
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Steam's wording is Have maximum trust. Trust is the city-wide meter that decides whether you keep your seat, and it rises when you keep the population fed, warm and housed, when you deliver on promises you made to factions, and when a vote goes the way people wanted.
The practical approach is to run a comfortable, well-supplied city rather than an efficient one: keep Hunger, Cold, Squalor, Sickness and Crime at Absent, promise only what you can actually deliver, and pay the Heatstamp costs to settle disputes rather than forcing laws through. Trust climbs steadily under those conditions, so any long, stable run will drift towards the cap on its own.
Pass at least 20 new laws in a single playthrough. This is a volume achievement, not a difficulty one - the Council votes are the core loop of the game, so a full Story run will naturally pass well over twenty laws.
If you are chasing it deliberately, keep a vote running at all times instead of leaving the Council idle, and do not be shy about spending Heatstamps or promises to guarantee a majority. The counter is per-playthrough, so it must be done inside one save.
Double starting Research speed. Research speed is driven by your Research infrastructure and by ideas and laws that boost it, so this is a build-order goal rather than a one-off action.
Prioritise the research-related districts, buildings and Idea Tree nodes early, and stack any law or faction bonus that improves research output. Once the multiplier passes 2x your starting rate it pops. It is easiest in a long, peaceful run where you can afford to invest in science instead of survival.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Have at least 50 income of heatstamps. Heatstamps are Frostpunk 2's currency, and income is the net weekly figure shown in your resource bar - so this needs a genuinely profitable economy, not a big stockpile.
Lean into whatever generates Heatstamps in your run (trade, the Venturers' economic ideas, and laws that monetise output), and cut recurring Heatstamp costs where you can, since the achievement reads net income. Check the tooltip on the Heatstamp counter to confirm the figure it is measuring before you assume you are short.
Have 10 districts affected by hubs. Hubs project an effect over neighbouring districts, so this is about placement rather than quantity of buildings - you want your hubs sited so their radius overlaps as many districts as possible.
Plan a compact city: build clusters of districts around a hub instead of sprawling outwards, then place further hubs where their areas of effect touch existing districts. Ten affected districts comes quickly in any mid-size city built that way.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Have Crime and Tension Absent in the City with at least 30k population. Both problems have to read Absent at the same time, in a city that has already grown past thirty thousand people.
Crime responds to living conditions and to your policing laws; Tension responds to how factions feel about the direction you are taking. The awkward part is that hard-line laws that crush Crime often raise Tension, and permissive ones do the reverse, so you need a middle path: keep material needs comfortably met so Crime never has a reason to spike, and keep faction relations high enough that Tension stays flat.
Have rallies and protests in the City at the same time. Rallies and protests are faction reactions - one group backing something, another group objecting - so the achievement wants two factions pulling in opposite directions simultaneously.
The usual way it happens is to push a divisive law: something one faction has demanded and another has explicitly opposed. Both events can be live at once during the vote window. If you are hunting it, look for the laws where the Council preview shows strong support on one side and strong opposition on the other.
Complete the Story on any difficulty. The base completion achievement for the campaign - no difficulty requirement, so play on the lowest setting if you only want the unlock.
The two harder variants (The Temptations of New London on Steward or above, The Demons of New London on Captain) are separate achievements, so if you intend to chase those, start on the higher difficulty and this one comes with it.
Have all problems absent for 50 weeks in the City with at least 15k population. Every tracked problem - hunger, cold, squalor, sickness, crime, tension and the rest - must read Absent, continuously, for fifty consecutive weeks.
Build the surplus first and only then start the clock: heat and food comfortably ahead of demand, housing ahead of population growth, and enough goods that shortages cannot creep in. Then stop expanding. Growth is what usually breaks the streak, because new population outruns your existing supply. Weather events are the other risk, so keep spare heat capacity for a whiteout.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Don't let Civil War spread over 5 or more districts. This is a containment achievement - it assumes a Civil War does break out, and asks you to stop it reaching a fifth district.
