Quick links
-
Effects of uncontrolled crime
IN Frostpunk 2increasing crime creates all sorts of problems for you. You'll have colony-wide protests, murders, brawls, and other negative effects that reduce the Trust meter, and if you let it linger too long, you'll be kicked out of the colony.
Although there are several ways to control crime, it is important to learn as many methods as possible to reduce it. With a smaller population at the start of a run, the colony's needs are less. But as your colony grows, the risk of crime increases over time, and you need every means to reduce crime.
How to reduce crime
Goodsshown by one pot icon in the resource bar at the top of the screen is an important resource you need to ensure that they remain in surplus production. When you fail to produce enough goods for your citizens in the colony, people start fighting each other over his possession.
This causing a rapid increase in crime over time and greater shortage of goods you have in your colony, the faster the offense builds up.
Investigating building ideas
Like you establish more industrial districts and supply them with materials, you will begin to meet the demand for goods in your colony. However, you will still need to prevent crime from getting out of hand, and examining the following buildings in the idea tree is the best place to start.
Research name |
Research Section |
Installation location |
---|---|---|
Surveillance watchtower |
Society |
Residential district |
Patrol Watchtower |
Society |
Residential district |
Watchtower |
Society |
Residential district |
Mind correction prison |
Society |
Residential district |
Criminal prison |
Society |
Residential district |
Isolation prison |
Society |
Residential district |
Labor camp |
City |
Industrial district |
The
Labor camps are a radical idea
and is not available for research from the start. In order
to unlock this
you will need
develop the colony with the “Merit” Zeitgeist ideology
.
Have more guards
Like you build more Watchtowersyou too increase the presence of security forces in your colony, and they will help you reduce crime significantly. The more Watchtowers you build, the bigger your Guard Squad, which can be seen by the shield icon at the top right of the resource tab.
Having more guards is essential to reducing crime within the colony. Additionally, you can increase your guard numbers by passing the following “rule” laws.
Rule law |
How to use |
---|---|
Duty maintainer |
Select a residential district with a built-in watchtower, then click “Mobilize Watchtower Squads” to reduce crime faster. |
Steward's Militia |
Once the law is passed, select a faction that you like and select the 'Enlist to Steward's Militia' option. Then click on a residential district with a prison building installed in it and activate “Conscript Prisoners” or “Mobilize Prison Wardens”. |
Court martial |
This law further increases the effectiveness of all guard forces in your colony and greatly accelerates the reduction of crime. |
Accept the laws of society
In addition to the “Rule” laws, you can pass the following Community Laws to reduce crime in the game:
Law |
Tree |
Unlocking requirements |
---|---|---|
Dutiful youth |
Youth |
Available as standard |
Guard Immunity |
Guard Immunity |
This is a radical idea that requires developing the “Tradition” ideology, and then researching the “Guard Immunity” under the “Society” idea tree to unlock it. |
Human experiment |
Criminal damages |
To unlock this law, you must develop the 'Reason' ideology and then research 'Human Experimentation' under the 'Society' Idea Tree. |
Frostland deportation |
Criminal damages |
Another radical idea that can be unlocked after developing the “Tradition” ideology, then researching “Frostland Deportation” under the “Society” Idea Tree. |
Sterilization |
Abolition of crime |
Try the “Reason” ideology first, then investigate whether the “Sterilization” found under the “Society” idea tree will unlock this law for enforcement. |
Public executions |
Abolition of crime |
Continue the “Tradition” ideology, and after that research, “Public Executions” found under the “Society” idea tree will unlock this law. |
Transfer Population
After build the buildingsand passes some or all laws as stated above you should be able to reduce the offense or make it absent. But like yours the population is growing inside the main colony it will start increasing the tensionwhich contributes to rising crime.
Therefore, in situations like these, it is in the best interest to build another outpost by exploring Frostland via the Frostland teams in the logistics district and transfer some of your growing population from the main colony to the outpost.
This will ensure citizens of your main colony is not bothered by a higher population growth rate or the number of people living there.
Effects of uncontrolled crime
Uncontrolled crime affects the population to a great extentdrastically reduces overall growth percentage of new people joining your colony. A larger population is necessary for speed up the production of seven resources: Oil, coal, food, prefabs, heat stamps, materials and goods.
To have one larger population makes it possible for you too populate outposts and resource settlements for infinite suppliesan opportunity that is lost when crime is left unchecked.
Another consequence of rising Crime is heightened tension. You can monitor how anxious your citizens are by hovering over the globe and the bottom tabwhich shows indicators that contribute to tension. When The tension is highexpect unrest throughout the cityincluding protests and fights, which result in injuries and even death.
All of these factors underscore the importance of controlling crime and making it a top priority throughout your run in the game.