Should we deport, pursue reconciliation, or enforce the order?

last chapter of Frostpunk 2 Political turmoil sweeps the city, converging to the point where one of the two forces becomes fully radicalized. Radicalized forces express their discontent by staging protests, taking hostages, and rioting. Prolonged protests and riots will drastically reduce your ability to lead your city as stewards.




At this stage, you are given the option to expel radicalized factions, seek reconciliation between the two opposing factions, or enforce order and refuse political negotiations with the two factions. If you're unsure of the consequences of choosing one of these three options and how they affect the game's narrative, the following guide will help clarify the implications of these decisions.

Expelling radicalized factions in Frostpunk 2

Frostpunk 2 - Exile the Radicals

If you choose to expel radicalized forces, you must first: Reduces city tensions from catastrophic to critical.. Once tensions are managed, they must be contained and potential backlash from forces such as repeated protests or riots must be prevented.


To expel a faction, you must explore the Frostlands to find potential colonies for them to settle. Once you find the location, you will need to secure the following essentials: Fuel, shelter, food, materials for survival.

If the radical's motivations do not match your ambitions for the city, or you simply do not like them, you should consider choosing the option of expelling the radical.

Seeking reconciliation between opposing factions in Frostpunk 2

Frostpunk 2 - Seeking Reconciliation


Choosing to pursue reconciliation between opposing factions requires the most effort; The best ending in the game. We start by reducing tensions in the city from catastrophic levels to critical levels. Negotiate with each faction to increase trust in your leadership.. Negotiations may involve investigating ideas proposed by the faction, building or demolishing certain structures, passing or repealing certain laws, etc.

Frostpunk 2 - Peace Agreement Negotiation

Pursuing reconciliation is the most difficult of the three possible options, and factions may not be willing to negotiate if certain extreme laws, such as sterilization or human experimentation, are implemented. you must Repeal this law before negotiating a peace treaty.. We must also end protests in various regions. Requires mobilization of approximately 40 to 60 guards.


Additionally, to avoid being overthrown as a city leader, you must prevent your trust level from falling below the Tolerated level. After meeting both sides' negotiating demands, Congress must pass a peace agreement to end the protests and broker peace.

To successfully navigate the challenges of negotiation and persuade opposing forces to abandon their hostility and pursue a path of peace, you must consider pursuing reconciliation.

If the trust level is higher than the respect level, it is slightly easier to pursue reconciliation.

Executing orders in Frostpunk 2

Frostpunk 2 - Execute Orders


Finally, you can choose a dictatorial approach, deploying militias to keep disputing factions in place. To execute orders: Congress must pass a Master's Powers Act.. This law can only be enacted if the enforcement route is chosen. Unlike other laws It takes a two-thirds majority (67 votes) in Congress to pass legislation that concentrates power in your hands.. But city councils are most likely to vote in favor of such legislation when the city is on the verge of collapse.

However, the captain's authority is not readily available, and to finally access it, you must first pass the following laws in the rules category:

  • security guard
  • Steward's Militia
  • martial law

or:

  • Guided Voting
  • propaganda department
  • secret police


If you successfully establish the Captain's authority, all protests and riots in the city will stop and each faction will no longer be frenzied. Trust no longer affects how leadership is evaluated. Congress votes as you wish.. Nonetheless, several objectives remain for dealing with radicalized forces.

After passing the Captain's Powers Act, there must be at least 45 reserve guards to enforce the rules. You will then need to build two separate zones to isolate opposing forces and construct watchtowers to ensure their isolation.

Frostpunk 2 - Coup

Or he could stage a coup, seize power from the council, form an army of 200 guards, and declare himself captain. This option bypasses the need to pass a Captain's Powers Act, but gathering 200 guards is no easy task.


If you choose to execute the command, the following results will occur: worst ending in the gameSo consider this option only if you want to follow in the footsteps of your old captain or bring the disputing factions to their knees!

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