recursal/Fanatic-Fandom huggingface dataset:
Voyage de découverte

Situé dans chaque monde natal dans un lieu assez proche de la zone de départ, les docks permettent d'accéder aux voyages de découverte. Ces voyages consistent en une suite de carteS où le joueur doit guider ses adeptes jusqu'à un temple en surmontant divers obstacles.

Il y a plusieurs expéditions avec chacune leur propre ensemble de niveaux. Après la première expédition, trois autres sont déverrouillés, chacune avec des récompenses qui leur sont propre. Ces récompenses seront utilisées dans le monde natal.

# Renforts

Quand vous perdez pendant une étape du voyage, chaque adepte qui était à terre est perdu pour de bon, ce qui réduit la quantité d'adeptes disponibles sur votre navire. A ce moment là, un radeau partira de votre monde natal avec d'autres adeptes à bord. Cependant, le radeau met du temps pour rattraper le navire, ce temps dépend du niveau où vous avez perdu vos adeptes (voir Informations Générales).

Plusieurs radeaux peuvent être en route à un moment donné. Si le navire se déplace au cours de l'expédition en terminant plusieurs cartes, le radeau ne mettra pas plus de temps à rattraper.

# Amélioration de navire

 Explorateurs de 1er classe | Les renforts arrive 10% plus vite

# Informations générales

Chaque expédition est faite de 10 cartes et 3 niveaux de difficulté: bronze, argent et or. La difficulté augmente détermine le niveau de la récompense.
Si aucune croyance n’est donnée au début d'une carte, on ne pourra pas en gagner en détruisant les rochers et les arbres lors de l'étape.

Il est préférable de régler de nombreux constructeurs comme possible de travailler sur la construction de demeures et de réparation des balises avant avant de tenter Voyage de missions de découverte.

# Glitches

Au cours d'une étape, il est possible d'enterrer le quai et le navire ensemble dans le sable.
Automaton Scouts (Technology)

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

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

## Description

**Automaton Scouts** is available on the The Arks scenario only. Unlike other scenarios, it allows you to have a total of 4 scouting parties, so it may be useful to research for that reason alone, even if you don't plan on using Automatons to scout.

The automaton scouts are faster than normal scouts, around 20%, but you have to keep in mind that you need automatons for this, and they cost a big amount of resources, in comparison to normal scouts.
Agitator (Purpose Law)

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

## Description

Strategically placed loudspeakers will remind our citizens of the importance of their work and increase their efficiency.

Cooldown: 63h

### Path

Book: Purpose - Order path

* Previous: Propaganda Centre (Law)

### Characteristics

GOOD

* NEW BUILDING: Agitator
* raise the efficiency of nearby workplaces by 20%

NOTICE

* you will have to build 3 Agitator (Quest)

## Events

There are events associated with this law.

### Sabotage

This event will trigger shortly after you build your agitators.

It seems that not all of our people want to work more efficiently.

You have two options:

* Catch them and get the part back: People may get hurt.
* Repair it: The Agitator will be out of order for the next 8 hours.
Builders' Monument

**Steel** | 75

**Builders’ Monument** is one of the Buildings in Frostpunk.

## Acquisition

Builders' Monument is only available in Endless mode after subscribing to the 11bit publisher's page in steam.

## Description

This Monument to the Builders of the Generator honours the memory of people who died so that we may live. We may never learn all their names, but we will never forget them.
Charcoal Kiln

**Steel** | 23

**Charcoal Kiln** is one of the Buildings in Frostpunk.

## Acquisition

**Charcoal Kiln** is available after finishing research Charcoal Kiln (Technology), then it can be built from Resources tab.

## Description

Consumes 70 Wood/10h to produce 210 Coal/10h.

Allows you to convert your excess Wood into Coal.

## Abilities

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

## Upgrades

* Charcoal Kiln Thermostat (Technology): 33% more coal
* Charcoal Kiln Bellows (Technology): 33% faster coal production

## Notes

One Charcoal Kiln requires one Sawmill for a stable supply of wood. Kilns only require 5 employees and the efficiency upgrades are relatively large. Later in the game a Kiln-based coal economy requires wall drills to keep up with the excessive demand of wood, but frees up a lot of employees.
Terre abîmée

Les terre abîmée sont une portion de marais qui ralentit sévèrement et déprime les adeptes qui tentent de passer à travers. Il en existe naturellement dans certain endroit de votre monde de départ mais elle peuvent être créé aussi grâce au pouvoir marécage, cela peux s'avéré utile dans les batailles en multijoueur. Elles peuvent être retiré par le pouvoir d’embellissement.

Les terres abîmée sont fréquemment utilisé par les développeurs du jeu lorsqu'il ont créé les cartes des voyages. Le but est alors d'éviter que les adeptes coupent à travers ces terres abîmée car si cela arrive, ils meurent presque immédiatement. Pendant les voyages, on ne peux pas retiré les terres abîmée mais il y a toujours un moyen de les contourner.

Dans la version actuel (v2.1), il y a un bug qui fait que la terre abîmée une fois embellie se comporter toujours comme de terre abîmée après que le jeu se soit rechargé. La terre conserve l'aspect embellie mais les adeptes vont marcher lentement comme si elle est encore gâchée terre.
From Fire and Riots (Arc)

**From Fire and Riots** is an event arc in The Fall of Winterhome. It's centered around rescuing people from the ruins of the city.