Respond the moment it starts rather than trying to out-produce it, and use whatever suppression or negotiation tools your current laws give you. Note the wording carefully: it is about the spread, not about avoiding the war entirely. The related Firm, But Civil achievement instead asks for no deaths caused by Civil War across the whole game.
Fulfil at least 1 promise to 5 different communities and factions in one playthrough. Promises are made during Council negotiations to buy votes; fulfilling one means actually delivering what you agreed to.
Spread them around instead of leaning on your favourite ally - the counter is per distinct community or faction, so five promises to the same group does nothing. Make each promise small and achievable so you can clear it before the deadline expires.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Have Squalor Absent despite having at least 1000 Material Demand. Material Demand that high means a very large industrial city, and heavy industry is exactly what normally drives Squalor up.
You therefore need to grow the industrial base while over-investing in whatever suppresses Squalor - housing quality, maintenance and the relevant laws and ideas - so the meter stays at Absent while demand climbs past a thousand.
Set up 3 colonies. Colonies are the settlements you found out in the Frostland once you have explored and secured a site.
Send expeditions out early, secure three viable locations, and pay the establishment cost for each. Colonies also feed resources back to the city, so this is worth doing on its own merits in most runs. Note it conflicts directly with Isolationist, which requires a run with no frostland or colony resources at all - do them in separate playthroughs.
Have Disease Absent and Cold Absent for 20 weeks, when there is at least -100 Celsius degrees. The temperature condition means this is aimed at a deep-freeze stretch, and both meters must stay at Absent for the full twenty weeks.
Prepare before the cold arrives: heat generation and district insulation well beyond current need, plus healthcare capacity so Disease cannot creep in. Do not expand during the window - new districts drawing on the same heat supply are the usual reason the Cold meter ticks off Absent partway through.
Have 100% of delegates vote in favour of any law. You need every single delegate in the Council to back one law, with none abstaining or opposing.
The reliable way is to pick a law nobody dislikes - usually a broadly beneficial, low-controversy one - and then buy out any remaining holdouts with Heatstamps or promises before calling the vote. The Council screen shows you the projected split, so keep negotiating until it reads 100% before you commit.
Fulfil at least 300 Heat demand using Steam and have absent Squalor. Two conditions at once: the Steam-based heat route has to be carrying at least three hundred of your heat demand, and Squalor must read Absent while it does.
Commit to the Steam heating path in your idea and law choices rather than splitting between methods, scale it until it covers 300 demand, and keep housing and maintenance ahead of population so Squalor never leaves Absent.
Have at least 5 different area effects applied to the district. Area effects come from hubs and neighbouring buildings that project onto a district - so this is a placement puzzle.
Pick one district and deliberately ring it with different effect sources so their radiuses all overlap it. Hover the district to read the list of active effects; it has to show five distinct ones at the same time, not the same effect five times.
Never be in danger of losing your position due to low Trust or high Tension. A whole-run constraint - the game must never enter the warning state where your leadership is at risk.
That means keeping Trust high and Tension low from the first week to the last. Deliver on promises, avoid laws your major factions have flagged as red lines, and fix material shortages before they become political ones. Because a single crisis can end the attempt, it pairs badly with experimental runs - do it on a difficulty you are comfortable with.
Complete a playthrough in Utopia Builder mode. Utopia Builder is the sandbox mode, so this simply means starting a run there and playing it through to its completion condition rather than abandoning it.
Several other achievements are Utopia-Builder-only - We Are Not The Same, Ambitious, and the faction-specific Utopia challenges - so it is worth planning what else you want to tick off before you start the run.
Research 60 different ideas under 600 weeks. Sixty distinct Idea Tree nodes, with a time limit measured from the start of the run.
Invest in research infrastructure early - the same investment New Oxbridge asks for - and keep a research queue running continuously rather than letting it idle between projects. Six hundred weeks is generous if you never stop researching, and tight if you spend the early game purely on survival.
