Should you ban, seek reconciliation, or impose order?

The final chapter of Frostpunk 2 converges at a point where political chaos has engulfed the city and one of the two factions is completely radicalized. The radicalized faction expresses its displeasure by organizing protests, taking hostages and launching riots. Prolonged protests and riots will result in a sharp decline in your ability to lead the city as an administrator.




At this stage, you will be presented with the option to banish the radicalized faction, seek reconciliation between the two opposing factions, or impose order and dismiss political negotiations with both 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 impact of these decisions.

Ban the radicalized faction in Frostpunk 2

Frostpunk 2 - Banish the Radicals

If you choose to ban the radicalized faction, you will need to do so first reduce tension in the city from Catastrophic to Severe. Once the tension is managed, you will be required to keep it low and prevent potential reactions from the faction, such as recurring protests and riots.


To banish a faction you will need to explore the Frostlands in search of a potential colony to settle on. Once you find the location, you will need to secure necessities such as fuel, shelter, food and materials for their survival.

You should consider choosing the option to ban the radicalized faction if their motivations don't align with your ambitions for the city or if you simply don't like them.

Seeking reconciliation between opposing factions in Frostpunk 2

Frostpunk 2 - Seek reconciliation


Choosing to seek reconciliation between opposing factions requires more work and leads to the best ending of the game. You start by bringing the tension in the city from Catastrophic to Severe, and then negotiate with each faction to increase their trust in your leadership. Negotiations may involve seeking ideas proposed by the faction, building or demolishing certain structures, or passing or repealing certain laws.

Frostpunk 2 - Negotiate a peace agreement

Seeking reconciliation is the most challenging decision of the three available choices, and factions may not be willing to negotiate if some extreme laws, such as sterilization or human experimentation, are in place. You will need it repeal these laws before the peace treaty can be negotiated. You will also have to put an end to protests in various districts, which requires the mobilization of approximately 40-60 guards.


You must also prevent your trust from dropping below the Tolerated level to avoid being overthrown as the city's leader. Once both sides' negotiating demands are met, you will need to approve peace agreements in the council to end the protests and broker peace.

You should consider seeking reconciliation if you want to skillfully navigate negotiation challenges and convince opposing factions to abandon hostilities and walk the path of peace.

Seeking reconciliation is slightly easier if your trust level is above the Respected stage.

Enforcing order in Frostpunk 2

Frostpunk 2 - Imposing Order


Finally, you can take a dictatorial approach to put squabbling factions in their place by deploying your own militia. To enforce the order, you must pass the captain's authority law in council. This law can only be implemented by choosing the Order Imposition path. Please note that, unlike other laws, Passing any law that centralizes power in your hands requires a two-thirds majority (67 or more votes) on the council. However, the council is very likely to vote in favor of implementing such laws when the city is on the verge of collapse.

However, Captain's Authority is not immediately available and to access it you must first pass the following laws in the Rules category:

  • Guard enforcers
  • Administrator's militia
  • Martial law

OR:

  • Guided voting
  • Propaganda Office
  • Secret police


Once the Captain's Authority is successfully implemented, all protests and riots in the city will stop and the factions will no longer gain fervor. Trust no longer influences how your leadership is judged, and the the council votes as you like. However, you will still be given some objectives to deal with the radicalized factions.

After passing the Captain's Authority law, you must have at least 45 reserve guards to enforce your rule. You will then be required to build two separate districts to contain the opposing factions and build watchtowers to ensure their isolation.

Frostpunk 2 - Coup

Alternatively, you can stage a coup to seize power from the council and declare yourself captain after building an army of 200 guards. This option bypasses the need to pass the Captain's Authority law, but mustering 200 guards is no easy feat.


The choice to apply the order leads to the worst ending of the gameso only consider this choice if you wish to follow in the old captain's footsteps or bring squabbling factions to their knees!

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