Events

**Events** are one of the Game Mechanics in Frostpunk.

## Description

Events are in game occurrences that contain story elements and often a decision. When an event triggers, it will appear as an icon over your city with a timer. The icon is somewhat informative as to what type of event triggers. You can view the event by clicking on this icon. When the timer expires, some events will display automatically, while others will disappear. Often when an event disappears you'll raise discontent as "Request Ignored." Events are usually triggered by one of three things: Scenario timelines, the passage of laws, or game mechanics that increase discontent such as lack of food, housing, or medical facilities. There are, however, certain events (like The Automaton Project) that do not fall in any of these categories.

Most events will allow you to make a decision among a number of options, but some are simply informative. Decisions usually affect discontent and hope, and sometimes have unique modifiers to the game.

Many events will trigger quests. Most events are part of a larger arc of events.

Events are also referred to as "Dilemmas."

## Events Triggered by Scenarios

The scenarios have their own scripted events. You can find more information on each scenario at its Scenario page.

## Events Triggered by Laws

Most laws trigger their own events. You'll find an alphabetized table of laws and their events below, with more information either in an arc page or on the Law's page except the Last Autumn Laws.

## Events Triggered by Discontent

If your city has problems that increase discontent, they will eventually trigger events with related quests that will raise hope if fulfilled, or raise discontent and lower hope if failed. Most discontent related events start as problems, but if you ignore them for long enough they will escalate to protests (if you have high discontent) and riots (if you have low hope), with more difficult objectives and stronger repercussions.

### Food Problem - People are hungry

This event is triggered when you have too many hungry people. It presents the following options:

* Let's feed them: You'll have 3 days to feed everyone.
* Let's feed them and stockpile some food: You'll have 3 days to feed everyone and stockpile Food Rations.
* I won't address this right now: Discontent will rise slightly.

### Food Riot - Starving and angry

This event is triggered when you still have food shortages after a Food Problem. It presents the following options:

* Let's feed them and increase the food supply: You'll have 2 days to feed everyone and provide a new source of Raw Food.
* Let's feed them and stockpile some food: You'll have 2 days to feed everyone and stockpile Food Rations.
* Disperse the crowd: Only available with active Guard Stations or Faith Keepers.
* I won't address this right now: Discontent will rise.

### Healthcare Problem - More sickbeds needed

This event triggers when you continually have untreated sick. You'll have the following options:

* I will open a new <House of Healing/Infirmary/Medical Post>: You'll have 4 days to build it. The option you'll be given is the first building of the three listed that you have the capability to build.
* I promise the sick will be treated: You'll have 3 days to admit one third of the sick to treatment.
* I won't address this right now: Discontent will rise slightly.

### Healthcare Protest - Urgent need for treatment

A Healthcare Protest will occur if the healthcare shortage isn't fixed after a Healthcare Problem and you have high discontent. You'll receive the following options:

* I will open a new infirmary right away: You'll have 2 days to build it.
* I promise the sick will be treated: You'll have 3 days to admit one third of the sick to treatment.
* Disperse the crowd: Only available with active Guard Stations or Faith Keepers.
* I won't address this right now: Discontent will rise.

### Healthcare Riot - People die in the street!

A Healthcare Riot will occur if the healthcare shortage isn't fixed after a Healthcare Problem and you have low hope. You have the following options:

* I won't address this right now: Discontent will rise greatly.
* Disperse the crowd: Requires an active Guard Station or Faith Keepers.
* I'll open an infirmary right away: You'll have 2 days to build it.

### Heating Problem - Cold homes

This Heating Problem will occur when housing has a "chilly" rating or below for an extended period of time. You have the following options:

* Let's heat some homes: You'll have to start heating some of the cold homes within 2 days, then keep them heated for 2 days.
* Let's heat all homes: You'll have to start heating all the cold homes within 2 days, then keep them heated for 2 days.
* I won't address this right now: Discontent will rise slightly.

### Heating Problem - Cold workplaces

This Heating Problem will occur when workplaces have a "chilly" rating or below for an extended period of time. You have the following options:

* Let's heat some workplaces: You'll have to start heating some of the cold workplaces within 2 days, then keep them heated for 2 days.
* Let's heat all workplaces: You'll have to start heating all the cold workplaces within 2 days, then keep them heated for 2 days.
* I won't address this right now: Discontent will rise.