Have "Devoted" relations with all communities and factions. Devoted is the top relationship tier, and it must be held with every group simultaneously.
This is hard because factions want contradictory things - pleasing one usually costs you standing with another. The workable approach is to keep every relationship climbing slowly rather than maximising one: fulfil promises to everyone, avoid laws any faction treats as a hard red line, and use Heatstamps to smooth over the votes you cannot avoid. A long run gives you the time to recover ground after each unavoidable slight.
Unlock a Utopia Tree Node. Just one node - this is the introductory achievement for the Utopia Tree, so it pops as soon as you engage with that system at all.
Have at least 90% of the population be active workers in your city. Your workforce percentage is population minus everyone who is not working - children, the sick, the unemployed and anyone otherwise unavailable.
So the levers are: enough workplaces that nobody is idle, healthcare good enough that the sick pool stays small, and whatever laws in your run push more of the population into work. Check the population breakdown panel to see which category is holding you below the line.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Reach over 60,000 population in your main city. The figure is for the main city specifically, not your total across colonies - the separate ... and fill the earth achievement covers population outside it.
Growing that large needs housing, food and heat all scaled ahead of the curve, since every shortage stalls growth. A long, stable run with strong food production is the straightforward route.
Have at least 20k heatstamps and over 200k Goods stockpile. Both at once, as stockpiles rather than income.
Get the production base running first, then stop spending: hold off on expensive laws and construction while the two stores build. The Goods figure is the slower of the two for most runs, so it is usually the one to plan around.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Steam's wording is Complete the 'Depleted Cores' Tale. Tales are the self-contained scenario chapters - pick this one from the Tale selection and see it through to its conclusion.
There is a harder companion achievement, Gotta Go Fast, which wants the same Tale finished in under 200 weeks on Steward difficulty or above. If you want both, do the fast run on Steward and this one comes with it.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Meet all factions in Utopia Builder mode. Factions appear over the course of a Utopia Builder run as the city develops, so this is about playing long enough and broadly enough that every one of them shows up.
Do not rush to the end condition - keep the run going, keep growing, and check the faction list periodically to see who is still missing.
Complete the 'Beacon of Hope' Tale. One of the standalone Tale scenarios; finish it to its ending on any difficulty.
The harder version, No One Left Behind, wants the same Tale completed with zero deaths on at least Steward difficulty. Doing that run first unlocks both.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
No deaths caused by Civil War during the whole game. Note this is narrower than avoiding conflict altogether: a Civil War can start, but it must not kill anyone.
The safest reading is to prevent one from starting at all - keep Tension low, keep factions from reaching breaking point, and settle disputes before they escalate. If one does begin, end it immediately rather than letting it run. Compare Bonfire, which instead limits how far a Civil War spreads.
Complete the Story on at least Steward difficulty. Steward is a step up from the default, with tighter margins on resources and less forgiving faction politics.
Because the difficulty achievements stack downwards, finishing on Captain earns this one and The Ambitions of New London as well - so if you are confident, do the single Captain run instead of three separate campaigns.
Complete the 'Apocalyptic Whiteout' Tale. A Tale built around surviving an extreme cold event; finish it on any difficulty.
Its harder variant, Seen Worse, requires the same Tale with Hunger and Disease never rising above Minor, on Steward or above.
Complete the 'Doomsayers' Tale. Finish this Tale scenario to its conclusion on any difficulty.
The stricter Prove Them Wrong asks for the same Tale without ever triggering the Tension or Trust crises, so a careful run can earn both together.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Complete the 'Plague' Tale. A disease-focused Tale scenario - play it through to the end.
Miracle Worker is the harder version: the same Tale finished without suffering a single death from the plague.
Never have relations worse than Sceptical with any community or faction. A run-long floor on your relationships rather than a target to climb to.