## A voice in the ruins

As you're clearing ruins, this event will trigger.

You have the following options:

* We have to help the child

This will spawn a quest to help the child.

## Little survivor

If you manage to pull the child out of the ruins, this event will trigger.

You have the following options:

* Carry on: 1 Child (gravely ill). Hope will rise slightly.

## The rescue came too late

If you do not manage to clear the ruins in time, this event will trigger.

You have the following options:

* Carry on: Hope will fall slightly

## The child will live

Once the child recovers from being gravely ill, this event will trigger if he suffers an amputation.

You have the following options:

* Poor child

## The child died

If the child dies while seeking medical attention, this event will trigger.

You have the following options:

* Poor child: Hope will fall slightly

## A miraculous recovery

Once the child makes a full recovery - either by being amputated and fitted with a prosthesis or simply by recovering without amputation - this event will trigger.

You have the following options:

* I'm glad to hear that: Hope will rise slightly.

## Voices in the ruins (Engineers)

This event should trigger sometime after the child's voice is heard.

You have the following options:

* I see

## Victims rescued

If you clear the ruins, this event will trigger

You have the following options:

* I'm glad to hear that : 4 Engineers (hungry, ill) Hope rises slightly

## Voices in the ruins (Workers)

This event will trigger sometime after the child's voice is heard.

You have the following options:

* I see

## Cowardly thugs

This event will trigger if you clear the ruins in time

You have the following options:

* Banish them: Discontent will fall
* Let them be, they won't hurt anyone any more: 4 Workers (starving, ill). Discontent will rise greatly.

## Silence in the ruins

After all the groups are rescued, this event will trigger. It has two variations:

alternatively,

You have the following options:

* I see

## Divided in death

This event will trigger later on in the quest to restore the city.

You have the following options:

* They've already paid for their crimes: Hope will rise slightly.
* Get this filth out of our city: Discontent will fall slightly
Child Labour - Safe Jobs (Adaptation Law)

**Hope** | falls slightly

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

## Description

There aren't enough hands to do all the work. We'll allow children to be employed in safe workplaces, like Cookhouses or Hothouses.

Cooldown: 18h

### Path

Book: Adaptation

* Next: Child Labour - All Jobs (Law)
* Block: Child Shelters (Law)

### Characteristics

GOOD

* Children can work in safe workplaces.

BAD

* Hope will fall slightly.
* Child workers can be injured in accidents.

## Notes

* After introducing this law, children can be sent to work at "safe" jobs that don't require Engineers. These include:
	+ Resource piles and Gathering Posts (including the coal piles generated by Coal Thumpers)
	+ Cookhouse
	+ Hothouse
	+ House of Healing
	+ Field Kitchen
Evening Prayers (Purpose Law)

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

## Description

We shall meet and pray together to warm not only your bodies, but also your souls.

Cooldown: 36h

### Path

Book: Purpose - Faith path

* Previous: House Of Prayer (Law)
* Next: Faith Keepers (Law), The Temple (Law)

### Characteristics

GOOD

* NEW ABILITY: Evening Prayers (House of Prayer, The Temple)
* each use raises hope and lowers discontent

## Events

The following events are associated with this law

### United by faith

Shortly after using the ability, this event will trigger.

It's really brought the community together.

You have the following options:

* I'm glad to hear that.

## Notes

Evening Prayers is a law under the Faith Tree that allows players to utilize Evening Prayers in Houses of Prayer. Evening Prayers cost 20 food rations and has a 2-day cooldown. These prayers will only be held in houses of worship where people will gather together to talk and pray. Food will be distributed among the participants. Hope will rise and discontent will fall slightly.

## Trivia

When activating the ability in the house of prayer, the player can hear the congregation singing hymns. More research is required to determine whether this is plain background noise, e.g. the sounds of eating in the cookhouse, and whether this applies to the temple as well.
Recommencer à nouveau

A ce jour, la bêta ne dispose pas d'une interface permettant la gestion de sauvegarde autre que de sauvegarder la partie en cours et de la charger automatiquement au démarrage du jeu. Il ne prévoit même pas une option permettant de recommencer sa partie, mais il est possible de recommencer et de gérer manuellement ses sauvegardes de jeux en les déplaçant, les copiant ou en les supprimant en touchant directement au fichier de jeu.

## Trouver ses fichiers de sauvegarde

Dans la bibliothèque de jeu sur steam, faites un clic droit sur **Godus** puis cliquez sur **propriété**, allez dans l'onglet **fichier locaux** et enfin cliquez sur **parcourir les fichier locaux**.

Vous devriez voir un dossier "Windows" ou un dossier équivalent sur la version Mac, ouvrez ce dossier.

Les fichiers de sauvegarde sont les fichiers suivants dans ce dossier:

* `state.back`
* `state.bin`
* Et peut-être un fichiers du type `statebackup0001.bin`

Veillez à ne pas supprimer ou déplacer d'autres fichiers, si cela devais arriver vous devez réinstaller le jeu.

## Recommencer le jeu

Si vous êtes absolument sûr de vouloir recommencer vous pouvez supprimer ces fichiers, mais il est recommandé de les déplacer vers un autre emplacement pour pouvoir les replacer si votre ancienne partie vous manque. Lorsque vous démarrerez le jeu à nouveau, vous reviendrez au début de la partie.

