Updated Title Publisher
Updated Title Publisher
Updated Title
Published Title Score Editor's Choice Publisher
Published Title Publisher

Frostpunk 2

Best Early Laws

By
Matt Chard

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.

Laws can be made in the council room at the start of chapter 1.

Table of Contents

If you want to jump to a specific objective, click on the links below.

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.

(1 of 2) You’ll get a story objective early in Chapter 1 to build a Council Room.

You’ll get a story objective early in Chapter 1 to build a Council Room. (left), If you pass the vote of confidence, you’ll be able to propose new laws. (right)

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.

(1 of 2) The locked laws need to either be researched or the idea must come from the citizens.

The locked laws need to either be researched or the idea must come from the citizens. (left), As you can see here, an event notification popped up in the city, and the Heatpipe Watch was born. (right)

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.

The best City Laws is either Paid Essentials or Heatpipe Watch.

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.

When you unlock expeditions, make sure you pass the Mandatory School law to aid them.

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.

Guided Voting followed by Guard Enforcers are the best bets here to take. The first helps you pass laws easier, while the latter lowers crime.

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.

No Comments
No Upvotes
User profile pic

Comment submission error:

The comment must be at least 1 character in length.

Guide Information
  • Publisher
    11 Bit Studios
  • Platforms,
    Mac, PC, PS5, XB X|S
  • Genre
    City Builder, Survival
  • Guide Release
    10 September 2024
  • Last Updated
    24 September 2024
    Version History
  • Guide Author

Share this free guide:

Get a Gamer Guides Premium account:

Quick sign up

Already have an account?

Quick log in

Forgot?

Don’t have an account?