Sceptical is one of the lower tiers, so you have some room - but a single hostile law can drop a faction straight through it. Before each vote, check the relationship preview for every group, not just the ones you are courting, and buy off the worst reactions with Heatstamps or promises.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Finish the 'Breach of Trust' scenario. Complete this scenario on any difficulty.
Pure Dead Brilliant is the same scenario with no deaths at all, on at least Steward difficulty.
Complete the Story on Captain difficulty. The hardest listed campaign setting - resources are tighter, faction patience is shorter and mistakes compound quickly.
A single Captain run also earns The Temptations of New London and The Ambitions of New London, so it is the efficient way to clear all three if you are comfortable at that level. Checks and balances (no Rule laws, Captain difficulty) can be stacked onto the same run if you plan the law path in advance.
Complete the 'Doomsayers' Tale without ever triggering the Tension or Trust crises. Both crisis states must stay untriggered from start to finish.
That means governing conservatively for the whole Tale: keep material needs met so Trust never collapses, and avoid the divisive laws that spike Tension. It also earns Optimist on the same run.
Reach over 50,000 population outside of your main city. Only settlements other than your capital count, so this is a colony-focused goal rather than a city-growth one.
Found colonies early (see Settler), then invest in expanding them rather than funnelling everything back into the capital. It pairs naturally with Megalopolis in a very long run, since both reward sustained growth.
Complete a playthrough without any avoidable deaths. The word avoidable matters - the game distinguishes deaths you could have prevented from ones baked into events, and only the former break the attempt.
In practice this means never letting cold, hunger, disease or unsafe work kill anyone: keep heat and food ahead of demand at all times, staff healthcare generously, and avoid the aggressive labour laws that trade lives for output. Check the death log when a week ends badly so you know immediately whether the run is still alive.
Complete all Ambitions in Utopia Builder mode. Ambitions are the goal list Utopia Builder gives you; every one must be cleared in the same run.
Read the full list at the start and plan the city around it, because some Ambitions pull in different directions and retrofitting a city built for one is expensive. Expect a long run.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Have no votes against Captain's Authority policy. When that specific policy goes to the Council, not one delegate may vote against it.
Do the political groundwork before calling the vote: check the projected split on the Council screen, then spend Heatstamps and promises on every delegate showing opposition until the preview is clean. Only call the vote once nothing is red.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Never research a building or pass a law of the opposite affinity to the one you already have. Pick a side at the start of the run and never deviate - a single off-affinity law or research node ends the attempt.
Before confirming anything, check its affinity tag. The safe approach is to decide your affinity in week one, write down which faction line you are following, and simply refuse the tempting off-path options even when they would solve a crisis faster.
Complete a playthrough without gathering any resources from the frostland or colonies. Everything must come from the city itself.
That removes a major supply line, so the city has to be built for self-sufficiency from the start: local extraction, strong recycling and food production, and a population you deliberately keep within what the site can support. It is mutually exclusive with Settler, so run them separately.
Complete three Tales in a single playthrough on at least Steward difficulty. Three Tale scenarios inside the same save, at Steward or higher.
Pick three you are already comfortable with, and stabilise the city between each rather than starting the next while still recovering. Because the Tale-completion achievements are individual, this run can also tick off several of them at once.
Complete the 'Depleted Cores' Tale under 200 weeks on at least Steward difficulty. A speed requirement on top of a difficulty requirement.
Run the Tale once normally first so you know its objective order, then replay it going straight for the critical path - no optional expansion, no research that does not directly serve the goal. It also earns Raiders of the Lost Cores.
Complete the Story without passing any Rule laws on at least Captain difficulty. The hardest difficulty combined with a permanent restriction on an entire law category.
Plan the whole legislative path before you start, since Rule laws are often the quickest answer to a crisis and you will have to solve those problems another way. It stacks with the three Story-difficulty achievements, so a successful attempt clears four at once.
Complete 'Apocalyptic Whiteout' without Hunger and Disease over Minor on at least Steward difficulty. Neither meter may exceed Minor at any point during the Tale.
