recursal/Fanatic-Fandom huggingface dataset:
Child Labour (Arc)

**Child Labour** is an event arc that is triggered by the passage of both Child Labour - Safe Jobs (Law) and Child Labour - All Jobs (Law). This arc results in an injury and potentially a death or child workers requiring double rations.

## Child injured at work

The arc begins after you employ a child in a safe workplace. The child will get injured.

You have the following options:

* Give this kid a day off: This child won't work for 24 hours. Hope will rise slightly.
* Scold this kid for being careless: Hope will fall slightly

## A protective mother

Regardless of your decision in the first event, this event will trigger next.

You have the following options:

* Let her have a day off: This child won't work for 24 hours. Hope will rise slightly.
* We won't make an exception: Nothing will change

## Double rations for kids

Regardless of your decision in the last event, this one will trigger next.

You have the following options:

* Good idea: Working children will eat double rations. Hope will rise.
* No, we can't afford it: Nothing will change.

Choosing to give working children double rations will permanently double their food consumption for the rest of the run. They will no longer have accidents when working in safe workplaces, and the risk of accidents in unsafe workplaces (workplaces they can only work in after Child Labour - All Jobs (Law) is signed) will be decreased. Because the decision only applies to working children, unemploying a child will allow them to be satiated by the regular amount of rations.

## Child crushed by a machine

This event will trigger after the passage of Child Labour - All Jobs (Law) and the employment of a child in a workplace that law allows.

You have the following options:

* Keep working: Child will probably die. Hope will fall.
* We must try to save this child: Facility will be inactive for 8 hours. Hope will rise slightly.

## Child worker rescued

If you chose to try to save the child, there is a possibility this event will trigger next.

You have the following options:

* What a relief: Hope will rise slightly.

## The injured child has died

If you chose to try to save the child, there is a possibility this event will trigger next. The child will die.

You have the following options:

* I must inform the parents

## People will not forget

If you chose that people should keep working, this event will trigger next. The child will die.

You have the following options:

* Let people grieve: This facility will work at 50% efficiency for 24 hours.
* Put this place in order!: Discontent will rise. Hope will fall.
* Send guards to clean the machine: Nothing will change.
Child Shelters (Adaptation Law)

**Hope** | rises

**Child Shelters** is one of the items from the Book of Laws in Frostpunk.

## Description

Children will be safer if they stay in child shelters during the day - and they won't cause any mischief!

Cooldown: 18h

### Path

Book: Adaptation

* Next: Medic Apprentices (Law), Engineer Apprentices (Law)
* Block: Child Labour - Safe Jobs (Law)

### Characteristics

GOOD

* NEW BUILDING: Child Shelter
* hope will rise
* providing all children with a place in a Child Shelter gives a permanent hope bonus

NOTICE

* you will have to build a Child Shelter (Quest)

## Events

The following events are triggered by this law.

### A note of thanks

This event will trigger after you build a child shelter.

You have one option:

* It was the right thing to do: hope will rise slightly.

## Notes

Child Shelters gives you access to the potentially very powerful Apprentice laws, as well as a permanent Hope bonus should you have enough shelters for all children. However, while it is unquestionably the nicer option, Child Shelters themselves take up quite a bit of space, especially if you wind up with hundreds of children in your city. Cities with smaller build areas may have to make hard decisions.
Extended Shift Compensations (Labour Law)

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**Extended Shift Compensations** is is one of the laws from the Book of Laws in Frostpunk.

## Description

People working on Extended Shifts will be compensated with food.

### Characteristics

GOOD

* Extended Shifts cause less discontent

NOTICE

* people working on Extended Shifts eat additional half a ration per day
Charles Babbage

Charles Babbage ( 26 December 1791 – 18 October 1871) was an English polymath. A mathematician, philosopher, inventor and mechanical engineer, Babbage originated the concept of a digital programmable computer.

## Real World

Considered by some to be the "Father of the Computer", Babbage is credited with inventing the first mechanical computer that eventually led to more complex electronic designs, though all the essential ideas of modern computers are to be found in Babbage's analytical engine. His varied work in other fields has led him to be described as "pre-eminent" among the many polymaths of his century.

Parts of Babbage's incomplete mechanisms are on display in the Science Museum in London. In 1991, a functioning difference engine was constructed from Babbage's original plans. Built to tolerances achievable in the 19th century, the success of the finished engine indicated that Babbage's machine would have worked.

Ada Lovelace, who corresponded with Babbage during his development of the Analytical Engine, is credited with developing an algorithm that would enable the Engine to calculate a sequence of Bernoulli numbers. Despite documentary evidence in Lovelace's own handwriting, some scholars dispute to what extent the ideas were Lovelace's own. For this achievement, she is often described as the first computer programmer; though no programming language had yet been invented.

Lovelace also translated and wrote literature supporting the project. Describing the engine's programming by punch cards, she wrote: "*We may say most aptly that the Analytical Engine weaves algebraical patterns just as the Jacquard loom weaves flowers and leaves.*"

## Frostpunk

Charles Babbage most likely contributed to the difference engine and the automatons.
Foreman (Purpose Law)

**Foreman** is one of the laws from the Book of Laws in Frostpunk.

## Description

Appointing responsible foremen will make sure that people work as efficiently as possible.

