Laws play an integral part in Frostpunk 2, as different Factions and Communities will favor different ones, so you’ll need to choose carefully to not upset one of them. Although the laws affect the populace, they also affect you as a player, as they can give you useful benefits. However, Laws have a 10-week cooldown after a law has been passed (or failed), meaning you want to get the best ones first. Read on to find out what laws are the best in Frostpunk 2 and what ones you should get first.
Table of Contents¶
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Proposing Laws¶
To propose a law, you’ll need a Council, which you’ll get as a story objective in Chapter 1. Once you have a Council, you’ll have four categories to select from, Survival, City, Society, and Rule. Each of these categories has three sub-categories focusing on a specific topic of that category. For example, the Survival category has Resources, Frostland, and Efficiency.
Meanwhile, City has Welfare, Citizenship, and Labor. At first, you’ll be limited to a few laws over each category, but this will open up by researching ideas for them in the Idea Tree, or when a Faction/Community brings up the idea to you. Once you select a law, you’re not stuck with it, and can change it whenever you want, but there will be repercussions to the factions.
Best Survival Laws¶
One of the first laws you should enact is Foraged Additives under the Food Additives section, which is basically free Food with no downsides. The Chemical Additives will give you more food, but it will increase Disease marginally, which you don’t want.
Another great early survival law is Durable Goods under the Goods section. Similar to the above law, you’ll have less demand for goods with no downside. This helps prevent Crime later on.
The Heat Overclocking under the Waste Heat Conversion section increases efficiency with no downside. Seeing a trend here?
For the final law, we recommend you take the Machine-Centric Shifts under the Worker Shifts section as this will decrease Workforce requirement, and more workers means more people available to construct more buildings, which you will struggle with later. Note that this increases Squalor, which isn’t ideal.
Best City Laws¶
Under Basic Necessities in the Welfare section, choose the Paid Essentials law. Selecting this will give you increases to both Product Efficiency and Heatstamps Income with once again no downsides.
In Citizenship, there are a few excellent laws to choose from. We recommend Accept All Outsiders under the Outsiders character to get the larger population growth. Then you have Heatpipe Watch for the Community Service section, which reduces Heat Demand by -20 everywhere. Finally, the All Do Maintenance Law in the Maintenance Duty section is very strong as it’ll reduce Materials Demand and more importantly, Tension.
Best Society Laws¶
There are not too many early laws in the Society section, but the Mandatory School Law under the Childhood section, which increases Research Speed, and this is imperative. The reason for this is that research is required to unlock ideas in the Idea Tree, and this is where you’ll unlock advanced buildings plus much more.
When you can get it, the Conservative Treatment Law in the Treatment section is a no-brainer, as it’ll decrease Disease with no downsides.
Best Rule Laws¶
The Rule section is different from the rest as the section has two trees you can go down. Eventually, you’ll be able to get all the laws in this category, but we recommend getting Guided Voting first, as this will help you pass laws more easily while not having to give out as many promises or favors. Once you have that, the Guard Enforcers should be next, as they’ll help you in a few events in the Frostland while also keeping Crime down.
There you have it, the best laws for the early game in Frostpunk 2. Although these are some great laws, as you progress through the story, you may want to change some of them for laws that help your deficiencies. For example, Heatpipe Watch for Expedition Support when you begin to do a lot of expeditions, and you have the necessary buildings to keep the Heat Demand in control.
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