Abilities

Abilities are actions you can take on a per-Building basis for a desired effect. Many Abilities require a specific Law to be signed before they can be used.

## Alternative Food Source

Every dead body will be processed into 15 Raw Food.

* Usage: Cookhouse
* Cooldown: 4d
* Negative Effect:
	+ Chance to raise discontent.
	+ Chance to lower hope.

This ability is only available after the completion of the Alternative Food Source arc.

## Captain's Words

Our Faith Keepers will knock on every door to spread the word of our Captain and make sure it is obeyed.

* Usage: Faith Keepers, The Temple
* Cooldown: 2d
* Positive Effect: Discontent will fall

## Ceremonial Service

A long, ceremonial sermon will be delivered at the Temple

* Usage: The Temple
* Cost: 20 Food Rations
* Cooldown: 4d
* Positive Effect:
	+ Hope will rise.
	+ Discontent will fall.

## Cocaine Pills

Cocaine pills will be served with meals and motivation will rise slightly. Prolonged use
can cause dependency or death.

* Usage: Cookhouse
* Positive effect: motivation will rise slightly.

## Collective Bargaining

You will start the negotiations with workers and try to resolve all strikes peacefully.

* Usage: Labour Union/People's Militia
* Cooldown: 2d
* Requires: signed law Collective Bargaining

Note: Usage of this ability requires at least two or more active strikes.

## Emergency Repair

Advance Generator repair by 10%.

* Usage: Repair Station
* Cost: 200 Wood, 50 Steel
* Cooldown: 4d

Note: repair can be increased by another 10% by researching Emergency Repair II (Technology). This is only available in The Fall of Winterhome.

## Emergency Shift

People will work for the next 24 hours.

* Usage: Any building with an adjustable shift
* Cooldown: 2d
* Negative effect: Discontent will rise by 17.5% for 72 hours, chance of workers dying in accidents during emergency shifts. Discontent will rise by 21% for 72 hours in extreme mode.

Note: workers will not die during emergency shifts if you choose to spend rations to activate emergency shifts in the Emergency Shift arc. This adds a cost of 5 Food Rations.

## Evening Prayers

An Evening service will be held in places of worship. People will gather together to talk and pray. Food will be distributed among the participants

* Usage: House of Prayer, The Temple
* Cost: 20 Food Rations
* Cooldown: 2d
* Positive Effect:
	+ Hope will rise.
	+ Discontent will fall slightly.

## Evening Service

A short sermon will be delivered in places of worship.

* Usage: Chapel
* Cost: 20 Food Rations
* Cooldown: 2d
* Positive Effect:
	+ Motivation will rise slightly.
* Requires: signed law Evening Service

## Extra Rations

10 Food Rations will be given to patients to speed up their recovery.

* Usage: Medical Post, Infirmary, House of Healing
* Cost: 10 Food Rations
* Cooldown: 1d
* Positive Effect: the medical facility will gain a 50% boost to its base efficiency (i.e. bonuses from agitators/shrines and Organ Transplant improve the benefit of Extra Rations) for 1 day. This shortens the time patients need to spend in treatment.

## Forced Labour

Raises efficiency in all workplaces only Convicts are assigned by 100% but lowers safety by 3

* Usage: Panopticon only
* Positive effect: raises efficiency by 100%
* Negative effect: lowers safety by 3
* Requires: signed law Servitude

## Forceful Persuasion

Prison guards will use force to convince some prisoners to mend their wicked ways.

* Usage: Prison
* Cooldown: 1d
* Positive Effect: Persuaded convicts will be released from prison.
* Negative Effects:
	+ People may be hurt or killed.
	+ Hope will fall drastically.

## Foreman

A foreman will ensure that everybody at this facility works to the best of their ability. You will have to provide the foreman with food.

* Usage: Any building with an adjustable shift.
* Cost: 10 Food Rations
* Cooldown: 2d
* Positive Effect: Workplace efficiency will rise by 40%

Note: Affects automatons too.

## Food for Workers

-2 strike risk in all workplaces for 24 hours

* Usage: Labour Union/People's Militia
* Cost: 100 Food Rations
* Cooldown: 2d

Every usage lowers strike risk by 2 points.

## Internal Promotion

Promotes 5 unemployed Workers to Engineers

* Usage: Factory Inspectorate
* Cost: 50 wood & 50 steel
* Cooldown: 1d 0h
* Requires: Internal Promotion (Law)

## Medical Repatriation

Residents of the Care House will sent back to London, reducing the need of housing and food

* Usage: Care House
* Cooldown:3d 0h
* Requires: Medical Repatriation (Law)

## Motivational Speech

A short speech will inspire people to give their work all they have

* Usage: Council Square only
* Cost:15 Food Rations
* Cooldown:2d 0h
* Positive effect: increase motivation
* Requires: Official Doctrine

## Night-time Procession

Faith Keepers will gather our people together and lead them in a procession

* Usage: Faith Keepers
* Cooldown: 3d
* Positive Effect: Discontent will fall when the procession starts after midnight

## Overseer's Inspection

Overseers will be sent to workplace to motivate (and also annoy) workers

* Usage: Overseers' Station & Security Outpost
* Cost:10 Food Rations
* Cooldown:1d 0h
* Positive effect:
	+ Increases motivation
	+ raises efficiency in nearby workplaces by 25%
* Negative effect:
	+ Raises discontent in nearby workplaces
	+ increases strike risk

## Patrol

Guards will patrol the streets near their Guard Stations to maintain law and order. You'll have to provide them with extra food for their efforts.