Cooldown: 18h

### Path

Book: Purpose - Order path

* Previous: Morning Gathering (Law)

### Characteristics

GOOD

* NEW ABILITY: Foreman (Ability)
* increase the efficiency of a workplace by 40% for 24 hours

## Events

There are events associated with this law.

### Exemplary Behaviour

After using the ability, this event will trigger.

There is only one option:

* Keep up the good work.

A random workplace will have a 20% boost to efficiency for one day as a result of this event.

## Notes

This ability can be applied at almost any workplace.
Captain

*This article is a stub. You can help Frostpunk Wiki by expanding it.*

**The Captain** is the nameless leader of each city in Frostpunk and is the protagonist the player controls. It is up to the Captain to manage his people, sign new laws, and decide where his settlement is heading next.

It can be assumed the Captain has his settlement's best interests in mind throughout at least most of his story, even if he sometimes makes mistakes. Depending on his choices and efficiency, the people can grow to love or despise his leadership, and how he disposes of them in case of the latter also varies according to his actions.

The Captain can be harsh, tyrannical, and even somewhat self-righteous, but he can also display compassion, kindness, and humanism towards his people. Depending on his behavior, the people often mimic it through remarks, notes, and actions. Regardless of how oppressed or mistreated his people are, upon failing the Captain will always say "I did my best."

At later stages of the game, the Captain often resorts to extremist rule as the situation becomes more dire. It can be assumed these choices are made out of need rather than cruelty on his behalf. Whether or not the Captain crosses the line is both up to the player and how the game unfolds.
Factory Inspectorate (Labour Law)

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**Factory Inspectorate** is is one of the laws from the Book of Laws in Frostpunk.

## Description

Factory inspectors will look after workplace safety.

### Characteristics

GOOD

* Factory Inspectorate will improve safety of up to 3 most dangerous workplaces
* NEW BUILDING: Factory Inspectorate

NOTICE

* you will have to build the Factory Inspectorate

## Events

There are events associated with this law.

### Bonus

This event triggers after you build the Factory Inspectorate.

You will have the following options:

* Great idea: Strike risk will fall for 2 days
* Keep it for engineers: Efficiency will rise by 10% for 2 days

### Supervision

They will ask you to sign the Overseers (Labour Law).

You will have the following options:

* I'll think about it: Discontent will rise slightly
* Let's do it: You will have 2 days to pass "Overseers"
Desperate Father (Arc)

**Desperate Father** is an event arc in A New Home. Its events trigger before and during the storm.

## Runaway child

This event will trigger as you're preparing for the storm.

"She's a big girl, but she was always very impulsive, and she scares easily," the father explains. "I must find her before she's lost for good. She's all I have left."

You have the following options:

* Equip him for the journey: 30 Food Rations will be spent.
* Ignore him
* He'll die too, stop him: This man will be prevented from leaving the city. Hope will fall.

## Stolen rations

If you chose "Ignore him" in Runaway child, this event will trigger.

You have the following options:

* I see

## Suicide

If you chose "He'll die too, stop him" in Runaway child, this event will trigger. A citizen will die.

You have the following options:

* May he rest in peace

## Daughter's return

This event will trigger after Suicide if you chose "He'll die too, stop him" in Runaway child.

We think she must've turned back soon after leaving the city, although it's still a miracle that she survived at all. Now she's asking for her father. Someone will have to tell her he's dead.

You have the following options:

* It's my duty

## Miracles happen

If you equip the man for his journey, this event will trigger during the storm.

He says that he found her soon after leaving the city, but then they got lost and had to wait for a lull in the blizzard to find their way back. They are both exhausted and frostbitten, but very happy.

You have the following options:

* I'm glad to hear that
Corpse Disposal (Adaptation Law)

**Hope** | falls

**Corpse Disposal** is one of the items from the Book of Laws in Frostpunk.

## Description

We'll keep dead bodies out of the heat zone and cover them with snow. The cold will halt their decay.

Cooldown: 18h

### Path

Book: Adaptation

* Next: Organ Transplants (Law)
* Block: Cemetery (Law)

### Characteristics

GOOD

* NEW BUILDING: Snow Pit
* no risk of disease from unburied bodies
* bodies are preserved for potential future use

NOTICE

* you will have to dig a Snow Pit (Quest)
* hope will fall
* discontent will rise

## Events

The following events are associated with this law

### Woman in despair

You can trigger this event by building a Snow Pit/

You will have two options:

* Make an exception and bury him: Discontent will rise slightly.
* I did what I had to do: Hope will fall slightly.

## Notes

Unburied corpses don't increase the risk for disease; instead they infect a certain number of citizens (Estimated 10%, need testing) after 3 to 4 days of decay.
Engineers' Lodgings

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  **Steel** | 25

**Engineers' Lodgings** is one of the Buildings in Frostpunk.

## Acquisition

It is available after the Class Segregation (Law) is signed, then you can build it in People tab.

