In Frostpunk 2, the people of your city want to have a say in its development. Whether it’s about passing laws or choosing the next research, sometimes you have to go head-to-head with multiple Factions and Communities.
Here’s everything you need to know about Factions and Communities in Frostpunk 2.
Frostpunk 2 Factions and Communities, explained
Factions and Communities are groups of people residing in your city. They propose ideas and vote for laws in the Council according to their ideals and Zeitgeist directions. Every playthrough in Frostpunk 2 features Factions and Communities of opposing worldviews, and your goal is to raise Trust with them.
While Factions and Communities serve the same purpose, Factions are more dominant and radical than Communities. They aim to align the city’s development with their worldview and accumulate Fervour if they’re unhappy, which can result in riots and protests. At the same time, if you have strong relations with the Faction, the people can create rallies and offer you support.
During the playthrough, you can see new Factions emerge, depending on the present Communities, but there can only be two of them at once.
All Factions in Frostpunk 2
Pilgrims
Pilgrims are one of the Factions in the story mode of Frostpunk 2 if you choose that New London symbolizes Order during the Prologue. Pilgrims want to break free from the generator and colonize the Frostland. Siding with them during the story allows you to access Frostland settlements and resource deposits throughout the playthrough.
Requirements for the Faction to appear:
- During the Prologue, choose that New London symbolizes Order
Zeitgeist directions:
- Adaptation
- Equality
- Tradition
Faction perks:
- Unlock: Deploy Guides Community Action
- Good relations: Scouts Volunteers (provides Frostland Teams)
Stalwarts
In this story mode, Stalwarts are the Pilgrims’ opposition. They are disciples of the Captain and aim to develop using machines and automation. During the story, you can get access to Deep Melting Drills and Oil Pumps if you choose to side with Stalwarts.
Requirements for the Faction to appear:
- During the Prologue, choose that New London symbolizes Order
Zeitgeist directions:
- Progress
- Merit
- Reason
Faction perks:
- Unlock: Mobilise Automaton Enforcers Community Action
- Good relations: Extra Prefabs Assembly (provides additional Prefabs)
Faithkeepers
In the story mode, if you choose New London symbolizing Faith during the Prologue, the New Londoners community will form a Faithkeepers Faction. They follow the religious movement of the previous Captain to keep the city together and claim to be his legacy.
Requirements for the Faction to appear:
- During the Prologue, choose that New London symbolizes Faith
Zeitgeist directions:
- Progress
- Equality
- Tradition
Faction perks:
- Unlock: Hold Evening Prayers Community Action
- Good relations: Serenity Sermons (reduces Tension)
Evolvers
Evolvers form an opposition to Faithkeepers, and see what they do as religious fanaticism. Evolvers believe the death of the Captain is an opportunity to break free from old ideals and allow society to adapt to the frost.
Requirements for the Faction to appear:
- During the Prologue, choose that New London symbolizes Faith
Zeitgeist directions:
- Adaptation
- Merit
- Reason
Faction perks:
- Unlock: Train Workers Community Action
- Good relations: Serenity Sermons (reduces Tension)
Menders
Menders are explorers and survivalists who see the Frostland as their new home, similar to Pilgrims. They see their community as a family held by tradition and equality.
Starting Communities for the Faction to appear:
- Labourers
- Merchants
Zeitgeist directions:
- Adaptation
- Equality
- Tradition
Faction perks:
- Unlock: Organise Rescue Operations Community Action
- Good relations: Exploration Support (Exploration Time is decreased)
Venturers
Venturers are opportunists who want to make the most out of everything in the city through progress. Unlike Menders, Venturers value individual achievement and recruit anyone drawn to a good deal, whether technological or social.
Starting Communities for the Faction to appear:
- Labourers
- Merchants
Zeitgeist direction:
- Progress
- Merit
- Reason
Faction perks:
- Unlock: Finance Mercenaries Community Action (hires mercenary Guard Squads)
- Good relations: City Investment (increases Heatstamp income)
Icebloods
Icebloods are a brutal Faction that firmly believes in the survival of the fittest. You either adapt to the weather or die. Icebloods aren’t afraid of the cold and often don’t even wear coats to show the power of adaptation.
Starting Communities for the Faction to appear:
- Foragers
- Machinists
Zeitgeist directions:
- Adaptation
- Merit
- Tradition
Faction perks:
- Unlock: Lead Volunteer Explorations Community Action
- Good relations: Hunting Trips (provides Food)
Technocrats
Technocrats are rational and technological people. They believe everyone in the city can prosper thanks to technological progress. For them, rationality and reason is the only way forward.
Starting Communities for the Faction to appear:
- Foragers
- Machinists
Zeitgeist directions:
- Progress
- Equality
- Reason
Faction perks:
- Unlock: Optimize Research Community Action
- Good relations: Maintenance Optimization (decreases Material demand)
Proteans
Proteans are strong-willed pragmatic survivalists driven by merit and adaptation. Traditions don’t mean much to them. Instead, they look at things critically and scientifically, to the point of replacing their own limbs with machines.
Starting Communities for the Faction to appear:
- Thinkers
- Lords
Zeitgeist directions:
- Adaptation
- Merit
- Reason
Faction perks:
- Unlock: Coordinate Patient Care Community Action
- Good relations: Healthcare Assistance (decreased Disease)
Legionnaires
Disciplined and technological, Legionnaires act as a military unit on the city streets. Fighting against the Great Frost is a form of war, and they believe cohesion, tradition, and strong discipline are the only way to emerge victorious.
Starting Communities for the Faction to appear:
- Thinkers
- Lords
Zeitgeist directions:
- Progress
- Equality
- Tradition
Faction perks:
- Unlock: Raise Prefabs Community Action
- Good relations perk: Guard Recruitment Organisation (increases Guard Squads)
All Communities in Frostpunk 2
New Londoners
New Londoners is a community exclusive to the story mode, and they are attached to the city, its technology, and the generator. During the story, a more radical group of New Londoners form the Stalwarts Faction.
Zeitgeist direction:
- Progress
Frostlanders
Frostlanders is another Community exclusive to story mode. They are colonists who answered the call of the wild and attempted to establish a permanent foothold outside the city but were stopped by the Great Storm. Frostlanders see the atmosphere in the city and the presence of Stalwarts as oppressive.
Zeitgeist direction:
- Adaptation
Labourers
Labourers can form the Menders Faction, and just like Menders, they prioritize the group over everything else. The Community consists of humble factory workers and physical laborers who do anything to ensure the city’s survival.
Zeitgeist direction:
- Equality
Merchants
You can look at Merchants as a Community version of Venturers. They are opportunists who are attracted to merit and fortune. Equality matters little to them as they do whatever it takes to win, and everyone else should simply work harder.
Zeitgeist direction:
- Merit
Machinists
Machinists are and have been solving problems with automation and technology for years. They believe progress is the only way to ensure survival.
Zeitgeist direction:
- Progress
Lords
Lords descend from distinguished old-world families who believe in old-fashioned ideals and traditional values. According to them, change brings trouble, which is why they prefer to follow the old ways of getting things done.
Zeitgeist direction:
- Tradition
Thinkers
Thinkers are intellectuals coming from the large cities of the old empire. They aim to bring change to society through reason and getting rid of old ways. Tradition means nothing to Thinkers, as they believe it only slows down progress.
Zeitgeist direction:
- Reason
Foragers
Foragers were forced to adapt to the Frostland and learn to survive. They strongly believe relying on machines is a mistake, as they inevitably break. Adaptation and endurance are the key to survival for the Foragers.
Zeitgeist direction:
- Adaptation