This lore of mine.
Perhaps Frostpunk 2’s greatest achievement, however, is what it manages to stimulate outside of play.
That said, my reference texts might not be your reference texts.
In the meantime, indulge me; like Frostpunk’s disparate factions, we might find some common ground.
The primary aim remains to guide and develop a fuel-guzzling city through an ice age.
Build housing, industrial districts, and special structures to gather and store resources.
Explore the surrounding Frostland, and, above all, keep the power generator working.
The question is not whether you’re free to survive but how.
It symbolises the quiet tyranny of administration.
In particular, Frostpunk was absurdly effective in pushing me towards the latter.
But I also expected it to.
There is something absurd about their exchange.
But it only seems absurd because it is so far outside my typical frame of reference.
The sequel manages to sidestep this problem.
To an extent, this can be traced back to that sense of scale.
Finally, Tradition shores up orthodox values, while Reason emphasises scientific progress.
Take the Pilgrims, for instance.
They value Adaptation, Equality, and Tradition.
Quotas, of course, are not made equal.
This is just one instance of dozens of such nexuses of systems, ideas, and real-world parallels.