Policy

## General Policies

Policies can be altered anytime in the info menu once they appeared.

* Assigning Equipment
	+ Manually equip items - Equipment will not be automatically equipped
	+ Equip skilled survivors first - New equipment is optimally distributed, causes unhappiness (The optimal here is far from perfect though.)
	+ Equip people at random - New equipment is randomly assigned to anyone who doesn't have one

* Children
	+ Let kids be kids - (Increased happiness)
	+ Kids help their guardians at work (both positive and dangerous events)
	+ Kids should go to school - Kids goof off less (fewer child-related events, skill boost to kids who grow up)

* Rations
	+ Regular rations - Survivors each eat 1 food per day
	+ Decreased Rations - Survivors eat 25% less food per day; happiness decreases
	+ Increased Rations - Survivors eat 25% more food per day; happiness increases

* Shower Rationing
	+ Let People Shower as Much as they Want - Receives positive feedback from the Pharmacists, increased happiness. Mission to repair the water purification station happens occasionally (Until the mission is completed, the happiness bonus is negated)
	+ Limit Showers to Once a Week - Minor happiness loss on a regular basis. Mission to repair the water purification station happens every so often
	+ Limit water use to bare necessities - Bigger Happiness loss on a regular basis

* Ammo Use
	+ Balanced Ammo Use - Keeps ammo use and gun power the same
	+ Spray and Pray - Increases usage of ammo, +1 defense bonus from guns
	+ Conserve ammo as much as possible - halved ammo use rate, -1 Defense from Guns

* Stranger Danger
	+ with Open Arms - increases faction relations and chances of recruitment success, -Fortwide Defense
	+ with Caution - maintains balance of relations and defense, normal recruitment chances of success
	+ with Hostility - increases fortwide defense, decreases recruitment success chance and faction relations

* Churches vs Bars
	+ Churches - Churches become 2x more effective than Bars happiness-wise
	+ Bars - Bars become 2x more effective than Churches happiness-wise
	+ Evenly on Churches and Bars

* Mandatory Guard Duty
	+ No, volunteer Guards are enough - Positive feedback from The Pharmacists, only those who are on Guard Duty contribute to fort defense
	+ Yes, all people go on guard duty - decrease happiness for non-soldiers, everyone contributes to Fort defense and gains Defense skill with attacks

* Democracy
	+ Leader choose policies - allows you to choose the decisions on policies
	+ Leader and senate pick policies
	+ Yes, the people should vote - +happiness. Creates a new option, "Let the People Vote" and disables all other options for policies.
* Generators
	+ Never run the generators - no change in happiness
	+ Run them in the morning & evening - slightly increased happiness at cost of 1 fuel/week
	+ Run generators all the time - greater increased happiness at cost of 2 fuel/week
* Having Babies
	+ None of our business - No bonuses or penalties
	+ Encourage couples to start families - Higher chance of pregnancy
	+ We aren't ready for children - No random pregnancies. Can cause married survivors to trigger abortion events, which require a hospital to do safely.
* Scavenging Risk
	+ Balance risk and reward - No bonuses or penalties
	+ Get the easy stuff and get out - Fewer gains, but scavenging is safer
	+ Scavenge everything - More gains, but scavenging takes longer

## Faction-based Policies

* Cannibalism
	+ Decide during situations
	+ Reject Cannibalism and those who do it - decreases relations with Pig Farmers
	+ Eat all dead bodies - increases relations with Pig Farmers, Increases food count everytime someone dies

* Bath Salts
	+ Allow them - People consume Bath Salts automatically.
	+ Ban them - People doesn't consume Bath Salts. You can still buy and sell them.

* Gender Roles
	+ People can do what they want - increased relations with Dahlias and The Pharmacists; no bonuses or penalties
	+ Everyone does chores and guard duty - Increased relations with Dahlias, decreased relations with The Pharmacists; Devout get unhappiness penalty, non-devout women get happiness bonus
	+ Women should stay safe at home - Decreased relations with Dahlias. Increased with Last Judgement Gang; devout gain bonus happiness, non-devout women get happiness penalty

## Governance Policies

In story mode, these policies become available as soon as you build a Town Hall.

* Crime and Punishment - What should be our most severe punishment for murderers and treasoners?
	+ Take away their luxuries - No time off, low order: Crimes are more likely to happen
	+ Put criminals in jail - Criminals jailed, normal order: Crimes occasionally happens, but when it does, that survivor can't do anything for a few days
	+ Kick them out of the fort - Criminals exiled, high order: Crimes rarely happens, but when it does, you'll lose a survivor
	+ Capital cannibal punishment - Criminals eaten, high order: Crimes rarely happens, and when it does, you'll gain some food. but happiness may decrease, and you'll lose a survivor; no more "we are not cannibals" recruitments

* Nationalism - What is our attitude towards outsiders?
	+ Take care of our own: increased defense
	+ Help our allies: Friendly factions will like us more
	+ Help anyone who needs it: More survivors will come to us

* Our Highest Priority - What do we value most?
	+ Repopulating the world - More new recruits
	+ Keeping people safe - Increased defense
	+ Providing a religious moral center - Churches are more effective, more devouts?
	+ Trading and prospering - Better trade deals

* Private Property - Should people own their own things?
	+ People share all resources - Produce more resources, higher scavenging returns, lower happiness
	+ Some shared, some private - Normal resources and happiness
	+ People keep their own stuff - Fewer resources, lower scavenging returns, daily food penalty, increased happiness

* Rock the Vote - How do we structure our government?
	+ Leader chooses policies - regular policy system
	+ Leader and senate choose policies - Some policies unavailable; occasional government conflicts; happiness increases
	+ All survivors vote - Random policies will be chosen; happiness increases

* Wealth Distribution - Who gets the best stuff?
	+ Randomly assign luxuries - Normal happiness
	+ Favor skilled workers - Happier high level survivors, majority are less happy, more skilled recruits
	+ Favor the hardest workers - Increased happiness but fewer skilled recruits
	+ Favor Soldiers - Happier soldiers and more soldier recruits