Today in our article we teach you How to enforce the captain's rule in Frostpunk 2 in a simple way.
By the end of the chapter "A Dream of Utopia," Frostpunk 2 throws you in at the deep end to arbitrate a political crisis between the two factions. The tension, depending on your choice to either settle Winterhome or scavenge it, will have reached catastrophic levels by then; you have until the timer expires to drop it down to severe. If you fail to do this within the time limit, you lose the game.
There are three ways you can deal with this situation as captain: kick out the protesting faction, broker a peace treaty between the two factions, or you can institute a Captain's Rule. If you are determined to put an end to fighting of the factions, here are the steps you must take to establish captain's rule.
Have the Council Vote in the Captain's Rule
You can unify power in the council by going into the Rules category. You can make a Bureau of Propaganda, hire guard scouts, and make yourself dictator based on these rules.
You will not be able to use the Captain's Authority law in Frostpunk 2 anytime you want during the early chapters of the game until such time you decide to execute your rule in Chapter 5. But you must enact these laws ahead of time so you may unlock it, to wit:
Security Officers
The Regiment of Steward
Lockdown Situation Or,
Voting Assistance
The Bureau of Publicity
Covert Forces
Once a legislation is passed in the council, you have to wait two weeks in-game before passing another law, changing or repealing an existing one. You can have an emergency council meeting before the two-week period is up and pass a law concerning whatever the emergency is. However, there is a limit to the number of emergency sessions of council you can have in rapid succession, as repeatedly doing this risks losing confidence with the factions.
Then remember that the enactment of any law in the category of Rule requires a two-thirds majority in the council to complete it.
Speaking of which, if you want to enact the law known as Secure Rule after moving past Captain's Authority, you will be needing at least 45 guards. You will lower tension in the city by jailing the protesting factions and dampening their excitement with this authority.
Captain's rule can be applied when the guard demand has been met and your city at least has one functioning prison.
Open the panel of the Central District by clicking your city's generator.
Choose Secure Rule.
How to Resolve Captain's Rule with Another Solution
Lacking the time available will make it more problematic getting and active Captain's Authority, if you haven't passed any legislation in the Rule category. A coup d'état and proclamation of captain of New London is still an option.
When the Captain's Authority statute hasn't been enacted, after several weeks of play, the opportunity to stage a coup will arise. You can declare yourself captain with 90 guards; if you are short on number, you keep guards in reserve; you junk the whole idea when it does.
The steps toward establishing your power are identical to those that are needed in order to stage a coup. The "Stage Coup" option has been added to Secure Rule on the Central District panel. During the time that Stage Coup is active you are allowed to send your guard out to secure the city and detain demonstrators.
After you declare your captainship, your objective becomes the building of enclaves for either side and watchtowers to separate them. This you can do at your own pace.
is how you balance order with the survival of your city. In this way, you have a chance to arrange a stable and prolific society using these Frostpunk 2 tips.
We have prepared this guide so that you can learn How to Gain Trust in Frostpunk 2, so pay close attention.
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