Stockpile food and build healthcare capacity before the whiteout bites rather than reacting to it, and keep population growth flat so demand does not rise mid-crisis. It also earns Apocalypse Nah.
Steam tags this one (Venturers' Utopia): Generate at least 1 Heatstamp Income per 100 Citizens. It is one of the faction-specific Utopia challenges, so it is scored inside a Venturers-aligned Utopia Builder run.
The ratio is what matters, not the raw number - a smaller city with a strong Heatstamp economy clears it more easily than a huge one, because every extra hundred citizens raises the bar. Build for trade and profit rather than population.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Tagged (Menders' Utopia): Survive until week 500 without building a single Food District. Five hundred weeks with your usual food supply route removed entirely.
Everything therefore has to come from the alternatives your Menders-aligned run gives you, and population has to be managed so demand never outruns them. Plan the food strategy before week one; there is no recovering from this one halfway through.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact - check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Complete the 'Beacon of Hope' Tale without any deaths on at least Steward difficulty. Not a single death for the whole Tale, at Steward or above.
Run it cautiously: heat and food kept well ahead of demand, healthcare staffed early, and none of the risky decisions that trade lives for speed. It also earns Guiding Light.
Complete the 'Plague' Tale without suffering any death from the plague. Note the wording is specific to plague deaths.
Get healthcare capacity up before the outbreak spreads rather than after, and take the containment options as early as they are offered. It also earns Healer.
Tagged (Overseers' Utopia): Display 130 Mementos. Mementos are collected and then displayed, and the achievement counts what is on display, not what you own.
So you need both the collection and the display capacity to show all 130 at once - build the display space alongside the collecting rather than leaving it to the end.
Have 'Reviled' level of Trust and then win the next First Citizen Election. Two states in sequence: hit the lowest Trust tier, then win the very next election.
Since Reviled is normally a losing position, the recovery has to be fast and deliberate - fix the material crisis that tanked Trust, then lean hard on promises and faction deals to buy the votes back before polling. Doing it on a low difficulty with a stable resource base makes the recovery far more manageable.
Tagged (Icebloods' Utopia): Survive until week 500 without building a single Extraction District. Your standard raw-resource route is off the table for the entire run.
Everything has to come from the alternatives available to an Icebloods-aligned city, and the restriction is permanent - one Extraction District at any point ends it. Decide the supply plan before you place your first district.
Tagged (Technocrats' Utopia): Generate exactly 314 Compute. The word exactly is the whole achievement - 313 or 315 will not do.
So build your Compute output up to just under the target, then add the smallest increment available and check the counter between each change. Keep a note of how much each source contributes so you can land the final step precisely.
Tagged (Proteans' Utopia): Have a Workforce 2x your Population size without any Automaton Factory. Workforce has to be double population, achieved without the building that would normally be the obvious route.
That means the multiplier must come entirely from the other Protean-aligned mechanics available in that run. Because it is a ratio, keeping population lean helps as much as raising workforce does.
Tagged (Legionnaires' Utopia): Reach week 500 without ever Frostbreaking or demolishing a Deployment Base. Two permanent restrictions held for five hundred weeks.
Site every Deployment Base as if it can never be moved, because it cannot - a single demolition or Frostbreak ends the attempt. Plan the full layout on paper before building.
Tagged (Bohemians' Utopia): Survive 100 weeks with 50% Wear in at least 20 Districts. Twenty districts must sit at half Wear or worse, and the city has to survive a hundred weeks in that state.
The difficulty is that heavily worn districts perform badly, so you are deliberately running a decaying city and keeping it alive anyway. Build the surplus first, then let maintenance slide across enough districts to hit the count.
Finish the 'Breach of Trust' scenario without any deaths (on at least Steward difficulty). Zero deaths across the whole scenario, at Steward or above.
Play it conservatively - surplus heat and food from the start, healthcare early, and none of the decisions that trade lives for progress. It also earns What Dreams May Come.