* Usage: Guard Station
* Cost: 10 Food
* Cooldown: 1d
* Positive Effects:
	+ Discontent will fall.
	+ Hope will rise slightly.

## Propaganda Bulletin

A news bulletin delivered to every household will reassure people that we are protecting our city by maintaining order.

* Usage: Propaganda Centre
* Cost: 10 Wood
* Cooldown: 2d
* Positive effect: Hope will rise

## Protective Structure

Use 6 Structural Profiles to install lightweight protective structures across the workplace and improve Safety by 1 level for 24h.

* Usage: any generator construction site
* Cost: 6 Structural Profiles (4 with Improved Structure tech)
* Cooldown: 1d 12h

Note: Requires first researching in Workshop in Generator Construction technology tree Protective Structure upgrade.

## Public Execution

If New Order: A public enemy will be executed. This is what happens to those who endanger our city.

If New Faith: An enemy of the Faith will be executed. This is what happens to those who endanger our city.

* Usage: Execution Platform
* Cooldown: 2d
* Positive Effect: Discontent will fall greatly
* Negative Effect: One person will die

Note: Public execution by and large only executes male adult citizens. Women can be executed, but it is rare. Due to this, there may be a situation where an execution occurs but no eligible citizens die.

## Public Penance

Public Penance will take place. Those who admit their wrongdoings and show remorse will be forgiven

* Usage: Faith Keepers
* Cooldown: 3d
* Positive Effect:
	+ Hope will rise when the ceremony begins.
	+ Discontent will fall when the ceremony begins.
* Negative Effect: People may be injured.

## Rationalised Healthcare

Convicts are barred from health facilities. If they die, they will be disposed of in the Generator's foundations

* Usage: Penal Colony
* Positive effect: bodies of Convicts will be disposed in the foundations of the generator.
* Negative effect: sick Convicts will die if Rationalised Healthcare is in effect.
* Requires: signed law Rationalised Healthcare

## Roundup

Prison guards will roundup wrongdoers and put them in prison. They'll go after Londoners, dissidents and any other troublemakers. Prisoners will be returned to society after 3 days.

* Usage: Prison & Security Outpost
* Cooldown: 1d
* Positive effect:
	+ Londoners and other wrongdoers will be locked up (max 10 prisoners/time)
	+ Discontent will fall

In The Last Autumn, this ability has a different effect: Up to 15 Workers will become Convicts

## Safety Procedures

Raises workplace safety by 1, but lowers efficiency by 25%.

* Usage: any generator construction site
* Positive Effect: rise workplace safety by 1
* Negative Effect: lowers efficiency by 25%
* Requires: signed law Safety Procedures

## Selfless Sacrifice

Raises workplace efficiency by 25%, but lowers safety by 2

* Usage: any generator construction site
* Positive effect: raises workplace efficiency by 25%
* Negative effect: lowers safety by 2
* Requires: Selfless Sacrifice

## Sermon

A short sermon will be preached in places of worship

* Usage: House of Prayer, The Temple
* Cooldown: 2d
* Positive Effect: Hope will rise slightly.

Note: If New Faith is passed, the effect of this ability will be "Discontent will fall slightly."

## Strike Busting

You will end the strike using force

* Usage: any generator construction site
* Negative effect:
	+ People will get hurt
	+ Discontent will rise greatly.
* Requires: Strike Busting

Note: Workplaces must be in range of Security Outpost

## Show of Force

Militiamen will lead workers on a hunt for troublemakers. You'll have to provide then with extra food for their efforts.

* Usage: People's Militia
* Cost: 10 Food Rations
* Cooldown: 1d
* Positive Effects:
	+ Discontent will fall greatly
	+ -1 strike risk at all workplaces
* Requires: signed law Show of Force

## Supercharge

Use 5 Steam Exchangers to instantly advance work on the Generator by 10%/20%.

* Usage: any generator construction site
* Cost: 5 Steam Exchangers
* Cooldown: 2d
* Requirements: Active any construction site.

Note: Advancement of 10% or 20% depends on researching Machine Shop upgrades, Supercharge or Advanced Supercharge in Generator Construction technology tree in Workshop.

## Triage

We`ll be able to dedicate all our efforts to healing those who can recover quickly at the cost of sacrificing the more severely ill

* Usage: Medical Post, Infirmary, House of Healing
* Cooldown: 3d

* Positive effect:
	+ 50% of the sick will be healed
* Negative effect:
	+ Discontent will rise with every death
	+ Discontent will rise with every use
* Note:
	+ 25% of the sick will die instantly
	+ 25% will remain sick

## Utilise the Dead

Three bodies will be used to enrich the soil and speed up plant growth

* Usage: Hothouse, Industrial Hothouse
* Cost: 3 bodies
* Cooldown: 1d
* Positive Effect: 20% efficiency increase for 3 days.

This is only available with Organic Fertiliser passed.

## Wooden Supports

Workers will secure a section of the Warehouse with wooden supports to be able to work faster and more efficiently.

* Usage: Army Warehouse
* Cost: 50 Wood
* Cooldown: 1d
* Positive Effect: Efficiency of Army Warehouse will rise by 50% for 12 hours

This is only available after passing Wooden Supports (Technology)