Frostpunk 2 Wiki and Guides
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Council

From Frostpunk 2 Wiki and Guides
(Redirected from Book of Laws)
Council Icon.png

Frostpunk 2 Laws affect the city in a wide variety of ways, from resource production efficiency and population growth, to reducing problems and increasing trust. Laws often begin as researched Idea Tree Icon.pngIdea Tree concepts, and then laws can be proposed, negotiated, and voted upon. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the Factions.pngFactions balance some laws might be harder to push than others.

Mechanics[edit | edit source]

Building[edit | edit source]

The council itself is a building. It must be placed in the Central District (somewhere near the generator) for a nominal amount of Heatstamps.pngHeatstamps and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.

Laws[edit | edit source]

Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the Zeitgeist.pngZeitgeist such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.

Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.

Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the Community or Faction that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the Zeitgeist if successfully adopted.

After a law is passed, there may be additional events to amend the law or change its effects.

Voting[edit | edit source]

Council vote.jpg

The council is made up of 100 council members, with each faction and community having representatives proportional to the number of members that faction or community has. To pass a proposed law, at least 51 votes must be achieved.

Each of the 100 members will either be For, Against, or Hesitant. For and Against voters will always vote as they say they do, and Hesitant voters will randomly choose whether to vote for or against the proposal.

Each faction or community will have a certain view towards each proposed law, depending on how it aligns with their ideology. Proposals that align with the ideology of a voting member will always vote in favor of the law, while proposals that align with the opposing ideology of the voting member will always vote against the law. Communities will often be hesitant, and will have split votes if a vote is made without negotiations.

Proposals can be done every 10 weeks between which council will be in recess and unavailable. While the council is in recess, laws can be explored by a button at the bottom left. The Emergency Session district action will immediately bring the council together for a vote while the council is in recess, at the cost of decreasing trust.

Negotiating[edit | edit source]

As the Steward, you can negotiate with the different factions and communities to persuade how they vote. By clicking Negotiate, you can see which factions and communities are open to negotiations. Factions cannot be negotiated with when their favored or disfavored laws are being proposed, and they will always vote in favor of their own ideologies and against their opposing ones.

To negotiate, you have to choose Your Terms and Their Terms. Your terms are either to vote for or against the proposal being voted on. Their terms is something you have to promise to the faction in return for their vote. These terms include, but are not limited to:

  • Researching a specific building
  • Researching and passing a specific law
  • Passing a specific law
  • Repealing a specific law
  • Using the Fund Projects action on that group
  • Using the Condemn action on the opposing faction

The game will randomly pick 3 terms the group wants, and you have to choose 1 of those 3 to promise. If you fulfill the promise, your relations with that group will increase, and trust will rise. If you fail to fulfill the promise, your relations with that group will decrease, and trust will fall.

You can only have 3 active promises at a time, so if you have 3 promises active you will not be able make any new negotiations.

Guided Voting[edit | edit source]

If you have passed the Guided Voting law, you can guide the delegates to vote in favor or against any proposal without negotiations at the cost of decreased trust. This will result in a large portion of the council members following your guide and voting as you wish them to. You may still need to negotiate to get over the passing threshold.

Rule Laws[edit | edit source]

In order to pass any of the laws in the Rule category, the threshold for passing increases to 67 members needed. Rule laws also are impacted by the amount of Tension in the city, with higher Tension making it easier to pass Rule laws.

Survival Laws[edit | edit source]

The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing Various Resources Icon.pngResources such as Oil.pngOil, Coal.pngCoal, Materials.pngMaterials, and Food.pngFood. The two opposing ideologies in this section are Adaptation.pngAdaptation and Progress.pngProgress.

Resources[edit | edit source]

Food Additives[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)

There are no established standards for which additives can be put in food in times of need.

  • [If ignored for several weeks] ... Some are beginning to use unsafe additives that lead to disease.
  • [If ignored for several more weeks] ... Many routinely use unsafe additives that lead to disease.

Effects:

  • None
  • [Unlock 1] +8 Disease.pngDisease
    • [Unlock 2] Modifier changed to +12
Foraged Additives

Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.

Effects:

Chemical Additives

The City will approve chemical additives with tested and tolerable risk levels.

Effects:

Goods[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)

There are no defined standards for how goods are produced.

Effects:

  • None
Durable Goods

In order to make best use of scarce resources, we will focus on producing sturdy and easily-repairable goods.

  • [Unknown Unlock Condition] [No change to text]

Effects:

  • +7 points in Adaptation.pngAdaptation
  • -0.002 Goods.pngGoods/Day Demand per capita (default is 0.01)
  • [Unknown Unlock] Modifier changed to -0.0035
Mass-Produced Goods

In order to overcome scarcity, we will organize our production lines to increase goods production.

