Frostpunk 2 has multiple layers of gameplay, and each of these layers affects your city in many ways. With the addition of factions and communities, the new Council system is one of many tools you can use to govern your city.
The Council Hall is composed of various factions from your city, depending on their strength and popularity. The council votes on each of the laws you wish to pass and then decides on by a simple or absolute majority, depending on the law.
So, while some laws are very good and others not so much, you will have to carefully balance them or risk alienating some factions. That being said, this guide will list some of the best laws you can pass.
Heat Recycling
This is one of the laws that requires you to research the idea beforehand, but regardless, it is one of the best laws you could get your hands on. This reduces the Heat demand of each housing district and essentially saves on fuel. However, the nature of the law and idea means that you must pick sides before getting it passed. The law also generates disease by a small amount.
Weather-Adjusted Shifts
The law is very versatile, offering a number of bonuses with little drawback. You essentially allow the workers in your city to have variable hours depending on the weather. This reduces the number of workers who are injured or inactive and slightly reduces the heat demand as well. However, you also basically have to micromanage based on weather.
Unproductive Do Maintenance
While its cousin over at All Do Maintenance is an extremely strong law to pass, its drawbacks make Unproductive Do Maintenance more desirable. The law reduces materials demand and increases production efficiency.
Outsiders
This aspect of the laws has 3 possible options and it’s a very efficient tool that you likely want to constantly be switching in-between. The options here are ‘Allow All Outsiders’, ‘Allow Productive Outsiders’ and ‘Allow No Outsiders’
Allowing all Outsiders significantly boosts population growth. This is an incredibly powerful law that might bite you back if you leave it on for too long. Sometimes, you need to curb population growth to really provide for all your existing citizens. Regardless, it’s a powerful boost to expanding your city.
Allowing productive Outsiders is what you would want to keep normally, as it slightly boosts heatstamps generation, active workers, and population growth. All of these are at a rate that makes them very useful without being overbearing.
Allow No Outsiders is for when you want to tend to your own flock without worrying about a massively increasing population.
Mandatory Schools
A good law when paired with Allow All Outsiders as it boosts the research speed depending on your population growth. This law allows you to boost research speed without completely relying on building more Research Institutes.
Expeditions Support
This is a very useful law that is essential when exploring the Frostlands. Even though it only slightly decreases the exploration time, that little boost is much needed as the expeditions are your way to meet your city’s needs.
Paid Essentials
An unpopular law amongst your citizens, yet a necessary one. One of the primary bottlenecks you will face throughout the game is Heatstamps. And especially in the early game, the sources for Heatstamps will be rare. The Paid Essentials law helps towards that end, as it boosts your Heatstamps income and improves production efficiency. Eventually, you can switch to free essentials to regain your citizens’ trust.
Foraged Additives
The superior option is Foraged Additives, which provides a more reliable boost to food production. There are others to produce more food, so Foraged Additives is the way to go here. The slight boost to food production also helps in the mid to late game.
Durable Goods
This law makes your goods longer-lasting, thereby reducing their demand overall. This is very useful when dealing with crime or needing further augmentation to produce your goods. The alternative option of Mass-Produced Goods is generally decent but has too many drawbacks holding it back.
Laws in Frostpunk 2
Overall, in Frostpunk 2, you should always have a law being discussed or changed initially, as you get to propose only one every 10 weeks. So, you might not always get to enact these laws. Some laws are more looked for than others since they help solve many of the problems you will face in the game.
Of course, you will also have to account for the many factions and communities and their demands. While passing these laws certainly help, the nature of Frostpunk 2 makes it so that you will have to do more to improve things for your city.
Check out my Frostpunk 2 review and see the other guides that I’ve published on NoobFeed.