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Frostpunk 2 goes wider and more political but keeps the gritty, stressful joy

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<em>Frostpunk 2</em> has you planning and building districts, rather than individual buildings or roads. You make plans, and a particularly icy god laughs.

Enlarge / Frostpunk 2 has you planning and building districts, rather than individual buildings or roads. You make plans, and a particularly icy god laughs. (credit: 11 Bit Studios)

I can't remember every interaction I had with the advisers in Civilization games, but I don't believe I ever had to send my guards to put down a protest one of them staged in a new settlement.

Nor could I ask any of them for "Favours" to scrape a few more heat stamps necessary for a new food district, indebting me to them at some future point when they decide they've had enough of some other faction's people and ideas. In Frostpunk 2 (out today), the people who pop up to tell you how they're feeling aren't just helpful indicators, they're a vital part of the strategy. To keep these people going, you've got to make some of them mad, some of them happy, and balance a ledger of all you've gained and demanded from them.

That's the biggest difference you'll notice in Frostpunk 2 if you're coming from the original. The original had you making choices that affected people, but you were the Captain, in full control of your people, at least until you angered them enough to revolt. In Frostpunk 2, you manage factions and communities rather than groups of survivors. You place districts, not hospitals. Time moves in days and weeks, not hours. You play multiple chapters across a landscape in a world that is 30 years removed from its initial peril.

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