Definitely I'll cover that in the video about factions! Trying to focus the scope of the video, its hard because laws, ideas, cornerstones and factions are so heavily intertwined with one another
One detail though: If you have enough Guards and Faction doesn’t like you, you can demand the heatstamps (followed by heartbreaking description of your order later a.k.a. “The girl with a violin”)
This is a good entry-level guide! I know this is a little bit long, but I promise it's worth reading. In my most recent campaign, I chose to align myself closely to the ideologies of Adaptation, Merit and Reason. This made the Protean's appear as my first faction. The first two factions I chose were the Thinkers (Reason) and the Lords(Tradtion). The Foragers also joined in (Adaptation). Later on, the Legionnaires (Tradition, Equality, Progress) joined as a foil to the Proteans. Very early on, I passed the law for "Dutyful Youth", which can be found in the Society -> Family category. This allowed me to consistently buy the votes of the Lords by promising them to use the "Youth Volunteer Duty" ability granted by th Dutyful Youth law, it often helped me to push my laws through the council against the Legionnaires' Naysayers! I often used the community out of which the a factions spawned to keep the factions in check by giving easy-to-fulfill promises, like researching laws I was going to research anyway, research/build buildings that were going to be built anyway. The most extreme example here is the "Reason" cornerstone which allows you to buy the votes of "Thinkers" for basically free, it's very strong! Since Heatstamps are very precious, especially on harder difficulties, I recommend to stick with Dutyful Youth even if you go for the Adaptation Cornerstone. Another example of such a powerful law is the "City-Run Alcohol Shops" (Equality) which is just much, much better than Privatised Alcohol Production (Merit) because it's very easy to generate lots of trust by building a single Communication Hub to target all your Housing Districts! It's very difficult to obtain Heatstamps, trust me on Captain difficulty, you'll be grateful for every single Heatstamp you're able to get! Make sure to sign "City-Run Alcohol Shops" before you unlock the Merit Cornerstone! The third example I'd like to highlight that is very powerful, even if it conflicts your ideological goals, is "Heatpipe Watch", which is found in City -> Citizenship -> Community service. I kept this law active for a long time, and even after unlocking the Adaption Cornerstone I kept it around for a good while, it's that good, even if you like the Merit Zeitgeist, Heatpipe Watch is too good to pass up, even if it belongs to Equality! Anyway, people probably know that all the laws which reduce heat requirements are very powerful, but these three are some of the ones I wanted to highlight because they are powerful above and beyond what you'd expect a single law to achieve! Their power level is basically on-par with the powerful radical laws.
Another important law is paid essentials. Heatstamp income + production efficiency, total no brainer. Also it requires research but all do maintenance is great. I actually like it better than unproductive do maintenance
@@DataEngineerPlays Of course, feel free to make a law guide! I also submitted feedback in the discord feedback channel telling the devs of the potent laws I found (minus City-Run Alcohol Shops because it really comes online after you've already proven that you can win without it). Just in general, I get the feeling that mechanics which reduce the cost you have to pay to get what you want are very strong. This includes Communication Hubs, Heating Hubs, Maintenance Hubs, laws that provide efficiency/increase active worker ratio are the most efficient way to make quick progress.
@@knusperkeks2748 agreed, durable goods is better than the other law and all do maintenance is better than productive maintenance. Especially because any good player is going to be stacking production bonuses like crazy and the relative impact of one more prod bonus is much less than reducing consumption. BTW @DataEngineerPlays make sure to stress the importance of emergency council session. it should be used frequently but especially at the very beginning to get 2 laws out right away. While - favor with factions is a steep cost the benefits are way worth it especially because it’s a temporary hit
Also, one small detail not mentioned: When you choose the Research, you happen to have different factions root for same research idea (for example Faithkeepers and New Londoners both want to research Blast mines). What will actually happen - the faction you choose to do the chosen Research will improve Relationships with you. Not much, but if you need one faction to stop being hostile to you, you can chain research to be done by them.