## Trivia

Engineers Lodgings appears to share a model with the House in the rest of the game
Advanced Steelworks (Technology)

*This article is a stub. You can help Frostpunk Wiki by expanding it.*

**Advanced Steelworks** is one of the Technologies in Frostpunk.

## Summary

Advanced Steelworks is a tier 4 technology, wich allows the contruction of the advanced steelworks. The advanced steelworks produce 130 steel in a normal work day (10 hours) and 182 in a extended work day. It costs 80 wood and 40 steel to build, and also 90 wood from the other steelwork technologies.
Camp life (Arc)

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Camp life follows an arc of what happens about the camp

## Idle hands

*As the first workday end. people start gathering in small groups to chat or play cards. A couple of workers are throwing rocks down the huge central shaft. "Deep ain't it? And to think we have to work down there". Out of boredom, or maybe to exorcise their fears, more workers join in. Soon, rocks start raining down the hole. This might be dangerous, but... the camp offers very little other entertainment.*

* Let them be: nothing changes.
* Stop them: Discontent will rise slightly.

## Reality check

*As the camp wakes up under dark rain clouds, the mood among our people turns gloomy. "Nobody told us we'll be sent here to the end of nowhere!", they grumble. "There is nothing for us to do here but work!" And they are going to stay a while in this remote, cold, miserable place. If you don't keep their motivation up, the efficiency will suffer.*

Motivation will fall each morning.

* Let's see what we can do: Consider signing a law that raises motivation
* Not now: nothing happens.

## Sceptic

*You overhear two workers arguing over the reality of the global cooling "you really believe this end-of-the-word rubbish? Me, I'm just here for the money. When we're done with this mad scheme, I can move my family out of St Giles." "Well, then you're a fool, because you'll all die when the frost comes." He turns to you: " Ain't that the truth, sir?"*

* Mind your work lads: Discontents will fall slightly
* So the science says: Motivation will rise slightly
* Only fools doubt it! Discontent will rise. Motivation will rise

## Indignant Engineer

*An engineer complains to you: "Sir, it seems I've been mistakenly lodged in a tent full of workers. Now you see, I don't have anything against workers, but they're quite loud and, well, they kind of smell. Could you make sure that I get moved to an engineers' tent?"*

* Certainly: Discontent will rise
* No, we have to make do: Motivation will fall slightly

## Bad omen

*This morning the camp is strangely quiet. People pass the bad news in hushed voices - an owl is perched atop the scaffolding, despite it being broad daylight. They were superstitious even in the best of times, but here, in this remote, harsh place they see it as a worst omen, worse than a herd of black cats. The construction site workers refuse to return to work while the bloody bird sits there. They also say that to shoo it away would bring even worse luck. What shall we do?*

* Let's wait: Construction will stop for 4 hours
* Shoo it away: Discontent will rise
Bodies

*This article is a stub. You can help Frostpunk Wiki by expanding it.*

Bodies are a Resource that becomes available after the passage of Organic Fertiliser (Law) or Alternative food source (Law). A body is gained for every death in your city, which does not include deaths in scouting expeditions.

## Event

Upon passage of either law, the game will prompt A Word of Advice event called "Counting the bodies."

*Main article:* A Word of Advice (Arc)
Fighting Arena (Adaptation Law)

**Fighting Arena** is one of the items from the Book of Laws in Frostpunk.

## Description

Nothing relieves tension better than watching a few rounds of an all-out slugfest.

Cooldown: 36h

### Path

Book: Adaptation

* Next: Duelling Law (Law), Public House (Law)

### Characteristics

GOOD

* NEW BUILDING: Fighting Arena
* evening bouts will reduce discontent

NOTICE

* you will have to build a Fighting Arena (Quest)
Advanced Coal Mine (Technology)

*This article is a stub. You can help Frostpunk Wiki by expanding it.*

  **Steel** | 35

**Advanced Coal Mine** is one of the Technologies in Frostpunk.

## Summary

This technology, as the name implies, allow the construction of the advanced coal mines. It is a tier 5 technology, and has two prerequisites, they are the Steam Coal Mine technology and the Coal Mining technology, respectively a tier 3 and a tier 1 technologies.
The total cost, accounting every tier and the prerequisites, is 280 steel and 560 wood.
Alternative Food Source (Adaptation Law)

**Hope** | falls drastically

**Alternative Food Source** is one of the items from the Book of Laws in Frostpunk.

## Description

This Law becomes available after Alternative Food Source has completed.

## Notes

* NEW ABILITY: You can use corpses as Raw Food at the Cookhouse
* Signing will decrease hope
* Using this ability can raise discontent and lower hope dramatically, if people find out what you did (around 50% chance for people to find out).
* 1 dead body = 15 raw food.
* Cooldown 4d.

## Trivia

When you use the ability in the cookhouse to make raw food and you have too little storage space to put the food in you will get a message saying "We got the much needed food"
Cocaine Pills (Administration Law)

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**Cocaine Pills** is is one of the laws from the Book of Laws in Frostpunk.

