In Frostpunk 2, you may find there are more factions than anticipated, and building trust with each can be quite a challenge. Fortunately, we’ve researched thoroughly to provide you with all the necessary information.
All Story Mode Factions in Frostpunk 2
As of this article’s publication, there are nine factions available in the Frostpunk 2 Story mode. Among these, four are aligned with the Order or Faith storyline, with two factions corresponding to each path, while the other two remain unplayable.
All factions operate similarly: if you cater to their essential needs and align with their ideologies, their trust in you increases, which is vital during Council Voting and helps reduce internal conflict. Additionally, some factions offer unique abilities that provide various benefits to New London.
Below is a comprehensive list of all factions, along with their unlock requirements, core beliefs, special abilities, and how to earn their trust.
Faction Name | Core Beliefs | Special Ability | How to Unlock | How to Gain Their Trust |
---|---|---|---|---|
Wanderers | Survival by any means deemed necessary by the Captain. They remain loyal as long as the Captain’s decisions benefit the community. | Can Tighten Belts to lower food demand at the cost of increased Hunger. | Initially playable during the prologue; later found in Chapter 3 if you do not remove the corpses from the oil and provide some Oil supplies. | Ensure they do not endure excessive hardships before and during the whiteout. Only slaughter seals when necessary, and spare the Elders. |
New Londoners | Progress through any means, particularly by aggressive production and expansion. They lean towards Tradition and favor automating the workforce. | Can Deradicalize either the Stalwarts or Faithkeepers, reducing their Fervour by one count depending on the storyline. | Available from the start of Chapter 1 and stays as a constant faction. | Research compatible ideas and enact favorable laws. Construct buildings they recommend, and make sure all city needs are met without escalating Squalor, Hunger, Cold, Crime, or Disease. |
Frostlanders | Support for expansion across the Frostlands and adaptation through less invasive practices that only use necessary resources. | Can Deradicalize either the Evolvers or Pilgrims, reducing their Fervour by one count based on your storyline. | Available from the start of Chapter 1 and remains a constant faction. | Enact laws promoting exploration of the Frostlands and encourage natural survival methods. Construct resource-maximizing buildings like Hothouses. |
Faithkeepers | Valuing Tradition and Equality above all, they seek to enhance the Generator’s power while relieving the work and survival burdens on the population. | Can Hold Prayers and perform Baptisms to increase trust and reduce Tension in exchange for recruiting more citizens. | Accessible from the start of the Faith storyline and remains a constant faction thereafter. | Enact laws to promote Equality and Tradition, such as Traditional Funerals and Mandatory Unions, and construct supportive buildings like Subsidized Housing. |
Evolvers | Convinced that Reason, Progress, and Adaptation are essential to overcome the Frost, they actively support Scientific innovation. | Can Train and Enhance workers for improved effectiveness; however, enhancement is risky due to its experimental nature. | They emerge towards the end of Chapter 1. Trust levels depend on how often you have sided with the Faithkeepers. | Pass laws that reward hard work and encourage necessary societal changes for Frost survival. Build facilities that advance scientific research, such as Teaching Hospitals. |
Stalwarts | This aggressive faction values Merit and Progress, aspiring for a society where high performers ascend and the Steward seeks innovative Frost survival methods. | Can Mobilise Enforcers to deploy elite guards, boosting your guard availability. | Available from the start of Chapter 1 if you chose the Order storyline. | Pass laws that advance new technology and reward performance, maintaining strict control and a high output society through possibly violent means. |
Pilgrims | Advocating for adaptation to the Frost, but under the premise that the Steward maintains Tradition and Equality. They believe kindness can help maximize resource acquisition. | Can Deploy guides to expedite Expeditions and enhance exploration of the Frostlands more efficiently. | They emerge near the end of Chapter 1, with their trust linked to interactions with the Stalwarts. | Enact laws favoring Equality and reduce workforce strain, support adaptation initiatives, and create supportive infrastructures like Subsidized Housing. |
Colonists | A diverse collection of individuals united by the aim of running colonies efficiently. | No special abilities. | Form this faction after establishing your first separate city at the Old Dreadnaught. | Ensure their basic needs are met while they gather resources for New London. |
Prisoners | Detained individuals with grievances against certain factions. They can become loyal allies if you involve them in your quest for authority. | Can join your ranks to bolster the numbers of your Guards. | Form when you detain violent protesters from opposing factions. | Recruit them into your Guards or allow them to complete their sentences without exile. |
All Utopia Builder Factions in Frostpunk 2
The Utopia Builder mode in Frostpunk 2 introduces a different set of factions. While they operate similarly, the following list details their beliefs, abilities, and trust-building strategies. Note that we may update with new factions as we explore this mode further.
Faction Name | Core Beliefs | Special Abilities | How to Unlock | How to Gain Their Trust |
---|---|---|---|---|
Foragers | Adaptation is crucial for survival. | N/A | Available from the start of your run. | Enact laws that promote resource conservation and create structures focused on maximizing existing resources. |
Machinists | Technological Progress is vital to overcoming the Frost. | N/A | Available from the start of your run. | Research new laws and buildings that enhance scientific capabilities, like Hospitals and Experimental Treatments. |
Lords | Maintaining Tradition is essential for human survival. | N/A | Available from the start of your run. | Promote Tradition with laws such as Childhood Apprenticeships or Traditional Funerals. |
Labourers | Equality is paramount for smooth societal function. | N/A | Available from the start of your run. | Implement laws that promote Equality, like Shared Maintenance, and create buildings such as Subsidized Housing for quick trust boosts. |
Merchants | Merit should inform all decisions, from housing to labor policies. | N/A | Available from the start of your run. | Advocate for laws that incentivize productivity and long work hours. |
Thinkers | All city decisions must be rooted in Reason and logic. | N/A | Available from the start of your run. | Focus on laws that utilize Reason to advance the city, even if it means making harsh decisions. |
Icebloods | Equal pursuit of Tradition, Merit, and Adaptation is key for a prosperous city. | Can conduct Hunting Trips to collect Food resources from the Frostlands. | Arise from the Foragers upon reaching specific milestones in your run, fast-tracked by avoiding Tradition, Merit, or Adaptation-related laws. | Optimize for traditional, merit-based, or adaptation laws, like Traditional Funerals or Allow Productive Outsiders. |
Technocrats | These citizens believe in Equality, Reason, and Progress as the city’s cornerstones. | Can assist researchers to significantly accelerate Research. | Split off from the Machinists upon reaching certain stages in your run, with better chances if you avoid laws related to Equality, Reason, or Progress. | Direct your city towards these ideals with appropriate laws and invest in technologies that enhance productivity. |
Hopefully, this guide aids you in unlocking all factions within Frostpunk 2.
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