Frostpunk 2 sets up the player as New London's Steward, the untested successor of the Captain from the first game. The city's struggling infrastructure quickly challenges the player to come up with solutions. Moreover, the competing desires of the city's factions increase the pressure.

Having factions that disagree too deeply can cause great difficulty in keeping the peace, and factions that aren't pleased often enough can even trigger a game over. Thus, players must plan which factions they nurture in their city carefully. Here we dive into what triggers each faction to splinter from the main group, what their goals are, how to keep them happy, and even some of the best faction combinations to cultivate.

frostpunk 2 hltb
Frostpunk 2: How Long to Beat (& How Many Chapters)

Players who have questions about the length of Frostpunk 2's campaign, and about its open-ended game mode, can find answers here.

Factions In Frostpunk 2 Explained

introductory screen for the council

Factions in Frostpunk 2 serve as the main method by which players see how the populace reacts to their decisions, similar to the hope and discontent mechanics in Frostpunk. Factions that view the Steward favorably can provide unique bonuses, and are more likely to vote for the player's proposed laws (as long as it doesn't directly contradict their worldview) in the Council. However, factions that distrust the Steward can riot, sabotage districts, and even hold a vote of no confidence against the Steward - triggering a game over. As a result, it is tactically desirable to plan out which factions will match the player's goals the most at the start of the playthrough.

Keeping a Faction Happy

To keep the approval of a Faction up, the player should sign laws, research topics, and make decisions that align with the Faction's core values. These values fall into three categories, with six possible traits.

  • Adaptation/Progress
  • Equality/Merit
  • Reason/Tradition

Not every faction will have convictions in every category, but most have values in at least one. Players can see which values a given action aligns with by tracking the belief icons tagged on the action. To see which icons correspond to which beliefs, hover over the values bars on the bottom left-hand side of the screen.

A quick fix for increasing a Faction's approval is to Fund Projects for them, make a promise (only works when the promise is kept), or grant them the ability to propose the next law (works even if it does not pass). However, these measures are usually temporary unless repeated, as factions have a passive degradation of approval when the city isn't being run according to their worldview.

Spawning Factions

There are two groups of factions in the base game - those that appear during the campaign, and those that appear during Utopia Mode. Each has its own spawn conditions, some of which directly contradict each other. Typically, factions appear in one of the following methods:

  • By default, at the start of the playthrough
  • As a result of a pop-up binary decision during gameplay

It is nearly impossible to avoid spawning factions with opposing ideas by design, as this conflict is a major portion of Frostpunk 2's challenge.

Frostpunk 2 with gameplay screenshots and logo
Frostpunk 2: Beginner Tips & Tricks

Survive Frostpunk 2's frozen wasteland with these essential tips. Master the Frostland and expand your city with confidence.

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Every Faction In Frostpunk 2's Campaign

There are nine known factions in Frostpunk 2's Campaign. Players will only see a maximum of seven at a time, as some spawn as a result of binary decisions, but this is still many competing groups in a single playthrough. It is strategically helpful to plan out which factions would most benefit the players' goals, and trigger their spawn. To determine which factions are most desirable in a given playthrough, players should be aware of where each faction sits on the 6 core beliefs, and what their unique faction abilities are.

Faction

Spawn Condition

Beliefs

Special Abilities

Frostlanders

Default Faction from Chapter 1 onward

  • Adaptation

Deradicalize - reduce the fervor and size of either the Evolvers or Pilgrims faction (depending on which is currently active)

New Londoners

Default Faction from Chapter 1 onward

  • Progress

Deradicalize - reduce the fervor and size of either the Stalwart or Faithkeeper faction (depending on which is currently active)

Faithkeepers

Choosing Faith in the Mysterious Symbol Dialogue (Prologue)

  • Equality
  • Tradition

Prayers & Baptisms - Increase Trust & reduce Tension at the cost of growing the faction's size

Stalwarts

Choosing Order in the Mysterious Symbol Dialogue (Prologue)

  • Progress
  • Merit
  • Reason

Deploy Guards - Increase the available number of Guard Squadrons, lowering Crime temporarily

Pilgrims

Appear at the end of Chapter 1 with Stalwarts faction active

  • Adaption
  • Equality
  • Tradition

Deploy Guides - increase Frostland Exploration Speed & building of Skyways or Trails

Evolvers

Appear at the end of Chapter 1 with Faithkeepers faction active

  • Progress & Adaptation
  • Reason

Train Workers - increase workplace efficiency at the cost of possible injury

Wanderers

Default Faction from Prologue onward

Favors Survival at all costs

Tighten Belts - reduce food scarity in return for slightly increased hunger

Colonists

Settle a Colony (such as the Dreadnought)

No core beliefs

No ability

Prisoners

Build a Prison and round up Protesters

Favors Captain's Rule Laws

Enlist Guards - prisoners serve as guards, increasing available guard squadrons (until their sentence is over) to decrease Crime temporarily

Every Faction In Frostpunk 2's Utopia Mode

Iceblood faction alongside council room

The other way to play Frostpunk 2 on release is its Utopia Mode, the open sandbox version of the game. In this scenario, players select an ambition, a difficulty, and an array of starting factions - two known quantities and a random faction. It is advised to choose factions whose goals align with your selected ambition.

Starting Faction Combinations

Option 1

  • Labourers
  • Merchants
  • Random

Option 2

  • Foragers
  • Machinists
  • Random

Option 3

  • Thinkers
  • Lords
  • Random

Faction Goals & Preferences

There are six factions that can spawn at the start of the run in Utopia Mode, as well as several that can splinter off later. As a rule, starting factions always have the Deradicalize ability for their splinter faction, while splinter factions provide resource bonuses.

Faction

Spawn Condition

Beliefs

Special Abilities

Labourers

Available from starting choices

  • Equality

Merchants

Available from starting choices

  • Merit

Foragers

Available from starting choices

  • Adaptation

Deradicalize - Reduce the size and Fervor of the Icebloods Faction

Machinists

Available from starting choices

  • Progress

Deradicalize - Reduce the size and fervor of the Technocrat Faction

Thinkers

Available from starting choices

  • Reason

Lords

Available from starting choices

  • Tradition

Icebloods

Splinters from the Foragers (spawns faster when avoiding laws with preferred traits)

  • Adaptation
  • Merit
  • Tradition

Hunting Trip - Greatly increases Food Income temporarily

Technocrats

Splinters from the Machinists (spawns faster when avoiding laws with preferred traits)

  • Progress
  • Equality
  • Reason

Assist Researchers - Greatly Increases Research Speed temporarily

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Frostpunk 2 Tag Page Cover Art
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Strategy
Survival
City Builder
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Systems
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Top Critic Avg: 85 /100 Critics Rec: 95%
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Released
September 20, 2024
ESRB
M For Mature 17+ Due To Blood, Drug Reference, Sexual Themes, Strong Language, Violence
Developer(s)
11 Bit Studios
Publisher(s)
11 Bit Studios
Engine
Unreal Engine 5
Franchise
Frostpunk
PC Release Date
September 20, 2024
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WHERE TO PLAY

SUBSCRIPTION
DIGITAL
Checkbox: control the expandable behavior of the extra info

Genre(s)
Strategy, Survival, City Builder