal Pay City Ensures equal pay for all workers, boosting Trust but reducing Heatstamp income. Unlocked as the story develops, and after researching Work Compensation Laws. Convince at least 51 Faction voters to support the measure.
Efficiency Bonuses City Incentivizes top-performing workers with bonuses, raising production efficiency but also Tension. Unlocked as the story evolves, and after studying Work Compensation Laws. Convince at least 51 Faction voters to support the measure.
Mandatory Unions City All workers must join unions, improving production efficiency and Trust, while raising Food and Goods demand to support the unions. Unlocked after researching Labour Organisation Laws. Convince at least 51 Faction voters to support the measure.
Labour Oversight City Foremen oversee workers to enhance efficiency, increasing production but decreasing Trust and raising Tension. Unlocked after researching Labour Organisation Laws. Convince at least 51 Faction voters to support the measure.
Abolished Management City Workers are empowered to complete tasks independently without Managers, boosting production efficiency and reducing Tension. Unlocked as the game progresses and you support the Faithkeepers. Convince at least 51 Faction voters to support the measure.
Ceremonial Funerals Society Dead are buried unblemished in respect, lessening Trust loss due to deaths. Unlocked automatically at the start of the game. Convince at least 51 Faction voters to support the measure.
Harvesting Funerals Society Bodies are donated for scientific purposes, increasing Research Speed while reducing Disease. Unlocked automatically at the game’s onset. Convince at least 51 Faction voters to support the measure.
Experimental Treatment Society Doctors can conduct experimental treatments immediately. Increases Research Speed and reduces Disease, with the ability to use Conduct Medical Trial to reduce Disease in exchange for fatalities. Unlocked as the story unfolds, and after exploring Treatment Laws. Convince at least 51 Faction voters to support the measure.
Conservative Treatment Society All medical procedures undergo review by senior physicians, decreasing disease. Unlocked as the narrative progresses, and after you research Treatment Laws. Convince at least 51 Faction voters to support the measure.
Family Apprenticeship Society Children must apprentice with parents, increasing the active worker percentage. Available at the game’s start. Convince at least 51 Faction voters to support the measure.
Mandatory School Society All children must attend school, increasing Research speed but decreasing Heatstamp income. Available at the game’s start. Convince at least 51 Faction voters to support the measure.
Liberated Youth Society Young adults are granted freedom to explore. Boosts Trust, and allows for Youth Employment ability to expand the workforce at the cost of Heatstamp income. Unlocked as you progress and after deciding on a Child Law solution. Convince at least 51 Faction voters to support the measure.
Dutiful Youth Society Young adults perform community service under elder supervision. Increases active worker percentage while decreasing Crime; offers Youth Volunteer Duty to boost the workforce at a Trust cost. Unlocked as the story evolves, after deciding on a Child Law solution. Convince at least 51 Faction voters to support the measure.
Mandatory Marriage Society Mandates marriage for all citizens of age, thus fostering population growth. Unlocked as the game advances, following a Child Laws decision, and studying Partnerships solutions. Convince at least 51 Faction voters to support the measure.
Relationship Rotations Society Regularly assigns new partners to ensure population growth, raising population consistently but also increasing Disease. Unlocked as the narrative proceeds, after a Child Laws solution as well as Partnerships solutions. Convince at least 51 Faction voters to support the measure.
Communal Parenthood Society Children are placed in city-run facilities to allow parents to work, increasing active workers while decreasing overall population. Unlocked as the story progresses, after a Child Laws solution and Parenthood solutions. Convince at least 51 Faction voters to support the measure.
Dedicated Motherhood Society Mothers focus exclusively on childcare, boosting population while decreasing active workers. Unlocked as the story evolves, after deciding on a Child solution and studying Parenthood solutions. Convince at least 51 Faction voters to support the measure.
Mandatory Procreation Society Mothers receive rewards for every birth, whereas single and childless women face penalties. Dramatically increases population growth while decreasing Heatstamp income. Unlocked after researching Parenthood solutions and supporting enough Faithkeepers initiatives. Convince at least 51 Faction voters to support the measure.
Guard Immunity Society Guards may use any means necessary to apprehend criminals. Reduces Crime rates. Unlocked as the story progresses, supporting Tradition initiatives, and researching Guard Immunity solutions. Convince at least 51 Faction voters to support the measure.
Frostland Deportation Society Criminals are sent to the Frostlands to serve their sentences. Reduces Output Upkeep costs and Crime. Unlocked as the narrative continues, after supporting Tradition initiatives, and researching Criminal Reparations. Convince at least 51 Faction voters to support the measure.
Public Executions Society Conducts public executions of criminals before the general populace. Decreases Crime and allows the Execute Prisoners ability to diminish crime. Unlocked as the story progresses, supporting Tradition initiatives, and researching Crime Elimination. Convince at least 51 Faction voters to support the measure.
Guard Enforcers Rule Enables the use of Quell Protest and Mobilise Watchtower Squads abilities to handle unrest effectively. Win a vote of confidence (70 or more votes For).
Guided Voting Rule Allows the Steward to influence undecided voters to favorably vote on the current Law, leading to a Trust reduction across all Factions. Win a vote of confidence (70 or more votes For).
Steward’s Militia Rule The steward recruits capable fighters from the populace as new Guards and can employ the Enlist to Steward’s Militia ability for more Guard Squads. Pass the Guard Enforcers motion and win a vote of confidence (70 or more votes For).
Bureau of Propaganda Rule A dedicated governmental body seeks to improve public perception of the Steward. Significantly reduces Tension and lowers the impact of Deaths, Emergency Sessions, and Guided Voting on Trust. Pass the Guided Voting motion and win a vote of confidence (70 or more votes For).
Martial Law Rule The Steward enforces Martial Law, stationing guards at checkpoints to impose curfews and combat Crime. Can use the Martial Law ability to reduce Guard costs for peacekeeping. Pass the Guard Enforcers motion and win a vote of confidence (70 or more votes For).
Secret Police Rule Establishes Secret Police in New London, allowing the use of Community Action to influence Factions. They can also trigger specific city events. Unlock Guided Voting and Propaganda Rule Laws, then win a vote of confidence (70 or more For).
Captain’s Authority Rule Empowers the Steward to have the final decision on all Laws through complete control of the Council and New London. Unlock every other Rule Law and meet conditions of a true crisis within the city (violent protests, high Crime, and Squalor).

We hope this guide aids you in unlocking all Laws in Frostpunk 2 with ease.

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