Old town snowed

Frostpunk 2was an ambitious gambit.

It’s more political, in a word.

Your predecessor might have been a monster but it was undeniable that withoutsomeruthless leadership, everyone would die horribly.

Frost encroaches on a civilisation, as Russel Walden cries out that its arrived!

But by midway through my game, most factions wanted things that would only screw everything up.

They murdered 500 people.

What did I enact a propaganda online grid for?

Preparing Winterhome for colonisation in Frostpunk 2.

Maybe you’ll convert materials into coal, and that into oil.

No, we didn’t tell you this or reassign those workers for you.

You build colonies, too.

Looking at a stable crevasse in Frostpunk 2.

And all the while, you’re getting interruptions.

Some legislation had consequences, will you amend it?

A man has some (great) flavour text.

A law is passed in Frostpunk 2.

The problem you already solved is still solved.

It’s very cool that there’s so much detail that specific combinations of laws can cause unique problems.

It means the mere possibility of unintended consequences makes you wary of things that seem mechanically useful.

Mantras before an ice bath in Frostpunk 2.

But it is all far, far too much.

All that’s left is expanding for its own sake.

I don’t thinkanybodyhas a sustainable plan here, and there’s nobody to like.

It deserves recognition for the courage to push into something new rather than play it safe.