## Gérer plusieurs sauvegardes

Vous pouvez restaurer une sauvegarde de jeu en supprimant ou en déplaçant les fichiers de sauvegarde de la partie en cours et en copiant des fichiers de sauvegarde d'une partie précédente qui sera ensuite chargée la prochaine fois que vous démarrez le jeu. La façon la plus simple de gérer plusieurs sauvegardes est de copier les fichiers associés à chaque sauvegarde dans un dossier personnel que vous placé dans un endroit facilement retrouvable, comme votre dossier Mes Documents.

## Récupérer des fichiers de sauvegarde corrompus

Vous pouvez récupérer une ancienne sauvegarde si celle-ci est corrompue ou si vous avez fait une énorme erreur (comme dépenser des gemmes pour n'importe quoi.) Godus conserve une copie de certains de vos vieilles sauvegardes (ce sont les fichiers statebackup0001.bin et les fichiers semblables. Plus le nombre, plus la modification est récente.)

D'abord, faite une copie de l'ensemble du dossier prf110000100a1858b pour plus de sûreté.

Ensuite, supprimez le fichier state.bin, copiez l'un des fichiers statebackup 000X.binet renommez-le en state.bin

En cas de fichier corrompus, il est recommandé de prendre l'avant-dernier fichier statebackup 000X.bin, le dernier fichier étant semblable au fichier de state.bin.
Child Shelter

**Steel** | 4

**Child Shelter** is one of the Buildings in Frostpunk.

## Acquisition

**Child Shelter** is available after signing Child Shelters (Law), then it can be built from People tab.

## Description

Inhabitants: 15 (Children only during Work hours))

The **Child Shelter** is, in the loosest of terms, a Daycare, a School and a Playground all rolled up into one, where Children can spend their time while their parents are at work, without getting into trouble or mischief. At the Child Shelter, Children can play games and learn new things in safety without the danger of being crushed by heavy machinery. Also the parents’ minds are more at ease and more focused on working without continually have to worry about their Children.

If all children can have a place in the Child Shelter, a permanent hope modifier will be given.

## See also

Bunkhouse →
 Special

## Trivia

The Child Shelter is one of the few buildings that have no insulation upgrades to research.
Discontent

**Discontent** is a game mechanic in Frostpunk that reflects the likeliness of the people to overthrow their leader. If Discontent is to rise for too long, and nothing is done about it, the leader will be either exiled or, in extreme cases, executed. Discontent reflects the opinions of the residents on living conditions within the city. It is affected by the signing of Laws, Buildings and their abilities. Occasional events might also lead to its increase and (rarely) its fall.

Discontent is the primary consequence of the Londoners' actions.

As a rule of thumb, residents will be much more contented if they are entertained, fed decent food and expected to work reasonable hours. Discontent will also gradually lower itself if the residents have nothing too severe to complain about.

## Modifiers that raise discontent

### Citizen Needs

* Bad Food
* Bad healthcare
* Cannibalism
* Cold at home
* Cold at work
* Corpse disposal
* Freezing at home
* Lack of medical care
* Lack of shelter
* Overcrowded medical facilities
* People are hungry
* The Generator is not working

### Temporary modifiers

* Building of Faith destroyed
* Building of Order destroyed
* Controversial law
* Disputes about supplies
* Emergency Shift
* People ignored
* Promise Broken
* Request Ignored
* Theft ignored
* Unpopular decision

## Modifiers that lower discontent

### Permanent modifiers

* Faith Keepers
* House of Pleasure
* Living near a Fighting Arena
* Living near a Guard Station
* Public House
* Right to duel

### Temporary modifiers

* Captain's Words
* Ceremonial Service
* Desirable decision
* Desirable law
* Duel
* Execution
* Evening Prayers
* Guards on patrol
* Night-time procession
* Public Penance
* Roundup used
* Sermon
* Triage used

## Notes

* Most modifiers that raise discontent have a chance to trigger an event if they remain that way for too long.
Flying Hunters (Technology)

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

  **Steel** | 20

**Flying Hunters** is one of the Technologies in Frostpunk. It unlocks the Hunters' Hangar, an upgrade to the Hunters' Hut. It provides 30 Raw Food per night by employing 15 Workers. This is 50% more Raw Food per building compared to the Hunters' Hut.

## Summary

The prerequisite technology Hunters' Gear increases the output of Hunters' Huts to 20 (it does not affect Hangars), so this upgrade will increase the raw food per building by +50%, not +100% as a raw data comparison would suggest. The Hangar is substantially more expensive than the Hut, with the upgrade itself costing 20 wood and 40 steel per building. As such, if steel is tight, you could also research Hunting Tactics first, to improve the Raw Food per Worker ratio without spending a lot of steel. After researching it, upgrading to Hunters' Hangars is still a 50% upgrade to that ratio, since Hunting Tactics also applies to the Hunters' Hangar. See the Hunting Efficiency table for more information on the possible hunting setups.

Alternatively, you could follow the Hothouse path instead, if you can afford the Steam Cores and heating to keep them functional. When Hazards are enabled, it is wise to have both available, so the "Animal Migration" or "Rotting Roots" hazards are not as crippling.

## Hunting Efficiency

This table shows the efficiency of various possible hunting setups. The factor can be multiplied by your Worker count to see how much Raw Food they would produce, or you can divide your necessary Raw Food production by this factor to see how many Workers you will need. The worker count necessary to supply the Endless mode starting population of 80 is also shown, as reference.