## Description

Cocaine pills can be served with breakfast to help people with digestion and execution of their duties.

### Characteristics

GOOD

* NEW ABILITY: use Cocaine Pills in Cookhouses to increase motivation

NOTICE

* low risk of death by overdose

## Notes

* Your workforce will become addicted to cocaine pills after a few days of use. Once addicted, there will be a motivation drop each day they are not being supplied with cocaine pills. The effects of addiction will remain for the rest of the scenario, once established. To circumvent this the player should turn off Cocain Pills every few days

## Trivia

* The cocaine pill bottles for the law's associated image are labeled as "Cocaine Hydrochlor**ate**". This is incorrect, and they should instead be labelled as "Cocaine Hydrochlor**ide**".
	+ The -ide suffix is used because the anion (chlorine) is monoatomic. The Hydro- prefix indicates the presence of a hydrogen ion.
	+ "Cocaine Muriate" would also be acceptable - muriate being an archaic name for hydrochloride that was still in use in 1886, when The Last Autumn takes place.
* Cocaine hydrochloride is a salt formed by reacting cocaine (a weak base) with hydrochloric acid (a strong acid). This is the most common form of cocaine seen in the real world, although cocaine nitrate and cocaine sulphate also exist. This is done in order to increase the solubility of the drug so it may be more easily absorbed into the body.
Bunkhouse (Technology)

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  **Steel** | 10

**Bunkhouse** is one of the Technologies in Frostpunk. It is a tier 1 technology, and needs Drawing Boards researched to be available for research. This technology is found under the "Food, Health & Shelter" tech tab.

## Summary

Allows the building of the Bunkhouse, the second tier of shelter for People to sleep in at night. The Bunkhouse still only houses 10 people, but has improved insulation compared to its predecessor, the Tent. It costs 20 Wood and 10 Steel to construct, whereas the Tent only costs 10 Wood, which makes it significantly more expensive initially. Upgrading an existing Tent is cheaper than constructing a new Bunkhouse by 10 Wood, since that is the cost of the initial tent. However, the higher insulation both protects its inhabitants from the cold, reducing the chance of Sickness, and reducing the need for heating by the Generator or Steam Hubs, which in turn saves on Coal. This advantage lets the Bunkhouse become more valuable the earlier and longer it is used. Surviving the first few storms may require Bunkhouses for the insulation, if strong heating is unavailable.

Enables the research of Cookhouse Insulation and House. The Cookhouse Insulation increases the heat level of all Cookhouses by 1. The House is the third and final tier of shelter. To research these technologies you will also need to have Drafting Machines and Mechanical Calculators researched respectively, since they are tier 2 and tier 3 technologies.
Care House (Adaptation Law)

**Hope** | rises slightly

**Care House** is one of the items from the Book of Laws in Frostpunk.

## Description

The unproductive cripples and gravely ill will be kept alive at a sensible cost in a special home.

## Event

This law has the following related events:

### A note of thanks

This event will trigger after building the care house.

You have one option:

* I'm glad I could help: Hope will rise slightly.

## Notes

New Building: Care House
gravely ill are kept alive in Care House and no longer burden Medical Posts.
cripples and gravely ill in Care House eat half as much.
signing will oblige you to build the Care House.
signing will cause discontent.
Advanced Coal Mine

**Steam Core** | 3

**Advanced Coal Mine** is one of the Buildings in Frostpunk.

## Acquisition

**Advanced Coal Mine** is available after finishing research Advanced Coal Mine (Technology), then it can be built from Resources tab.

## Abilities

* Change the Shift Length
* Heater
* Emergency Shift
* Foreman

## Upgrades

* Research Coal Mining Optimisation (Technology): +10% efficiency (990 Coal per standard shift)
* Research Coal Mining Rationalisation (Technology): +10% efficiency (1,080 Coal per standard shift)
Coal Deposit

**Coal Deposit** is a resource location that provides Coal.

## Description

Coal Deposits are non-constructible locations that contain Coal. The only way to extract coal from these locations is to build Coal Mines at the designated markers that surround the Coal Deposits. Coal Deposits provide an essentially limitless amount of coal.

## Notes

Coal Mines are the only way to extract coal from Coal Deposits. They cannot be manned directly, nor will Gathering Posts gather coal from them.

It is technically possible to mine out the entire Coal Deposit in A New Home, however for general gameplay the node is considered unlimited.
Children's Mine (Settlement)

## Trading and Safe Route

You can trade 50 Steel and 50 Food Rations for Coal.

The Safe Route Upgrade costs ??? plus 75 Wood and 50 Steel for each of the 3 Stops and another 40 Wood, if you want to secure the Route.

