Frostpunk 2

Frostpunk 2

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Fart Vader Sep 23, 2024 @ 1:56pm
Problem with "Mysteriously Disappeared" settlers
In Utopia mode I have an issue where every 20 weeks 100 of my settlers are "mysteriously disappearing".

This thing started to happen back when I got a scenario about people starting to disappear and I could chose whether or not I wanted to investigate it. I chose not to investigate it since the disappearances was only affecting the faction I was opposed to at the time.

However, after that faction was defeated, people from another faction started to disappear - which was kind of annoying and there seems to be no way of stopping it.

*spoilers*

So, I reloaded a save far back, and it turns out it's the captain's secret police that are disappearing people. Seems if you allow it once, there is no way of stopping it later, and the secret police will start disappearing 100 people at random.

I don't think I have any choice but to reload a save before this started. But if someone knows of a different solution, let me know.
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Showing 1-5 of 5 comments
>//The_FALCON Sep 24, 2024 @ 1:33pm 
what did ya think would happen when you signed the secret police law? a gender reveal party?

pay attention in history class next time
Logothete Sep 24, 2024 @ 1:39pm 
For a hardcore, cold weather survivalist cult, the Pilgrims sure are clumsy.

Boy, they are just so klutzy and accident prone.
bortas Sep 25, 2024 @ 8:43am 
They just remove people from the two opposing militant factions in the town. The smaller these are, the better for you.
Hammer Sep 25, 2024 @ 8:51am 
You sign the secret police Rule law but it doesn't really say (or I missed it) how it works. Seems to be the first faction that springs up who can be promoted or can gain fervor ends up controlling the secret police.

My current run I signed the bill, (still not knowing how it worked) people started dying mysteriously, investigated, outed the secret police - which led back to me and people losing trust.

They have their use for crushing factions you couldn't or chose not to keep happy. Kind of lame they conduct things of their own accord when there's a button to send them off to 'Reduce faction numbers.'

Actually really dumb they automatically just go rogue and start killing people without your consent.
Last edited by Hammer; Sep 25, 2024 @ 8:53am
Airatome Sep 25, 2024 @ 9:27am 
I am not entirely certain but I believe some of these events are scripted to certain COMBINATIONS of actions / alignment on the 3 axis.

In my first game I signed the Secret Police into being and started sending Evolvers into their ranks so they could keep the faith based faction in check for me. I had also given the Evolvers pretty much full reign of my colony and had gotten the three top tier apex effects for having maxed out each of their preferred zeitgeists. When they started disappearing a hundred of the believers at a time, I let them do their thing.

Helped me really squash any protests in 5 seconds flat, pass any laws I wanted, and exile them off to the other generator quite easily.


During my second game, after signing the secret police and going a completely different zeitgeist / research / law and faction route...this event has not popped up for me yet.

I am finding littlr variances like this.
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Date Posted: Sep 23, 2024 @ 1:56pm
Posts: 5