## See also

 Hothouse →
 Scouting →
 Food Rations Sources
Army Warehouse

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

 **Working Hours** | 8:00am-18:00pm

**Army Warehouse** is a building that appears only in On The Edge.

## Description

After finding Steam Cores in the Army Warehouse, you can choose whether workers will retrieve Steel or Steam Cores. Initially, only one kind of resource can be retrieved at a time.

Your engineers can invent ways to improve working conditions in the Army Warehouse, increasing the output and providing some protection from the cold. This can be crucial, because the warehouse can't be heated from the outside.

Produce 80 Steel/10h **or** 2 Steam Cores/10h **or** 40 Steel/10h and 1 Steam Core/10h.

## Upgrades

* Handcarts (Technology)
* Mixed Crews (Technology)
* Freight Elevators (Technology)
* Army Warehouse Insulation (Technology)
* Straddle Carriers (Technology)
* Steam Lorries (Technology)

## Notes

* Braziers have no effect on the Army Warehouse. The only methods to increase its heat level are to use a Heater or research Army Warehouse Insulation.
Centre d'aide

*Bienvenue sur GODUS Wiki! La section d'aide ci-dessous est gérée par la communauté, comme le reste du wiki.*

## Spécialiste de Godus, mais débutant en wikis ?

* Un wiki a pour principe de permettre à tout utilisateur d'éditer son contenu. Si vous voyez quelque chose qui pourrait être amélioré sur GODUS Wiki, **améliorez-le!** Il suffit de cliquer sur l'onglet "Modifier" en haut de la plupart des pages pour éditer leur contenu. Vous aurez besoin de

créer un compte ou de vous connecter pour avoir accès à cet onglet "Modifier" - mais c'est bien sûr gratuit, et ne vous prendra pas plus d'une minute.

* **N'ayez pas peur de faire des modifications:** Le wiki contient un système de versionnage des documents, ce qui fait que même dans le pire des cas, il est toujours possible de revenir à une version précédente d'une page. Si vous faites une erreur, vous ou quelqu'un d'autre pourrez facilement la corriger - donc prenez l'initiative, et faites toute modification que vous trouverez utile. (Astuce : lors d'une modification, le bouton "Prévisualiser" permet d'avoir un aperçu de la page avant de la soumettre !)
* Ne vous inquiétez pas si vous ne voulez faire qu'un petit changement ; quelqu'un pourra toujours le terminer plus tard si nécessaire.
* Si vous avez besoin d'un guide sur la syntaxe utilisée pour éditer les pages, jetez un œil à la page d'aide sur la syntaxe.
* Si vous voulez faire des expériences ailleurs que sur un vrai article, vous pouvez utiliser votre propre page d'utilisateur.
* Une fois que vous serez à l'aise avec la syntaxe du wiki, n'hésitez pas à commencer à contribuer vos connaissances sur Godus aux nombreux articles du site.

## Spécialiste des wikis, mais débutant à Godus ?

* GODUS Wiki est conçu pour être la référence sur toutes sortes de sujets autour de Godus. N'hésitez pas à créer des articles sur des sujets qui manqueraient, et bien sûr d'utiliser GODUS Wiki comme guide dans votre découverte de Godus !
* Si vous avez déjà travaillé sur un MediaWiki, ce wiki, sa syntaxe et ses pratiques vous seront probablement très familières.

## Entièrement débutant ?

* Si vous êtes à la recherche d'informations, les meilleur point de départ reste la page d'accueil, ou simplement l'outil de recherche en haut de la page.
* Si vous ne trouvez pas l'article que vous cherchez, peut-être que sa traduction n'est pas celle que vous aviez imaginé : jetez donc un oeil à la page de liste des articles. Si vous ne trouvez toujours pas, sachez que le contenu de ce wiki est produit par ses visiteurs. Si la page n'existe pas encore, envisagez de la créer vous même !
* Si vous voulez contribuer (si vous avez découvert un article incomplet par exemple, et que vous avez des informations à y partager), n'hésitez pas à faire des modifications. Il suffit de cliquer sur l'onglet "Modifier" en haut de la plupart des pages pour éditer leur contenu. Vous aurez besoin de créer un compte ou de vous connecter pour avoir accès à cet onglet "Modifier" - mais c'est bien sûr gratuit, et ne vous prendra pas plus d'une minute.
Camp Vulcan

**Camp Vulcan** is a scouting location found in the New Home scenario.

**Before Arrival:** As we approach the camp, we can see that its inhabitants are busy packing. They've dismantled a couple of huts to build improvised sledges.

**During Arrival:** "You're going the wrong way!" The scientist mistook us for refugees, but after we tell them about our city, they're nonplussed. "It's probably too close to the storm to withstand it. Well, you might consult Nansen on that, if you reach him in the south."

Their work here is done. We could convince them to join us so we could show them our city.

**After Arrival:** The abandoned camp of Nansen's scientists.

You are then presented with 3 options:

-Escort the scientists to our city

-Direct the scientists to our city

-Let the scientists go their way
Burn the Past (Arc)

**Burn the Past** is a series of events that triggers after the combined passage of Propaganda Centre (Law) and New Order (Law). This event may affect your research rate temporarily.

## Out with the old

   This event will trigger shortly after you have both laws passed.

You'll have two options:

* Very well, they need to forget the past: Discontent will fall.
* He who forgets the past is bound to repeat it: Guards will stop people. Discontent will rise.