## Favours

When Favour is Average, you can request the following:

* 100 Coal
* 50 Wood
* 50 Steel

When Favour is High, you can request the following:

* 5 Workers (Exhausts Favour)
* 200 Coal (Exhausts Favour)
* 100 Coal
Battle Mage

## Attack

Attack (Battle Mage)
Strike
0.9 \* MATK

## Units With This Job

 Alaia,  Neica,  Chao,  Noah,  Fujika,  Birgitta,  Natalie,  Nina,  Gilfred,  Nefertiti,  Zwei,  Dark Othima,  Mira,  Kuza,  Kevin,  Nero,  Minerva,  Morrigan,  Emrys,  Dark Freikugel,  Tiferet,  Noctis,  Merlin,  Claris,  Helene

## Related Jobs

 Battle Mage [Glacier Form],  Battle Mage [Thunderclap Form],  Battle Mage [Shade Form],  Battle Mage [Cyclone Form],  Battle Mage [Luminous Form],  Battle Mage [Blaze Form],  Magical Honor Student,  Powerful Witch

## AI Priority

### Skill Priority

1. Damage
2. Support
3. Heal
4. DisableCondition
5. CureCondition

### Buff Priority

1. None
2. HP
3. HP
4. PATK
5. Max Jewels

### Condition Priority

1. Petrify
2. Stop
3. Daze
4. Charm
5. Paralyze
6. Sleep
7. Quicken
8. Delay
9. Silence
10. Bind
11. Slow
12. Blind
13. Poison
14. Stun
15. DeathSentence
16. ResistBuff
17. ResistDebuff
18. Rage
19. Berserk
Destroyed Steam Core Transport

**Destroyed Steam Core Transport** is a resource location that provides Steam Cores.

## Description

Destroyed Steam Core Transports are non-constructible locations that contain Steam Cores. Steam Cores can be extracted from them by assigning citizens to them directly or by constructing and manning Gathering Posts in their vicinity.

The gathered steam core are cumulated on a workplace basis; fractional steam core is not pooled together with other workplaces. Also, fractional steam core that is gathered in Gathering Post, is lost when work is stopped, like at the end of day; fractional steam core that is gathered in directly the Destroyed Steam Core Transport is accumulated however.

They are found in The Refugees and The Last Autumn. They can also be found in Endless Mode.
Archives

**Steel** | 188

The **Archives** is one of the Buildings in Frostpunk. It is only available in Endless mode.

## Acquisition

The Archives is available once you return a relic to your city during Pieces of the Past (Arc). It is available in the Public tab.

## Description

The Archives is a special building specifically notable in Endless mode of Frostpunk and houses relics that are scoured from Dreadnoughts across the randomly generated landscape. Each relic contains an anecdotal story of varying lengths, and players are tasked with finding a good number of relics, with increasingly more challenging tasks for retrieval, including using steam cores to pry open the Dreadnought's contents, which can be quite challenging given the random nature of the map against an individual's drive to complete all the retrievals, forcing the player to make hard choices between going the safe route or risk a "risky retrieval" method and potentially lose your scout team. The building requires no active heating and does not operate in any noticeable way or influence any specific game mechanics before all the relics are collected, but each item is immediately viewable after your scouts return and thus place it in the archives.
Fishing Village

A fishing village is a location that can be found on your way to Tesla City in A New Home scenario. The fishing village was an outpost of Tesla City that provided the city with food but by the time you arrive it is already abandoned. Your scouts only find a letter from one of the workers writing about how Tesla has gone mad and started banishing amputees and the elderly from the city but that it will all be over soon.

You are then presented with 2 options:

-Dismantle the remains of the village to receive 2 Steam Cores and 280 wood but you won't be able to construct a food outpost on the location

-Leave village intact to receive 2 steam cores,outpost can be build (provides 100 raw food per day)
Difference Engine (Technology)

*This article is a stub. You can help Frostpunk Wiki by expanding it.*

  **Steel** | 75

**Difference Engine** is one of the Technologies in Frostpunk. It is necessary to unlock the fourth tier of technologies.

## Summary

The Difference Engine technology is the fourth of 5 special technologies which do not unlock anything directly related to the game world, but instead allow the researching of other technologies by expanding the Workshops' capacity to research. The technology following Difference Engine is Automatic Prototyping. The prerequisite to researching Difference Engine is Mechanical Calculators, having any workshops with working engineers, and 125 Wood and 75 Steel.

Drawing Boards →
Drafting Machines →
Mechanical Calculators →
**Difference Engine** →
Automatic Prototyping

### Unlocked Technologies

The regular technologies unlocked by Difference Engine are, by technology tab:

[1]: exclusive to The Arks

[2]: exclusive to The Last Autumn

[3]: exclusive to The Fall of Winterhome

[4]: not available in Endless mode

[5]: not available in The Arks
Cemetery (Adaptation Law)

**Hope** | rises slightly

**Cemetery** is one of the items from the Book of Laws in Frostpunk.

## Description

We will establish a burial ground so we can lay our dead to rest with dignity and respect.

Cooldown: 18h

### Path

Book: Adaptation

* Next: Ceremonial Funerals (Law)
* Block: Corpse Disposal (Law)

### Characteristics

GOOD

* NEW BUILDING: Cemetery
* hope will rise slightly
* no risk of disease from unburied bodies

NOTICE

* each burial will keep some people from work for a few hours
* you will have to establish a Cemetery (Quest)

## Events

There are events associated with this law

### A child's plea

This event will trigger after you build the cemetery.

