Factions and Laws in Frostpunk 2
So this maybe a bit of a linguistical/poli sci issue with the definitions used.
But it appears that 2 of the factions within the game depends on what you choose for what "the symbol" represents (order, faith, idk) that your explorer team finds. Which basically decided what your captain was in the New Home.
So the pre steward factions are
Stalwarts: Progress, Meritocracy, Reason
Faithkeepers: Progress, Equality, Tradition
Besides these two factions from the old games you also have the New Londoners who are also sometimes called Machinists on some playthroughs, vs the Frostlanders/Foragers. One sides with Progress and the other sides with Adaptation.
Plenty of screenshots have been shown that several laws make no sense and have no reason to vote for between adaptation and progress laws, an issue I hope the devs are paying attention to.
But I feel like this issue stems from the lofty task that the developers have in attempting to make a possible of possible 8 combinations of Tradition/Reason, Equality/Meritocracy, Progress/Adaptation.
So far the factions that have been revealed are
R/M/P Stalwarts T/E/P Faith Keepers R/E/P Technocrats T/E/A Pilgrims T/M/A Icebloods R/M/A Evolvers
Meaning that the last 2 combinations are Reason/Adaptation/Equality , Tradition/Meritocracy/Progress.
All this to say, it becomes increasingly more confusing keeping track of each faction and ensuring that each faction remains unique when compared to the rest.
Not only are there all these factions but you also have the class factions of Foragers and Mechanists
(with some screenshots showing that there's versions of Merchants vs Workers)
So my main cause of worry and concern is, that the main appeal of frostpunk was it's simplicity and it's ability to kind of be super bare bones in its city building and political faction components. I like how different factions serve different functions and have different results and the idea of going back and forth between which group you catered to to have a unique playthrough each time as opposed to solely picking a Worker or a Engineer playthrough.
But is anyone else concerned that in creating so many different factions the laws will become less and less distinctive from one another, essentially making the factions themselves useless?
Also Technocrat literally means someone who gains a position of power through their expertise, I don't understand why they would be under equality and not meritocracy. I understand later down the line they become some sort of quasi scientific cult dictatorship, but it's just weird that they'd be under "equality."
Like aesthetically even they're similar to the Factory Inspectorate and the Penal Colony route of Last Autumn. So it makes no sense why they would have a law like "mandatory unions." Also how would unions function? Would their be strikes that you'd have to negotiate within this game as well like Last Autumn? Or is it just a passive feature?
Just a lot of confusion regarding the decisions for crafting laws and I think it's based on attempting to bite off more than they could chew. Hope they deliver though.