## A holdover

   If you chose "Very well, they need to forget the past" during "Out with the old," this event will trigger next.

"Did I do something illegal?" the man asks. His frightened expression betrays that he knows the answer very well. "Those are just my old letters, photos, kids books, maybe a schoolbook or two..."

You'll have three options:

* Burn them and punish this man: This man will be hurt. Discontent will fall.
* Let him keep his personal papers: Discontent will rise slightly.
* Leave this man and his books alone: Discontent will rise.

## Arson

   If you chose "Leave this man and his books alone" during "A holdover," this event will trigger next.

You'll have two options:

* Find and punish the arsonist: People may get hurt. Discontent will rise.
* Well, he was playing with fire.

## Mob in the library

    Alternatively, if you chose "He who forgets the past is bound to repeat it" during "Out with the old," this event will trigger.

"Interfering?! That's putting it lightly!" huffs a grey-haired engineer. "It was an angry mob! They stormed our library to take away our manuals and burn them! Before the guards arrived, half the books had been tossed on the floor. It'll take days to find out what's missing!"

You'll have the following options:

* Order the guards to help: Research efficiency will fall by 25% for 24 hours.
* Praise the zeal of our people: Research efficiency will fall by 50% for 24 hours. Discontent will fall.
Duelling Law (Adaptation Law)

**Discontent** | falls

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

## Description

Disagreements between people who face deadly threats every day can be resolved in a duel.

Cooldown: 45h

### Path

Book: Adaptation

* Previous: Fighting Arena (Adaptation Law)

### Characteristics

GOOD

* being able to duel reduces discontent
* each spontaneous duel will slightly reduce discontent

NOTICE

* sometimes people will be killed in a duel

## Events

This law has the following events associated with it.

### First Casualty

When a citizen dies due to a duel, this event will trigger. It's purely informative.

You have only one option:

* I see
Automatic Prototyping (Technology)

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

  **Steel** | 100

**Automatic Prototyping** is one of the Technologies in Frostpunk. It is necessary to unlock the final tier of technologies.

## Summary

The Difference Engine technology is the final 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. There are no technologies directly following Automatic Prototyping. The prerequisite to researching Automatic Prototyping is Difference Engine, having any workshops with working engineers, and 150 Wood and 100 Steel.

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

### Unlocked Technologies

The regular technologies unlocked by Automatic Prototyping 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

[6]: exclusive to On The Edge
Fighting Arena

**Fighting Arena** is one of the Buildings in Frostpunk.

## Acquisition

**Fighting Arena** is available after signing Fighting Arena (Law), then it can be built from People tab.

## Description

Passive Effects: People living near a Fighting Arena can find distraction in bloody spectacles.

## Notes

* Although fights will happen every night, no one will end up injured and therefore will not require medical attention.
Coal Pile

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

## Description

Coal Piles are non-constructible locations that contain Coal. Coal can be extracted from Coal Piles by assigning citizens to them directly or by constructing and manning Gathering Posts in their vicinity.

Additionally, Coal Thumpers can create and replenish Coal in Coal Piles. While Coal Piles start out with 500 Coal when the scenario starts, they can have a maximum of 1,500 Coal when replenished by a Coal Thumper.

## Notes

Most scenarios start with 4-5 Coal Piles. The only scenario that does not start with natural Coal Piles is The Fall of Winterhome, however this scenario has two prebuilt Coal Thumpers to supply your city.
Food Rations

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

**Food Rations** is one of the Resources in Frostpunk.

## Description

A Cookhouse, with no upgrades or laws enacted, can produce 2 Food Rations from 1 piece of Raw Food.

* People will consume 1 Food Ration per day (Children, Engineers, and Workers).
* People will resort to eating raw food at the same 1 raw food to 1 person ratio, so it is less efficient than a Cookhouse since 1 raw food can produce 2 food rations at the Cookhouse.

## Notes

* Can be obtained by turning Raw Food into Food Rations through a Cookhouse.
* Can be obtained on Scouting Missions.
* Starving people eat 2 rations per day.
* Different laws available can change the raw food to food ration formula, such as the Soup Law, or change consumption of rations, such as double rations for the ill law.
Company Funerals (Administration Law)

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

 **Motivation** | rises

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

## Description

Our dead will be sent to England in steel coffins and buried at company's expense.

### Characteristics

GOOD

* sending bodies to London will increase motivation more

NOTICE

* preparing bodies for transport will cost Steel instead of Wood
Drafting Machines (Technology)

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

  **Steel** | 25

**Drafting Machines** is one of the Technologies in Frostpunk. It is necessary to unlock the third tier of technologies.

## Summary

The Drafting Machines technology is the second 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 Drafting Machines is Mechanical Calculators. The prerequisite to researching Drafting Machines is Drawing Boards, having any workshops with working engineers, and 75 Wood and 25 Steel.

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

### Unlocked Technologies

The regular technologies unlocked by Drafting Machines 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
Christmas Tree

**Steel** | 19

**Christmas Tree** is one of the Buildings in Frostpunk. It is only available during the holidays after completing A Christmas Carol (Arc).

## Acquisition

The Christmas Tree is only obtainable during the holidays by completing all three quest objectives in the A Christmas Carol arc - keep the requisite level of hope, give toys, and give food. This will trigger A very merry Christmas at the conclusion of the arc, which will provide the building.

## Description

The Christmas Tree is functionally equivalent to a Large Square.