This event only has one option:

* He must face his loss: Hope will fall slightly.

## Notes

If the player chooses to delay making a decision on how to dispose of dead bodies many of their citizens will fall ill from the diseases that the corpses cause. This will decrease the city's overall productivity as citizens will be too sick to work and engineers will be pulled away from more productive activities to treat the endless number of sick. No amount of infirmaries and/or medical posts can eliminate the effects that dead bodies have on the health of citizens. At that, it is far more cost effective in both resources and manpower to pass a law for a cemetery or snow pit than it is to build medical facilities to treat ill citizens. Furthermore, choosing cemetery allows the player to pass a subsequent law called Ceremonial Burial, which halves the loss of hope caused by death.
Alternative Food Source (Arc)

Alternative Food Source is a series of events that can be triggered in most scenarios by having massive amounts of starving citizens. The series encompasses three decisions.

## Broken Taboo

The first event will trigger when you have a large amount of starving citizens and Corpse Disposal (Law) passed. The event does not trigger if you remove hope (for example with obedience).

He says he won't let his family starve to death, no matter the cost. What should we do with this cannibal?

You have the following options:

* Banish Him: This person will leave the city forever. Hope will fall.
* Imprison Him: This person will be put in prison.
* Make Him Repent: Public Penance will be used. This person might get hurt.
* Let Him Go: 5 Starving people will be fed. Discontent will rise.

"Imprison Him" and "Make Him Repent" are only available if you have the relevant laws passed.

## Desperate Solution

   The second event will trigger when you have a large amount of starving citizens.

What should we do with these cannibals?

You have the following options:

* Banish Them: People will leave the city forever. Hope will fall.
* Imprison Them: People will be put in prison.
* Make Them Repent: Public Penance will be used. They may get hurt.
* Let Them Be: Discontent will rise. Hope will rise slightly.

"Imprison Them" and "Make Them Repent" are only available if you have the relevant laws passed.

## Hunger Riots

The third event will trigger when you have a large amount of starving citizens.

It's a dark hour for our city and its citizens. We have to do something about the current situation and the hunger problem.

You have the following options:

* We must eat to survive: A new law will be available: Alternative food source. Discontent will Rise.
* I'll end the starvation soon: You'll have 3 days to feed starving people.
* Send guards to calm them down: A new law will be available: Alternative food source.
* Send the Faith Keepers to calm them down: A new law will be available: Alternative food source.

You do not get the Alternative Food Source law if you chose the "I'll end the starvation soon" option, even if you fail the quest it creates.

## Without us

This is the last event to trigger from this series.

What should we do with them?

You'll have the following options:

* Let them go: People will leave the city forever. Discontent will rise.
* Force them to stay: Hope will fall. Only available with Guards or Faith Keepers.

## Notes

The exact trigger for this event is poorly understood, but you need starving people for it to trigger. However, deaths from starvation are not necessary.

If you have Public Penance on cooldown for either Broken Taboo or Desperate Solution and you select that option, the event will not complete, and you'll be presented with the same event later.
Child Labour - All Jobs (Adaptation Law)

**Hope** | falls

**Child Labour - All Jobs** is one of the items from the Book of Laws in Frostpunk.

## Description

We need all available hands to work if we're to survive. We'll allow children to be employed wherever they can help, no matter the risk.

Cooldown: 36h

### Path

Book: Adaptation

* Previous: Child Labour - Safe Jobs (Law)

### Characteristics

GOOD

* children can be employed in most workplaces

NOTICE

* hope will fall
* discontent will rise slightly
* child workers can be injured or die in accidents

## Notes

This law also allows children to build roads and construct buildings at no risk
Agitator

**Steel** | 8

**Agitator** is one of the Buildings in Frostpunk. It is available after passing Agitator (Law) or Propaganda (Labour Law).

## Description

Emits ear-blasting Propaganda to nearby buildings and the masses.

## Notes

* Agitators are built on streets, much like Steam Hubs and Shrines. This means that you can fit them in between closely-packed buildings.
* Raises the efficiency of nearby fully staffed (base efficiency of 100%) workplaces by 20%.
* In The Last Autumn: significantly increases motivation of workers in nearby workplaces
Ceremonial Funerals (Adaptation Law)

**Ceremonial Funerals** is one of the items from the Book of Laws in Frostpunk.

## Description

Those who give their lives in service to the city deserve the highest honour. We will give our dead ceremonial funerals to inspire the living.

Cooldown: 36h

### Path

Book: Adaptation

* Previous: Cemetery (Law)

### Characteristics

GOOD

* loss of motivation/hope caused by deaths is halved

## Notes

Ceremonial Burial is a subsequent law preceded by the Cemetery. This law decreases the amount of motivation/hope lost from death by half. While the decrease in motivation/hope lost from death is nice it is far more important that the player choose a solution to the disease problem that corpses create for their citizens. Building a cemetery will drastically increase motivation/hope on its own. And so, players may find passing the Ceremonial Burial law a very late game priority when mass death is projected from the final storm and motivation/hope begins to fall sharply.
Arbre de la joie

L'arbre de la joie est un cadeau divin qui rend vos adepte heureux. Une fois construit, il peut être utilisé toutes les 10 minutes pour augmenter le bonheur de votre peuple.