Thanks for the tip, yes ideas, laws, factions and cornerstones are heavily interwoven, I tried to focus this video on laws, but definitely good point, I should of mentioned how laws (like ideas) can help with faction relationships
You can just look at whether more people vote for than against, and this is enough to guess how the vote will turn out. You don't have to add half of hesitant votes to see how it turns out. For example: F = number of for votes H = number of hesitant votes A = number of against votes --------------------------------------------------- F + H/2 > A + H/2 => The vote passes You can just delete the H/2 on both sides, and you get: F > A => The vote passes As you can see, you don't need to know how many hesitant votes there are.
It would also be good to mention that if you max out zeitgeist for a particular ideology to 100% and gain the super-abilities, you can no longer utilize peace as your end-game solution. and if you choose peace as your solution, you can no longer enable zeitgeist super abilities.
That sounds like very useful information, personally have not even used these zeitgeist super abilities but will definitely have to research them to make a video
@@DataEngineerPlays i strongly encourage making a playthru for it. The relevant factors are all laws to an ideology must be passed (currently), and all research tech for the ideology must be researched (buildings don't need to be built). Radical tech/laws not required. To make things easier, the research tech pages are divided thusly: Heating/Resources/Frostland pages represent Adaptation+Progress. City research represents Equality+Merit. Society is for Reason+Tradition. They are not spread out randomly all over the tech tree. The law tables can be... more difficult to track down.
@@ung0liant I've been trying to make a video about it. Just deciding which video it should go into because all these concepts are so intertwined. I've decided to talk about it in the ideas tree vid. Btw do you happen to know if getting max cornerstone/zeitgeist gives anything special? My experience tells my that you can access most of the radical ideas by aligning 30-50% with a particular ideology is that right? And I see no reason why I can't align with all 6 ideologies and get access to everything...
@@DataEngineerPlays For me, the gold progress bar/wheel and tooltip when you hover over them all show 100% once I researched/enacted all non-radical laws/ideas. Once you get your cornerstone to 100% a shiny new button comes up in the middle of your idea tree, and you can enact the special ability, you dont even need to pass it into law. I don't think there is a reward or indicator for going above 100% and doing all the radical stuff. But I could be wrong. I have only unlocked the Adaptation ability thus far during campaign, its called: "Only The Strong Prevail" - Unlocks 'Exile the Weak' City Ability, which orders weak citizens to leave the City, extremely decreasing Disease. Heat Demand in Districts and Buildings greatly decreased. For some reason they don't give you some very relevant info until you pull the trigger on enacting the ability, which you can't undo. Here is the Adaptation warning: "All Progress Laws and Buildings are now incompatible with your City, meaning they will greatly increase Tension as long as they remain". So, no, you won't be getting all 6 just because of that. Also, some of the laws have 2 options of opposing ideologies, so you wouldn't be able to have 100% of all laws currently enacted for opposing views at the same time.
I have a question. If i went full stalwart.. but i want public executions as a law wich is a Pilgrim law.. i thought i had to have high tradition..turn it around..but it wont change.. going back a save and going tradition before it unlocked will still keep it greyed out even if my tradition is almost full.
@@icewolfwolfie173 in story it might be locked behind chapter 4. In winter home I believe there's an event that triggers asking if you want to go the public execution route which unlocks the idea. Not 100% sure
@@rmnschwab you'll see it tomorrow when ep 1 of my achievement hunt series comes out =) first achievement we go for is checks and balances captain no rule laws
I find this part of the game so annoying that I don't really want to play it. I absolutely loved FP1, but I don't enjoy FP2 very much. This "feature" is a big part of the reason
Don’t forget the purpose of building relationships with communities. Take heatstamps every 50 weeks. That’s like the fundamental economy cycle.
Definitely I'll cover that in the video about factions! Trying to focus the scope of the video, its hard because laws, ideas, cornerstones and factions are so heavily intertwined with one another
Never forgetting that “Raise funds”, baby!) For the good of the city of course
One detail though:
If you have enough Guards and Faction doesn’t like you, you can demand the heatstamps (followed by heartbreaking description of your order later a.k.a. “The girl with a violin”)
This is a good entry-level guide!
I know this is a little bit long, but I promise it's worth reading.
In my most recent campaign, I chose to align myself closely to the ideologies of Adaptation, Merit and Reason. This made the Protean's appear as my first faction.
The first two factions I chose were the Thinkers (Reason) and the Lords(Tradtion).
The Foragers also joined in (Adaptation).
Later on, the Legionnaires (Tradition, Equality, Progress) joined as a foil to the Proteans.