## Notes

This building is currently only available during the holidays.
Faith Keepers

**Steel** | 30

**Faith Keepers** is one of the Buildings in Frostpunk.

## Acquisition

**Faith Keepers** is available after signing Faith Keepers (Law), then it can be built from Faith tab.

## Description

Faith Keepers are the security arm of the Faith tree, and are roughly equivalent to Guard Stations in their ability to counteract the negative effects of many decisions you make. There can only be one such building in the city.

## Abilities

* Captain's Words
* Nighttime Procession
* Public Penance

## Notes

After building Faith Keepers, the option to use faith keepers to solve some random events will become available, which would usually lead to a better outcome than other options. These options are only available when the Faith Keepers are currently staffed.
Abandoned Camp

"Abandoned Camp" is one of the starting scouting locations in "Refugees".
There your scouts will discover remains of a camp belonging to the construction team of generator made for whealty nobles. Your scouts dismantle the camp and find remains of a diary from one of the builders. In it he writes how they just finished with the generator gor nobles and how they are going to hurry back to mainland to bring their families here
Emergency Shift (Adaptation Law)

**Hope** | -

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

## Description

Sometimes we have to concentrate on the task at hand at the cost of everything else, or die.

Cooldown: 18h

### Path

Book: Adaptation

* Next: Extended Shift (Law)

### Characteristics

GOOD

* NEW ABILITY: Emergency Shift (Ability) you can force workers in any facility to work for the next 24 hours

NOTICE

* using Emergency Shift (Ability) will raise discontent
* discontent will rise slightly

## Events

Emergency Shift has the following events associated with it:

### Working day and night

After using multiple emergency shifts, this event will trigger.

There are three options:

* Good idea: You will have to stop using the Emergency Shift for three days.
* Force them to work: Only available with active Guard Stations or Faith Keepers.
* I won't address this right now: Discontent will rise slightly.

Note that even though this event shares the same series name as Emergency Shift (Event Series), it does not appear to trigger with the series.

## Mechanics

Triggering emergency shift will always greatly increase discontent.

On the second usage of the ability, the game will trigger a death and the Emergency Shift (Event Series) on a non-resource pile workplace, if one currently has Emergency Shift triggered. If one is not available, subsequent uses of Emergency Shift will trigger the event under the same conditions. The conclusion of this series is either that Food Rations will be used on Emergency Shifts or people employed at workspaces with Emergency Shifts will have a chance to die.

Aside from the scripted death, you can always trigger emergency shift on any coal pile, steel wreckage, wood crates, wooden ruins, or steel ruins without triggering any deaths.

## Notes

Allows the player to increase the work time in certain buildings or resource piles from a standard 10 hour day (08:00 to 18:00) to a full 24 hour shift from when the toggle button is clicked. Must be individually turned on, toggle is located when you click on the building or resource pile near the center of the dialog box. You will see a clock with a yellow arrow pointing up, this is the toggle button to turn it on.

The Emergency shift button will not appear if "Emergency Shift" law was not enacted.
Comfortable Quarters (Administration Law)

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

 **Motivation** | rises slightly

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

## Description

Living quarters now accommodate fewer people in more comfort, lowering discontent.

### Characteristics

GOOD

* motivation will rise slightly
* discontent will fall permanently

NOTICE

* housing buildings will accommodate only 8 people
Abolition of Privileges (Arc)

**Abolition of Privileges** is a series of events that follows through the suspicious fire that devastated the construction site.

## Suspicious fire

This arc begins when a fire started.

You will have the following options:

* Safety: Construction will stop for 4 hours. Discontent will rise slightly.
* Speed:

## Saboteur!

You will have the following options:

* Let him go, we have no proof: Discontent will rise greatly.
* Punish the engineer: The engineer will be hurt. Motivation will rise slightly.
Faith Keepers (Purpose Law)

**Discontent** | rises

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

## Description

The Faith Keepers, our most devoted believers, will ensure that the righteous are able to work and pray in peace and security.

Cooldown: 36h

### Path

Book: Purpose - Faith path

* Previous: Evening Prayers (Law)
* Next: Public Penance (Law)

### Characteristics

GOOD

* NEW BUILDING: Faith Keepers
* you can ask Faith Keepers to break up protests
* NEW ABILITIES: Nighttime Procession - reduces discontent (Faith Keepers)

NOTICE

* you will have to build the seat of the Faith Keepers
* discontent will rise
Class Segregation (Labour Law)

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

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

## Description

Engineers will be lodged separately from Workers.

### Characteristics

GOOD

* Engineers living in Engineers' Lodgings have higher motivation
* Engineers living in Engineers' Lodgings have 50% higher motivation
* NEW BUILDING: Engineers' Lodgings

NOTICE

* you will have to build Engineers' Lodgings for all Engineers
Alternative Food Source (Administration Law)

**Motivation** | 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.
Extended Shift (Labour Law)

**Discontent** | rises slightly

**Extended Shift** is one of the laws from the Book of Laws in Frostpunk's The Last Autumn scenario.

## Description

The work shift will be extended to 14 hours in Generator Construction Site.

Cooldown: 18h

### Characteristics

GOOD

\* NEW SHIFT LENGTH: you can extend the workday in any facility to 14 hours

NOTICE

\* working overtime causes discontent

\* discontent will rise slightly

## Notes

Allows the player to increase the work time in certain buildings or resource piles from a standard 10 hour day (08:00 to 18:00) to a 14-hour day (06:00 to 20:00). Must be individually turned on; toggle is located when you click on the building or resource pile just under the On/Off Switch on the right side.
Evening Service (Administration Law)

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

Evening services can be held to increase motivation and lower discontent.

