Cities

Credit to the Discord server for all the information.

## Overview

The cold is almost always an adversary in Frozen City, especially in the main game, as your survivors fight through the frozen snowscapes of the game. In order to survive and press on to additional regions, you will need to manage your resources, build and upgrade your buildings, all while keeping your furnace burning to keep the cold at bay.

Below is a brief description of the main features in the city and a recommendation for their upgrade order. Play as you like, but if you begin to struggle, it is handy to follow this order.

## List of Cities

* **Abandoned Camp**
* **Valley Town**
* **Plain City**
* **Ice Lake**
* **Abandoned Mine**
* **Frost City**
* **Glacier Circle**
* **Air Base**
* **Snowcap Castle**
* **Oil Well**
* **Volcano Foothills**
* **Steel Mill**
* **Stadium**
* **Windmill Village**
* **Military Base**
* **Amusement Park**
* **Island Prison**
* **Port**
* **Railway Station**
* **Abandoned Airport**
* **Toy Factory**
* **Camping Area**
* **Steamy Haven**
* **Island Hotel**
* **Chinatown**
* **Tech Park**

### Notes

* The furnace is at the center of every city. Starting out in Abandoned Camp as a mere campfire and progressing into a hulking diesel-punk behemoth of steel and flame in later evolutions.
	+ It is needed to upgrade and access new buildings. When you first enter a city, it will run on unlimited fuel. Once upgraded, you will need to supply your own fuel.
	+ If you get stuck and can't upgrade anything else, check the furnace, but also check that you have enough fuel first. Early on most furnaces use coal, but furnaces in the game may also use other fuels such as wood, planks, or even petroleum based fuels.
	+ When considering how much fuel it will use, remember that the furnace will continue to consume fuel even during meals and sleep hours. So, if you are just barely making enough fuel while working, it may not be enough to make it through the night uninterrupted.
	+ You may need to boost your furnace overnight or during storms if it is too cold. Toggling the extra heat feature on the furnace will use up double the fuel, so be sure you have plenty stocked.
	+ If the furnace remains out for very long, survivors will begin to fall sick. Sick survivors will fill your hospital beds and are at risk of dying. It also raises the discontent in your cities.
* Food supply is normally either a **Hunting Cabin**, or a **Greenhouse**. You will want to level this structure early on, since without upgrades, it is unlikely to feed anyone. Level it up as quickly as you can and ensure you have assigned workers to it. Food is important, and hungry survivors will work slower, become discontent, and eventually die if not fed soon.
	+ After getting your supply building upgraded and staffed, you want to make sure to do the same to your Kitchen. During mealtimes, the survivors will travel to the kitchen, and eat their food here. While eating, the survivors will gain food and rest. The quality of the gain will be dependant on the type of meal: Basic, Hearty, or Fine and the upgrades to the chairs, which will improve the overall rest they get while eating.
	+ **Food is not collected or prepared while AFK**, likewise survivors, will not get hungry while AFK (this stops everyone dying overnight while you sleep). If your survivors are not eating, and you are certain there is sufficient food and meals prepared, leave the game running around 10-15 minutes. This will ensure that everyone has a chance to eat during the day. If a hunger bar is very low, it may take more than a couple of meals to balance out the issue. *This is especially true on basic meals.*
		- After the v1.6.3 update, food is not able to be collected, while AFK. Likely because reducing the survivor strikes a chance.
* The **Hospital** or Medical Building should be next. Sick survivors will die unless you can treat them. High level hospital will allow them to reover faster. It may not be used much at first, but you will see it used a lot later, so its' good practice.
* The **Guard Tower** improves the movement speed of your survivors, allowing them to travel to dorms, work, and mealtimes much faster. In some larger cities , his becomes necessary . Otherwise, he workers on the furthest edges of the city may not make it to meal times before having to return to work.
	+ The tower also houses the hero who negotiates during strikes. More will be covered on this in the Discontent & Strikes section.
	+ In Plains City (City 3) , he Guard Tower is also required to participate in the weekly events. Once Plains City's tower is constructed , he events are unlocked permanently even after progressing to a city without a guard tower constructed.
* Survivors sleep and idle in the Dorms. A high level dorm allows survivors to rest more comfortably. As new beds are added/ dorms built, more survivors will arrive. Upgrade what you have and be careful building more unless you're ready for them. At level 20 a second bunk-bed is added to the dorm, be wary of this.
	+ Upgrading and building Dorms beyond what your kitchen or Food Supply can handle will ensure that some survivors go hungry at mealtime. This can be difficult to manage, and lead to discontent, strikes, and survivor deaths. Always check your food stocks and food supplies before upgrading the dorms.
	+ It is sometimes necessary to delay tasks requesting you have a specific number of survivors in your city until you have sufficient food to feed the population.

* They range from the Iron Mine churning out ore, to Industrial Greenhouses producing cotton, to advanced Laboratories turning out Penicillin. These buildings can be upgraded in the order they unlock for ease, or reverse the order for speed.
	+ If production is slow, check your Production Chain, the resource the building produces may be being used elsewhere as a component for a more advanced resource. The resources from the production buildings will be critical to upgrading your city beyond the infinite resource from the prior city and coal upgrades.
	+ Once your Production Buildings are upgraded, check the Furnace for its next upgrade.
	+ Production buildings can be set to Extended shifts, allowing their workers to work through the night instead of sleeping. At times this is useful for completing tasks, or during timed events. Prolonged extended shifts will tire workers and cause penalties, discontent, and strikes if it is not managed. It is possible to swap out the tired workers with rested workers but this must be done manually.
* Depending on your hero's current level, you may not be able to fill all the workstation spots with survivors. Without a hero you will have access to only one workstation in the building.
	+ When a building is upgraded but the hero is of insufficient level, a red lock will be displayed on the workstation. Similarly if a workstation has run out of one or more component materials required for production it will get a red pause symbol accompanied by a popup telling you that the work has stopped.
	+ Your workstations may show different statuses. This chart displays each status and its respective meaning:
		- **Healthy:** Survivor is working.
		- **Stopped Working:** Survivor cannot work due to insufficient raw materials.
		- **Sick:** Survivor is sick.
		- **Strike:** Survivors start to strike.
		- **Not Working:** Survivor cannot work due to hero level restrictions.
		- **Idle:** Waiting for an assigned survivor.

## Bugs

* For unknown reasons, the daily "Login to the game" task in the Harvest Journal version of Turning Waste Into Treasure event was broken and uncollectable, but is now fixed.
* There is a bug where the city will be flipped backwards, snow turns to black, and unable to zoom.
	+ Restarting the game should fix this bug.
* Sometimes, even if the player did watch the full ads, rewards will not be given to the player.
* Sometimes, after a few seconds, the game will crash or softlock.

## Trivia

* Many of the *city* names are references:
	+ "Abandoned Camp" could be a reference to the Storm Peaks at coordinates 36, 64.
	+ "Plain City" is a reference to Ohio, the Midwestern of the United States.
	+ "Abandoned Mine" might be a reference to a former mining or quarrying operation that is no longer in use and has no responsible entity to finance the cost of remediation and/or restoration of the mine feature or site.
	+ "Frost City" could be a reference to 3D Printable STL Miniatures and Terrains.
	+ "Toy Factory" is a reference to a YouTube channel with the same name.
* Players are only be able to see City 1-7 on the map if they're in Cities 1-7.
	+ Cities 8-15 are 1-17.
	+ Cities 16-24 are 18-24.
* Once the player completed all the tasks in their currently and travels to a next city, they can no longer go back further than 1 city.
	+ Before the Elden Tree Village event update, players could go back to older cities and upgrade their production buildings.