Very early on, I passed the law for "Dutyful Youth", which can be found in the Society -> Family category. This allowed me to consistently buy the votes of the Lords by promising them to use the "Youth Volunteer Duty" ability granted by th Dutyful Youth law, it often helped me to push my laws through the council against the Legionnaires' Naysayers!
I often used the community out of which the a factions spawned to keep the factions in check by giving easy-to-fulfill promises, like researching laws I was going to research anyway, research/build buildings that were going to be built anyway.
The most extreme example here is the "Reason" cornerstone which allows you to buy the votes of "Thinkers" for basically free, it's very strong!
Since Heatstamps are very precious, especially on harder difficulties, I recommend to stick with Dutyful Youth even if you go for the Adaptation Cornerstone.
Another example of such a powerful law is the "City-Run Alcohol Shops" (Equality) which is just much, much better than Privatised Alcohol Production (Merit) because it's very easy to generate lots of trust by building a single Communication Hub to target all your Housing Districts!
It's very difficult to obtain Heatstamps, trust me on Captain difficulty, you'll be grateful for every single Heatstamp you're able to get! Make sure to sign "City-Run Alcohol Shops" before you unlock the Merit Cornerstone!
The third example I'd like to highlight that is very powerful, even if it conflicts your ideological goals, is "Heatpipe Watch", which is found in City -> Citizenship -> Community service.
I kept this law active for a long time, and even after unlocking the Adaption Cornerstone I kept it around for a good while, it's that good, even if you like the Merit Zeitgeist, Heatpipe Watch is too good to pass up, even if it belongs to Equality!
Anyway, people probably know that all the laws which reduce heat requirements are very powerful, but these three are some of the ones I wanted to highlight because they are powerful above and beyond what you'd expect a single law to achieve! Their power level is basically on-par with the powerful radical laws.
Another important law is paid essentials. Heatstamp income + production efficiency, total no brainer.
Also it requires research but all do maintenance is great. I actually like it better than unproductive do maintenance
I love it, would you mind if I stole these concepts and flesh them out in an advanced law tactics video? Of course I'll credit you by name
@@DataEngineerPlays Of course, feel free to make a law guide! I also submitted feedback in the discord feedback channel telling the devs of the potent laws I found (minus City-Run Alcohol Shops because it really comes online after you've already proven that you can win without it).
Just in general, I get the feeling that mechanics which reduce the cost you have to pay to get what you want are very strong. This includes Communication Hubs, Heating Hubs, Maintenance Hubs, laws that provide efficiency/increase active worker ratio are the most efficient way to make quick progress.
@@knusperkeks2748 Haha they'll probably patch it
@@knusperkeks2748 agreed, durable goods is better than the other law and all do maintenance is better than productive maintenance. Especially because any good player is going to be stacking production bonuses like crazy and the relative impact of one more prod bonus is much less than reducing consumption.
BTW @DataEngineerPlays make sure to stress the importance of emergency council session. it should be used frequently but especially at the very beginning to get 2 laws out right away. While - favor with factions is a steep cost the benefits are way worth it especially because it’s a temporary hit
I think the hesitant votes just vote 50% yes/no randomly. So it follows a binomial distribution.
True. If there is 30 for, the hesitant is like 50. It’s a sure thing to pass.
Also, one small detail not mentioned:
When you choose the Research, you happen to have different factions root for same research idea (for example Faithkeepers and New Londoners both want to research Blast mines).
What will actually happen - the faction you choose to do the chosen Research will improve Relationships with you. Not much, but if you need one faction to stop being hostile to you, you can chain research to be done by them.
Thanks for the tip, yes ideas, laws, factions and cornerstones are heavily interwoven, I tried to focus this video on laws, but definitely good point, I should of mentioned how laws (like ideas) can help with faction relationships
I think it’s hilarious that it’s possible to immediately lose at the start of the game if you build the council first
The game says "Look if you can't figure out how to negotiate don't even keep playing"
I found that the first law at start of the game is easier to pass, I think the best 1st law is guided voting
@@2138Dude hmm but do you have the trust to burn to guide votes early on?
Very nice vid as always. The game needs many more scenarios like the first frostpunk, hope they make alot of those. 😄
Another great guide!