* NEW ABILITY: Evening Service (Chapel)
* each use increases motivation

## Events

There are events associated with this law

### Demon drink

This event triggers after a combined passage of Public House and Evening Service.

You will have the following options:

* Side with the teetotallers: Public House will have 30% less effect.
* Have at 'em lads!: People might get hurt. Discontent will rise.
* Wait them out: Public House will reopen in 24 hours.
Monde de départ

Votre **Homeworld** est votre monde de départ, votre mode natal. Dans la bêta actuelle, chaque joueur possède son propre monde de départ.

Dans la version finale, les joueurs pourront jouer en solo sur leur monde de départ ou sur un autre monde avec d'autres dieux. Les adeptes des nouveaux dieux devront commencer très loin les uns des autres pour que les joueurs ne se rencontrent pas avant d'avoir atteint un certain niveau de développement.

# La terre promise

Au début du jeu, le joueur apparaîtra directement dans son **monde de départ** et devra sauver de la noyade ses premiers adeptes. Le joueur devra ensuite guider ses adeptes jusqu'à la **terre promise** qui est le point de départ pour chaque dieu sur son **monde natal**. Les premiers adeptes s'installeront à cet endroit.

Dans la version mobile et la version PC, un tutoriel vous guide vers la **terre promise**, c'est l'endroit où vous commencez la création et le développement de votre civilisation.

Les développeurs du jeu ont déclaré que le **monde natal** a été crée pour vous permettre de trouver les meilleures idées et moyens d'étendre votre influence et le nombre de vos adeptes.

# Progression

Plus le joueur passera de temps dans son monde natal, plus celui-ci sera intéressant. Depuis la version 2.1, il est possible de combiner des maisons dans les colonies, et de nouvelles maisons pourront être reconstruites à la place de celles qui ont été combinées. Cela permet de libérer de la place des construirechamps de blé, des mines ou des cadeaux divins comme les fontaines ou les arbres de joie.

La découverte de nouvelles terres dans le monde natal se fait grâce aux phares. Cela permet notamment de découvrir de nouvelles installations comme la fosse aux sacrifices ou au voyage de découverte.

## Bugs

La version 2.1 contient un bug . Ceci rendant toute sauvegarde impossible ou difficile. Ce bug se manifeste lors du retour d'un voyage ou du chargement du jeu. Cela pourrait être dû à une erreur lors du chargement de l'ancien terrain et son effacement produisant une remise à zéro du terrain sauvegardé.
Godus Wiki/Section 2

Gameplay

* Monde de départ
* Influence
* Adeptes
* Maisons
* Croyance
* Ressources
* Pouvoir divin

* La terre promise
* Astari
* Âge
* Historique
* Gemme
* Terre abîmée
* Recommencer à nouveau

Cartes

* Carte de progression

* Autocollants

Repères

* Voyage de découverte
* Astariville

* Coffre
* Fosse aux sacrifices

Pouvoirs divins

God Powers
* Sculptage du terrain
* Bois sacré
* Doigt de Dieu
* Marécage
* Pluie de pureté
* Embellissement
* Chute de météore

Colonies
* Colonie
* Village

Cadeau
* Fontaine
* Arbre de la joie
* Drapeau
* Banc de poisson

Sanctuaire
* Sanctuaire de capacité
* Sanctuaire de célérité
* Sanctuaire d'endurance
Execution Platform

The **Execution Platform** is one of the Buildings in Frostpunk.

## Acquisition

The Execution Platform is built automatically after passing New Faith (Law) or New Order (Law).

## Description

The Execution Platform is built around the Generator. Regardless of if you go Faith or Order, the Execution Platform will allow you to execute random citizens to drop discontent greatly. The execution platform uses hot steam siphoned from the generator to execute the citizen.

The platform's information panel keeps a list of all citizens executed as well as their crimes. For Faith, these crimes are religiously related, such as "heresy," "atheism," or "disseminating heretical ideas." For Order, these are related to authoritarianism, such as "mutiny," "treason," or "sowing discontent."

## Notes

* The execution platform has different text based on which law you pass. If you pass New Order (Law), it will read "A place for carrying out executions of those deemed public enemies." If you pass New Faith (Law), it will read "A place for carrying out executions of those deemed enemies of the Faith."
* If you cancel the construction of the Execution Platform as it is being built after passing the requisite law, you will not be able to rebuild it.
Torche tiki

La Torche Tiki est un cadeau divin qui rend vos adepte heureux. Après avoir été placé ces torche peuvent être éteinte ou allumé à volonté.

## Acquisition et de déverrouillage

Depuis la version 2.2.1, le cadeau divin "Torche Tiki" est déverrouillé dès que les gemmes sont introduites.

## Texte de la carte

Cliquez pour placer une Torche Tiki exotique dans votre monde et illuminé les jours et les nuits. Toucher votre torche pour l'allumer et l'éteindre.

## Details

* Coût: 5
* Hausse du bonheur: +16%
Archer

**Archer** is a Post-Human Coalition light rocket frigate in *Ashes of the Singularity*.

## Background

The Archer is a ranged unit that fires less frequently, but is good to use against bigger units. It fires arcing rockets that
have a large range, but units that are able to get inside of that arc will cause a big problem for an Archer. Despite its
range, the Archer cannot shoot up onto plateaus.