### Heating Protest - Freezing homes

A heating protest occurs after homes have been freezing for too long and you have high discontent . You have the following options:

* Let's heat some homes: You'll have to start heating some of the cold homes within 2 days, then keep them heated for 2 days.
* Let's heat all homes: You'll have to start heating all the cold homes within 24 hours, then keep them heated for 3 days.
* Disperse the crowd: Only available with active Guard Stations or Faith Keepers.
* I won't address this right now: Discontent will rise.

### Heating Protest - Working in the cold

A heating protest occurs after workplaces have been freezing for too long and you have high discontent. You have the following options:

* Let's heat some workplaces: You'll have to start heating some of the cold workplaces within 3 days, then keep them heated for 1 days.
* Let's heat some workplaces for longer: You'll have to start heating some of the cold workplaces within 24 hours, then keep them heated for 2 days.
* Disperse the crowd: Only available with active Guard Stations or Faith Keepers.
* I won't address this right now: Discontent will rise.

### Heating Riot - Angry about the cold

A heating riot occurs after a Heating Problem if the problem hasn't been rectified and you have low hope. You have the following options:

* Let's heat all homes: You'll have to start heating all of the cold homes within 24 hours, then keep them heated for 2 days.
* Let's heat some homes for longer: You'll have to start heating all the cold homes within 2 days, then keep them heated for 3 days.
* Disperse the crowd: Only available with active Guard Stations or Faith Keepers.
* I won't address this right now: Discontent will rise greatly.

### Heating Riot - Freezing workers

A heating riot occurs after a Heating Problem if the problem hasn't been rectified and you have low hope. You have the following options:

You have the following options:

* I won't address this right now: Discontent will rise greatly.
* Disperse the crowd: Requires an active Guard Station or Faith Keepers.
* Let's heat all workplaces: You'll have to start heating cold workplaces within 24 hours, then keep them heated for 2 days.
* Let's heat some workplaces: You'll have to start heating cold workplaces within 2 days, then keep them heated for 2 days.

### Heating Riot - People are freezing at work

A heating riot occurs after a Heating Problem if the problem hasn't been rectified and you have low hope. You have the following options:

You have the following options:

* I won't address this right now: Discontent will rise greatly.
* Disperse the crowd: Requires an active Guard Station or Faith Keepers.
* Let's heat some workplaces for longer: You'll have to start heating cold workplaces within 2 days, then keep them heated for 2 days.
* Let's heat all workplaces: You'll have to start heating cold workplaces within 24 hours, then keep them heated for 1 day.

### Housing Problem - No roof over our heads

    A housing problem occurs when you don't have enough housing for your citizens.

You'll have the following options:

* I'll provide some shelter: You'll have 2 days to provide shelter for half your people.
* I'll provide shelter for everyone: You'll have 2 days to provide shelter for all your people.
* I won't address this right now: Discontent will rise slightly.

### Housing Protest - Sleeping outside

    A housing protest occurs when you continue to have housing issues after a Housing Problem, and you have high discontent.

You have the following options:

* I won't address this right now: Discontent will rise.
* Disperse the crowd: Requires an active Guard Station or Faith Keepers.
* I'll provide them with proper housing: You'll have 1 day to provide housing better than a tent for {count} people.
* I'll provide them with shelter right away: You'll have 1 day to provide shelter for {count} people.

### Housing Riot - The lack of homes stirs anger

A housing protest occurs when you continue to have housing issues after a Housing Problem, and you have low hope.

You have the following options:

* I won't address this right now: Discontent will rise greatly.
* Disperse the crowd: Requires an active Guard Station or Faith Keepers.
* I'll provide better housing: You'll have 2 days to provide housing better than a tent for {countfull} people.
* I'll provide shelter for everyone: You'll have 1 day to provide shelter for {countfull} people.

### Alternative Food Source

*Main article:* Alternative Food Source (Arc)

Starving citizens can trigger a series of events that will allow the passage of Alternative food source (Law).

## Other Events

There are a few Arcs that aren't triggered by the above categories:

* A Christmas Carol (Arc)
* A Word of Advice (Arc)
* The Automaton Project (Arc)
* The Automatons (Arc)
* The Dangers of the Cold (Arc)
* The Generator (Arc)