You can just look at whether more people vote for than against, and this is enough to guess how the vote will turn out. You don't have to add half of hesitant votes to see how it turns out.
For example:
F = number of for votes
H = number of hesitant votes
A = number of against votes
---------------------------------------------------
F + H/2 > A + H/2 => The vote passes
You can just delete the H/2 on both sides, and you get:
F > A => The vote passes
As you can see, you don't need to know how many hesitant votes there are.
@@doxdorian5363 wow.... I can't argue with that maths at all... someone take away my data engineering license haha... your way is so much simpler
Nice video!
It would also be good to mention that if you max out zeitgeist for a particular ideology to 100% and gain the super-abilities, you can no longer utilize peace as your end-game solution. and if you choose peace as your solution, you can no longer enable zeitgeist super abilities.
That sounds like very useful information, personally have not even used these zeitgeist super abilities but will definitely have to research them to make a video
@@DataEngineerPlays i strongly encourage making a playthru for it. The relevant factors are all laws to an ideology must be passed (currently), and all research tech for the ideology must be researched (buildings don't need to be built). Radical tech/laws not required. To make things easier, the research tech pages are divided thusly: Heating/Resources/Frostland pages represent Adaptation+Progress. City research represents Equality+Merit. Society is for Reason+Tradition. They are not spread out randomly all over the tech tree. The law tables can be... more difficult to track down.
@@ung0liant I've been trying to make a video about it. Just deciding which video it should go into because all these concepts are so intertwined. I've decided to talk about it in the ideas tree vid.
Btw do you happen to know if getting max cornerstone/zeitgeist gives anything special? My experience tells my that you can access most of the radical ideas by aligning 30-50% with a particular ideology is that right?
And I see no reason why I can't align with all 6 ideologies and get access to everything...
@@DataEngineerPlays For me, the gold progress bar/wheel and tooltip when you hover over them all show 100% once I researched/enacted all non-radical laws/ideas. Once you get your cornerstone to 100% a shiny new button comes up in the middle of your idea tree, and you can enact the special ability, you dont even need to pass it into law. I don't think there is a reward or indicator for going above 100% and doing all the radical stuff. But I could be wrong.
I have only unlocked the Adaptation ability thus far during campaign, its called: "Only The Strong Prevail" - Unlocks 'Exile the Weak' City Ability, which orders weak citizens to leave the City, extremely decreasing Disease. Heat Demand in Districts and Buildings greatly decreased.
For some reason they don't give you some very relevant info until you pull the trigger on enacting the ability, which you can't undo. Here is the Adaptation warning: "All Progress Laws and Buildings are now incompatible with your City, meaning they will greatly increase Tension as long as they remain".
So, no, you won't be getting all 6 just because of that. Also, some of the laws have 2 options of opposing ideologies, so you wouldn't be able to have 100% of all laws currently enacted for opposing views at the same time.
I have a question. If i went full stalwart.. but i want public executions as a law wich is a Pilgrim law.. i thought i had to have high tradition..turn it around..but it wont change.. going back a save and going tradition before it unlocked will still keep it greyed out even if my tradition is almost full.
@@icewolfwolfie173 in story it might be locked behind chapter 4. In winter home I believe there's an event that triggers asking if you want to go the public execution route which unlocks the idea. Not 100% sure
Hey - wanted just to tell you that if the Generator Overheat - it doenst end the game - there will be only some dead people thats it. 🍻
Thanks.... sorry made that assumption from fp1
@@DataEngineerPlays You good Mate. I personally would like you to see play Captain/Survivor Mode. So i could compare our Strategies. Maybe someday 😁🍻
@@rmnschwab you'll see it tomorrow when ep 1 of my achievement hunt series comes out =) first achievement we go for is checks and balances captain no rule laws
@@DataEngineerPlays Nice - looking forward to this.
guys, that are native english speakers. can you tell me, what does the voice say, when law passes? this "a yee" sound.
I think they are saying "here-ye here-ye" an olden english of "hey listen to me"
@@DataEngineerPlays thanks)
I find this part of the game so annoying that I don't really want to play it. I absolutely loved FP1, but I don't enjoy FP2 very much. This "feature" is a big part of the reason
@@bothorsen4292 oh dang, laws are such a massive part of frostpunk 2 you can't really ignore this mechanic