## Gameplay

The Archer is a frigate primarily good against cruisers and building as well as dealing damage in general. These rocket still make short work of enemy frigates but it is quite fragile and will often fall easy to fire. Mix with brutes and other tough units for screening.

 Effectiveness

*This section requires expansion. You can help Ashes of the Singularity Wiki by expanding it.*
Coffre

Les coffres peuvent être trouvés n'importe où sur la carte, ils donnent un autocollant lorsque vous les ouvrez. La plupart des coffres sont partiellement ou totalement enterrés et vous devez sculpter pour pouvoir les atteindre. Un coffre ne peut pas être ouvert si le sommet est recouvert, vous devez les déterrer entièrement pour pouvoir les ouvrir. Les coffres disparaissent après leur ouverture.
Il y a 4 types de coffres mais ce sont tous les mêmes, la différence est juste visuelle.

# Comment les trouver

Les coffres émettent des confettis colorés qui révèlent leur présence. Ceci peut être vu, peu importe la profondeur où le coffre est enterré, de plus il émettent un son lorsque l'on sculpte juste à coté d'eux, il n'est donc pas nécessaire de creuser partout à l'aveuglette pour les trouver. Notez, cependant, que cet indicateur peut ne pas être vu à travers les arbres et les rochers.

Seul un nombre précis de coffres peut se trouver en même temps dans le monde de départ. Une fois qu'un coffre est ouvert, il disparaît et un autre va apparaître dans un autre endroit du monde lors du prochaine orage.

L'une des meilleures façons pour trouver les coffres est de regarder pendant un orage les endroits où la terre est frappée par la foudre. Les coffres apparaissent là où la foudre tombe.

# Coffre en dehors de la zone d'influence

Les coffres peuvent apparaître en dehors de votre zone d'influence, dans les parties grisées du monde natal, ceux-ci sont impossibles à obtenir. Ces coffres seront accessibles une fois que vous aurez construit les phares permettant d'atteindre les zones grisées.
Godus Wiki/Section 1

Bienvenue sur le wiki officiel français de *Godus*

La source la plus importante source d'informations sur Godus avec 788 pages (47 articles) écrites par 32 305 972 utilisateurs.

Qu'est ce que *Godus*?

Dans ce jeu financé sur Kickstarter, fondé par Peter Molyneux et par l'équipe qui a développé Curiosity - What's Inside the Cube?, vous jouez le rôle d'un Dieu qui protège ses adeptes et les faits progresser à travers les âges. Utilisez vos pouvoirs divin pour façonner la terre afin de créer le monde parfait pour votre civilisation tout en affrontant d'autres dieux en mode solo ou multijoueur dans des combats impliquant des centaines d'adeptes. Augmenter votre population pour gagner plus de croyance et ainsi augmenter vos pouvoirs divin et votre influence à travers le monde.

Le jeu est actuellement une bêta et est disponible en Steam Early Access pour 20 €. On estime qu'il est terminé à 51%.
Godus Wiki

Bienvenue sur le wiki officiel français de *Godus*

La source la plus importante source d'informations sur Godus avec 788 pages (47 articles) écrites par 32 305 972 utilisateurs.

Qu'est ce que *Godus*?

Dans ce jeu financé sur Kickstarter, fondé par Peter Molyneux et par l'équipe qui a développé Curiosity - What's Inside the Cube?, vous jouez le rôle d'un Dieu qui protège ses adeptes et les faits progresser à travers les âges. Utilisez vos pouvoirs divin pour façonner la terre afin de créer le monde parfait pour votre civilisation tout en affrontant d'autres dieux en mode solo ou multijoueur dans des combats impliquant des centaines d'adeptes. Augmenter votre population pour gagner plus de croyance et ainsi augmenter vos pouvoirs divin et votre influence à travers le monde.

Le jeu est actuellement une bêta et est disponible en Steam Early Access pour 20 €. On estime qu'il est terminé à 51%.

Gameplay

* Monde de départ
* Influence
* Adeptes
* Maisons
* Croyance
* Ressources
* Pouvoir divin

* La terre promise
* Astari
* Âge
* Historique
* Gemme
* Terre abîmée
* Recommencer à nouveau

Cartes

* Carte de progression

* Autocollants

Repères

* Voyage de découverte
* Astariville

* Coffre
* Fosse aux sacrifices

Pouvoirs divins

God Powers
* Sculptage du terrain
* Bois sacré
* Doigt de Dieu
* Marécage
* Pluie de pureté
* Embellissement
* Chute de météore

Colonies
* Colonie
* Village

Cadeau
* Fontaine
* Arbre de la joie
* Drapeau
* Banc de poisson

Sanctuaire
* Sanctuaire de capacité
* Sanctuaire de célérité
* Sanctuaire d'endurance

Le wiki français de Godus

**A propos**
* Le jeu
	+ FAQ
	+ Historique des versions
* Les développeurs
* Le wiki

**Aide**
* Aide général

**Nous rejoindre**
* S'enregistrer
* Communauté / Comment aider

Développement

* Objectifs atteint pendant le financement

* Le financement collectif

Annonce de 22cans sur Godus

*Godus*

* Godus sur Kickstarter

* Le site officiel de 22cans

Videos

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