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There actually IS such an incentive already, you get to use both factions' abilities and you get to poach people from both for Steward's Militia, which is twice as many guards than if you only went with one.
That said, If you've been following the updates, the whole design direction is to make civil war unavoidable, because civil war is this game's main challenge whereas whiteouts are not as much of a big deal as they've used to be. Early on players found ways to keep all factions happy and so the devs have been busy adding realistic reactions that would make your tools largely ineffective. As the famous quote goes, "take sides". So right now keeping everyone happy is something reserved for lower difficulties.
On Captain, I find it's very important to remember the basics of Frostpunk - have housing for all your people, keep them warm, keep them fed. If you don't - they die, and deaths lead to a big hit to trust and, more importantly, faction relationships. That makes it harder to pass laws you need to fix things, which in turn leads to even more deaths and it spirals from there. As soon as you have your early economy figured out, it doesn't really matter where you go from there.
Yeah, because if you have a more efficient choice and a less efficient choice - why would you ever go with the latter? Morals and the recurrent question of "You saved millions but a kitten died - WAS IT WORTH IT??? (YOU MONSTER)" is what Frostpunk is all about.
Well, yeah? The cruel option has always been the easiest. Throughout Frostpunk 1, as well.
At least i expected that kind of game design, but also higher difficulties are just unrealistic, people consume more and produce less and overreact to everything.
So that's why the Coldbloods start rioting because i send childrens to schools or by building machines that makes their job easier.
I always play nice.
For the Technocracy!