*Un arbre de la joie à coté de champs.                                         Adepte dansant autour de l’arbre de la joie.*

## Acquisition et de déverrouillage

Depuis la version 2.1, le cadeau divin "arbre de la joie" est déverrouillé dès que les gemmes sont introduites.

## Texte de la carte

Les arbres de la joie rendent vos adeptes heureux.

## Détails

* Coût: 20
* Second arbre de la joie: 40
* Hausse du bonheur: +15%
Evacuation Centre

**Steel** | 45

**Evacuation Centre** is one of the Buildings in Frostpunk.

## Acquisition

The Evacuation Centre is available in The Fall of Winterhome after completing the quest "Examine the Generator." It can then be built from the Tech tab.

## Description

The Evacuation Center requires the site of an expedition team to operate and is where people are gathered to evacuate Winterhome in groups. It is not yet clear as to whether this structure has a bearing on influencing in-game political decisions as has been illustrated by various reports of different near-end-game texts.
Fishing Boat

Scouting location that can be found while playing "Refugees" scenario. When your scouts arrive there they will find a piece of boat sticking out of the snow so they will start digging it out of the snow. After some time they will succeed in digging the wreck out and you will be presented with only one option "Dismantle it". It will provide you with 55 steel and 56 raw food and your scouts will then move on with their journey.
Frostpunk 2018 Roadmap

Frostpunk has stated the following as its roadmap for 2018. This roadmap only covers this year, but it has been noted on the roadmap document that there is more content planned for 2019.

## Official summary

The following is the official summary for the roadmap:

***The City has survived but that's not the end of the journey - further expeditions await. We have planned substantial content updates - new modes, tools and scenarios - on top of continuous technical patches. It should go without saying - all for FREE. And we have even more stuff planned for 2019..."***

## Goals

The roadmap is made of a series of goals:

* Survivor
A new mode.

* People & Automatons
In this update, you can now name your automatons and workers. There are also some graphical updates that refreshed the building looks, and allowed buildings to spill over into single space tiles that are otherwise unoccupied in the old system. This goal also featured an improved grid building system.

* The Builders
A new scenario.

* Endurance
A new mode.

* Winter Snapshots
A complete update.
Automaton Redesign (Technology)

*This article is a stub. You can help Frostpunk Wiki by expanding it.*

  **Steel** | 80

**Automaton Redesign** is one of the Technologies in Frostpunk.

## Summary

This technology is expensive, costing several times more than it saves per automaton.

Cost per automaton reduced by 30 wood and 30 steel.

After researching Streamlined Automatons at least 3 automatons need to be built before you save any steel in total ( if you count this upgrade and the previous upgrade ), a fourth Automaton is needed to save any wood.
Engineer Apprentices (Adaptation Law)

**Engineer Apprentices** is one of the items from the Book of Laws in Frostpunk.

## Description

Education is the key to our future. Let's teach our children engineering so they can help with new designs.

Cooldown: 36h

### Path

Book: Adaptation

* Previous: Child Shelters (Law)
* Block: Medic Apprentices (Law)

### Characteristics

GOOD

* children from Child Shelters will help at Workshops, speeding up research

## Notes

120% efficiency of workshops (20% maximum per Workshop) during child shelter hours of operation.

1 full (15 children) Child Shelter can provide 20% research speed for only 2 Workshops, but can further provide bonuses for more workshops with multiple child shelters.

Even though the children no longer reside in the child shelters and the shelters will be empty, the shelters still need to be operational to gain the efficiency boost.
Emergency Shift (Arc)

Emergency Shift is series of events that follows the passage and usage of Emergency Shift (Law) and it's ability. The series encompasses multiple events, each with different outcomes.

## Death of overwork / Child dies of overwork

During your second use of the Emergency Shift ability, if you have the ability triggered at a non-resource pile workplace (i.e. Gathering Post will trigger it, but not Coal Pile), a citizen working at one of your emergency shift locations will die. You'll have the following options:

* End emergency shifts for today: All emergency shifts currently in progress will end. Hope will rise slightly.
* We must make sacrifices to survive: Discontent will rise.

If you use Emergency Shift at a location with child laborers, this event will trigger under the name "Child dies of overwork."

Note: Your first use of the ability will not trigger this event. However, if you use the ability a second time, the event may trigger at the workplace of your first usage if the shifts overlap.

## Refusal to work

   After using the Emergency Shift ability again on a non-resource pile workplace with adult workers, the second decision will trigger.

You'll have the following options:

* Let him rest: This man won't work for 24 hours. Discontent will rise slightly.
* Get back to work!: Discontent will rise.

## Food for overtime work

   After using the Emergency Shift ability again on a non-resource pile workplace with adult workers, the third decision will trigger.

You'll have the following options:

* Yes, they deserve it: From now on emergency shifts will cost food. Hope will rise.
* No, we can't afford it: Nothing will change.

