There are many chapters in "Frost Age 2". Chapter 5 is a relatively complicated chapter with many chapter requirements. If you want to pass Chapter 5, you must first stop the civil war in New London. Chapter 4 Someone from the expelled faction assassinated someone who supported your faction, sparking civil unrest.
How to pass Chapter 5 of Icepunk 2
In Chapter 4, you choose to settle or save Winter Home, much to the anger of the faction you oppose. Chapter 5 opens with a member of that sidelined faction murdering a member of the faction you support in the council chambers, sparking a civil war that you must now quell.
This guide was developed on Citizen difficulty. You may need to adjust or simplify your strategy to succeed on higher difficulties.
How to Stop the Civil War in New London
The game gives you three options:
Expulse the faction that organized the assassination
Seeking reconciliation between the two factions
Maintaining order through legal enforcement
Although you are free to choose any of these options, the game will warn you if you are likely to have difficulty with a particular choice.
Reconciliation requires good relations with both communities, and if you have poor relations with either, the likelihood of failure increases significantly. Enforcing order requires good relations and a guard, as you have to pass authoritarian laws through parliament.
Expulsion will be the easiest option, but you will need to establish a new colony in Windward Swamp and have all faction members migrate there.
These three paths will lead to very different goals for you in Chapter 5. We've listed each path below. Once you make your choice, you can't change your mind.
Manage battles
No matter which option you choose, you will face battles in different areas as you achieve your goals. Along the way, you have access to a variety of area abilities, including Protect and Calm Combat. Each ability has different requirements, affects relationships in different ways, and causes different levels of casualties.
Once you've dealt with all the combat outbreaks, there's a brief, peaceful respite. But as long as factional passions run high, fighting may break out again.
Be sure to keep an eye on New London's resource needs, as zone closures may disrupt your economy.
How to expel a problematic faction
You can expel the faction from New London, but in order to do so you need to build a new home for them in Windward Marsh. Windward Swamp is located in the Frostlands, near the IEC Smelter - once found, click to establish a colony, connect a road to New London, and send colonists.
If you don't have enough Frostlands teams, you can deactivate some settlements or outposts.
On the way to the colonists, you need to clear out the factions in the city. You can do this by:
Immigrants: They will move to the colonies.
Give up the cause: Deradicalize them. There are also events that may trigger that allow you to convince faction members to abandon their faction.
Detain: Use area abilities to detain them. You need to have an active prison building.
Kill: They will die in combat, or your guard squad can kill them while quelling a conflict.
When the colony is built, turn your attention to it and build appropriate areas based on the resources there. During the construction process, you will have the opportunity to transfer control to the faction and let them complete the construction of the colony, or improve the conditions first, giving you the best possible foundation for success.
You can transfer control to a faction at any time, even if you choose to improve conditions.
If you choose to continue improving Windward Swamp, the faction will ask you to help improve conditions there. This might mean building structures to protect the colony from the wind, or giving it a pool of resources to tide it over. If you refuse, New London's remaining faction members will not leave voluntarily.
If you have active outposts providing the resources you have committed, you can redirect those resources to Windward Swamp to increase reserves faster. Make sure to build the Resource Center!
Once completed, you can transfer control to the faction. You must then decide the fate of your detainees. Return to New London, click on the Detained Faction, and choose the action that will determine the Detainee's fate.
You can then decide whether to deport the detainees or exile them to the cold.
If you want to escort the remaining detainees to Windward Swamp, you will need 20 Iceborne teams. Before choosing this action, make sure you have enough team.
No matter which way you choose, the game ends here.
How to seek reconciliation between factions
To succeed in this option, you need to pass a peace agreement, but neither side will vote until both sides�Abandon violence. You also need to be careful not to alienate either party, as you need two-thirds of the vote to pass a deal.
In order to start negotiations, you must eliminate all aggressive laws and buildings. You can tell by seeing the red edge in the idea tree. Factions will not negotiate with you as long as radical laws against their beliefs remain in place.
You need to repeal radical laws in council and demolish radical buildings to start negotiations. Your side may not be opposed to any radical laws because they serve their interests, so you can negotiate with them first.
To negotiate a peace agreement, click on one of the extreme factions and use the "Negotiate Peace Agreement" action in the first tab. The faction will ask you to choose a part of their agenda to advance further, with each option containing three measures.
The "Negotiate Peace Agreement" option will be grayed out whenever a faction refuses to negotiate. You can hover over it to see which radical measures are still in effect that they oppose.
Once you select an option, you will have to choose two of the three measures to commit to. Once you fulfill all your promises, the faction will lose all enthusiasm.
When you have met both parties' commitments, you can sign a peace agreement. By navigating to the Commission's Legal Explorer, going to the Rules tab, you will find the Peace Agreement at the top center of the screen.
Propose the law, and remember you need 67 votes to pass it. When the agreement comes to pass, you'll ensure an end to the civil war and complete the game's story mode.
How to maintain order in New London
The primary goal of this path is simple:
Via captain authority
Use the "Secure Rule" city ability
To unlock captaincy, you must pass all laws in the Rules tab of the Law Explorer. If you adopted a more authoritarian strategy, you might have signed many of these laws.
If you haven't signed these laws yet, please note that these laws require 67 votes to pass, not the usual 51.
Once you pass captaincy, trust will never diminish and the committee will vote according to your wishes. You will be able to activate this ability from the central area.
You need 45 guard squads to activate it, and an active prison. This ability will end all ongoing conflicts.
You will need to wait three weeks to ensure your rule is secure. Once completed, you'll be asked to set up a containment zone - you can choose to control only the faction that carried out the assassination, or both factions. The controlled faction's relationship with you will drop significantly.
For each faction you decide to control, you will need to build a cordoned off zone and place a watchtower within it. Once completed, click on the area and use the "Start Enclave Move" ability to move faction members into it.
Your final decision is to create a high-security enclave, which will improve your relations with the Icelanders, or a comfort enclave, which will slightly worsen your relations with the Icelanders. Whichever way you choose, the game is over.