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Approve the captain's team in council
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Alternative method of enforcing the captain's rule
During the final moments of Chapter 5 – “A Dream of Utopia” by Frostpunk 2you have to solve the political crisis between the two opposing factions. Your decision to either salvage or settle Winterhome will have escalated the tension to the catastrophic stageand you have to bring it down to serious levels before time runs out. Fail to achieve this goal within the specified time will result in a game over.
You will have three options at your disposal for how you want to handle this situation: exile the protesting faction, seek reconciliation between the two opposing factions, or enforce your rule as captain. If you choose to enforce the captain's rule, here are all the necessary steps you must take to bring the squabbling factions to heel.
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Approve the captain's team in council
The Council Rules category allows you to centralize power. These laws allow you to recruit guard scouts, establish a propaganda agency, and eventually declare yourself dictator.
You will not have access to the law of the captain's authority in the earlier chapters of Frostpunk 2; the only becomes available when you choose to apply your rule in Chapter 5. But to unlock it, you must first agree to the following laws:
- Duty maintainer
- Steward's Militia
- Court martial
Or,
- Guided voting
- Propaganda Bureau
- Secret police
After you pass a law in council, you must wait two in-game weeks before approving, amending, or repealing a law again. However, you can also call an emergency council meeting before two weeks to pass an emergency law. However, there is a limit to the number of times you can call an emergency council meeting, and each time you do, you risk losing trust among the factions.
Remember that passing laws under the Rule category requires a two-thirds majority in the Council.
After passing the Captain's Authority Act, you need at least 45 guards to secure the regulations. With this force you will contain the protesting factions, quell their fervor and reduce the tension in the city.
Once you've met the guard requirements and have at least one active prison in your city, you can enforce the captain's rule by following these steps:
- Click on the generator in your city to bring up Central District Panel.
- Select the Secure rule option.
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Alternative method of enforcing the captain's rule
If you haven't adopted any laws under the Rule category, accessing and adopting Captain's Authority will be a challenge due to time constraints. But you can still stage a coup and declare yourself the captain of New London.
The option to stage a coup just pops up if you fail to adopt the Law of Captain's Authority after several weeks in the game. When this opportunity arises, you have three choices: declare yourself captain (if you have 90 guards available), keep the guards on standby (if you're short on numbers) or dismiss the idea altogether.
Staging a coup follows the same method as securing your rule. In the Central District panel, you will have an additional “Stage Coup” option alongside the Secure Rule. Activating the stage coup will send your guard out to secure the city and detain protesters.
After declaring yourself the captain, you have a new goal to build separate enclaves for the opposing factions and build watchtowers to ensure their isolation. There is no time limit for this goal and it can be done at your own pace.