Note that if you take "No, we can't afford it," overtime work will have the possibility of deaths due to usage of the ability. Using "Yes, they deserve it" removes deaths from the ability.

## Apathy sets in

The trigger for this quest is unknown.

After so many hours of toil, they've become apathetic. They don't see how we can survive the storm, no matter how well we prepare.

You have the following options:

* Ask the faith keepers to motivate them: Discontent will rise slightly. Requires the Faith Keepers.
* Force them to work harder: Discontent will rise slightly. Requires an active Guard Station.
* Let them be: This workplace will operate at 50 efficiency during this Emergency Shift.

## Spirits are high

The trigger for this quest is unknown although using emergency shift for the first time when the storm is near and hope is high seems to have a chance to trigger it. (Tested on A New Home, workshop)

"We know that with the storm coming, we need to put in extra hours. Everyone has to work together if we're to survive the deadly cold."

You have the following options:

* Thank you

## Notes

While the first decision can trigger for both adult and child workers, the second and third decisions trigger only for adults. If you only use Emergency Shift at locations with children or on resource piles, you will never trigger the last two events and you will never get more deaths beyond the one scripted death.
Examine the Generator (Arc)

**Examine the Generator** is an event arc in The Fall of Winterhome.

## Repair Station research

This arc begins after you restore the city, and this event will trigger to start the arc.

You have the following options:

* Not now: You can view it in the Heating panel of the Technology Tree
* Let's take a look: The technology tree will be opened.

## Generator condition worsens

While you're researching or building your Repair Station, the Generator will deteriorate on its own. This event will trigger first.

Rumours have started circulating in the city - people are afraid that the Generator will break down again. We must inspect it right away.

You have the following options:

* I see: Generator stress rises Discontent rises

## The Generator is deteriorating

Shortly thereafter, if you have not finished examining the Generator, this event will trigger.

You have the following options:

* I see: Generator stress rises Discontent rises greatly

## Generator condition critical!

Shortly thereafter, if you have not finished examining the Generator, this event will trigger.

You have the following options:

* I see: Generator stress rises Discontent rises greatly

## The Last Dreadnought

While you're examining the Generator, this event will trigger.

"I was thinking about the last of the dreadnoughts that brought us here - the only one we haven't taken apart yet. At first it seemed we'd have to dismantle it to fix the Generator... but now I think we may need it intact after all. Just in case, you know, we have to leave the city."

You have the following options:

* I see
Frostpunk Demo

The **Demo version of Frostpunk** was released around December 2017. The first ten days of the Main Campain were available to play.

## Changes from the full version

### Buildings

* Steam Hub is a building of size of 4x2 instead of 6x3.
* Cookhouse size is 4x2. It converts five Raw Food into into ten Food Rations. This is increased to 13 when the soup law is signed.
* Hunters' Hut size is 4x2 instead of 6x3 and it employs a maximum of 10 Hunters instead of 15.

### Technology Tree

* Heaters (Technology) and Improved Heaters (Technology) are unavailable the alternative is the technology Boilers.

### Laws

* Alternative Food Source (Law) are unlocked by default.

Sources:

https://www.youtube.com/watch?v=4IoOdpMaFvs
Frostpunk Wiki

**The Official Frostpunk Wiki**
The comprehensive Frostpunk wiki reference and compendium, by players, for players.
We are currently maintaining 2,469 pages (562 articles).
Please feel free to contribute by creating new articles or expanding existing ones.
Current patch version is 1.6.2. See the latest updates in patch notes.

**About Frostpunk**

**Frostpunk** is a simulation and strategy game of managing a city struggling to survive after apocalyptic global cooling, the only heat coming from the generator in the center of town. Players must keep their citizens hopeful and happy while making decisions and enacting laws that may be unpleasant and morally questionable, but are necessary for people to survive. Research new technology, scout the frozen wasteland for extra resources and more survivors, develop automatons that can work endlessly, and push through the harsh winter.

Frostpunk was released on XBox One and PS4 on October 11, 2019.

Frostpunk was released on PC on April 24, 2018. [Read more...]

**Game Features**

The City Must Survive
Frostpunk is a city-survival game where heat means life and every decision comes with a cost.
Maintain The Hope
Survival is about hope and will to live. Your ability to spark and maintain these two in your people will be a determinant factor for success.
Make The Law
Society is a group of people abiding the same rules and sharing similar beliefs. Establishing laws and customs will be an crucial factor shaping your society.
Weigh Your Choices
Will you allow child-labour? How will you treat the sick and wounded? Frostpunk challenges a player's tactical skills, while questioning one's morality.
Explore
Survival is about hope and will to live. Your ability to spark and maintain these two in your people will be a determinant factor for success.

**Quick Links**

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Engineer Automatons (Technology)

*This article is a stub. You can help Frostpunk Wiki by expanding it.*

  **Steel** | 30

**Engineer Automaton** is one of the Technologies in Frostpunk.

## Summary

**Engineering Automation** allows research to go on without interruption if automatons are employed in workshops, and it also allows automatons to create other automatons or Prostheses in factories.