  • [Unknown Unlock Condition] [No change to text]

Effects:

  • +7 points in Progress.pngProgress
  • +25% Production Efficiency in all Goods.pngGoods-producing Districts Icon.pngDistricts and Building Icon.pngBuildings
  • [Unknown Unlock] Non-Workable Absences reduced by 5%
  • [Unknown Unlock] Materials.pngMaterials/Day Demand increased by 10 in all Production Districts

Waste Heat Conversion[edit | edit source]

Laws for this issue are unlocked by research.

No Waste Heat Management (Default)

Although our extraction industry generates considerable amounts of excess heat, no efforts are being made to reuse it.

Effects:

  • None
Heat Recycling

We will redirect excess heat from our extraction industry to neighbouring districts and infrastructure to increase their temperatures.

  • [Optional Modifier] ... Filters will ensure that the process is sanitary.

Effects:

Heat Overclocking

The excess heat produced by our extraction industry will be reinjected into neighbouring districts' machines, allowing them to operate at a higher capacity.

Effects:

Frostland[edit | edit source]

Scout Training[edit | edit source]

Laws for this issue are unlocked by research.

Standard Scouts (Default)

Scouts will be trained as they have been for decades.

Effects:

  • None
Pathfinder Scouts

We will select the fittest candidates and train them in elite survival skills, so they can remain adaptable.

Effects:

  • +11 points in Adaptation.pngAdaptation
  • -1 Territory Threat Level
Mechanised Scouts

We will train scouts to use advanced technology and techniques in order to optimise exploration.

Effects:

  • +11 points in Progress.pngProgress
  • +20% Exploration Speed

Outpost Operation[edit | edit source]

Laws for this issue are unlocked by research.

Standard Outposts (Default)

We do not mandate any specific qualifications to operate outposts.

Effects:

  • None
Frontier Footholds

Spearheads of our expansion to the frostland, our outposts will be operated by hardened pioneers capable of handling themselves.

Effects:

  • +11 points in Adaptation.pngAdaptation
  • -50% Outpost/Settlement Resources Demand
  • Outpost/Settlement Frostland Teams.pngFrostland Teams upkeep cost reduced by 5
Extraction Strongholds

Bastions of technology in a hostile environment, our outposts will be operated by highly trained crews capable of operating advanced machines.

Effects:

  • +11 points in Progress.pngProgress
  • +25% Outpost Efficiency

Efficiency[edit | edit source]

Worker Shifts[edit | edit source]

Laws for this issue unlocked by research.

Unregulated Worker Shifts (Default)

Workplaces determine their own working hours depending on their specific needs.

Effects:

  • None
Machine-Adjusted Shifts

To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.

Effects:

To protect worker health, workplaces must adapt working hours to the weather conditions.

Effects:

  • +12 points in Adaptation.pngAdaptation
  • Workers in Cold Districts fall ill 25% less frequently
  • -10% Production Efficiency in all Resource-producing Districts Icon.pngDistricts and Building Icon.pngBuildings

New Work Model[edit | edit source]

Laws for this issue unlocked by research. Radical Idea.

Standard Work Model (Default)

The basic work model of the last decades remains unchanged.

Effects:

  • None
Apex Workers

This harsh world has no place for weakness. We will solely rely on the fittest and strongest workers and push them to achieve their maximum potential.

Consequences:

  • The Trials: Workplaces are running prospective recruits through various trials to decide whether they are worthy 'Apex Workers' who will be able to keep up with the rest.
    • [Choice 1: Allow these recruitment methods] If this is what it takes to root out weakness from the workplace, so be it. ('Apex Workers' may cause casualties but workers in 'Cold' Temperature Levels fall ill even less frequently)
    • [Choice 2: Outlaw them] Workplaces must push workers to achieve their potential, not weed them out. (Decreases Trust for Communities and Factions aligned with Adaptation.pngAdaptation)

Effects:

  • +20 points in Adaptation.pngAdaptation
  • +30% Production Efficiency in all Districts Icon.pngDistricts and Building Icon.pngBuildings
    • [Choice 1] Modifier changed to +35%
  • Workers in Cold Districts fall ill 40% less frequently
    • [Choice 1] Modifier changed to 60%
  • [Choice 1] 1% of the City's Population Icon.pngPopulation (up to a maximum of 1,000) will die every 90-100 Weeks.
  • [Choice 2] -8% Trust for Communities and Factions aligned with Adaptation.pngAdaptation for 100 Weeks
Machine Attendants

Machines will take over the burden of work from humans. Workplaces will be optimised for machines with workers relegated to maintenance roles.

Consequences:

  • Collateral Damage: A worker died in a gruesome accident involving a shredding press.
    • [Choice 1: Introduce emergency shutdowns] To save human lives, cut-off switches will have to be installed in all workplaces. ('Machine Attendants' is less effective at decreasing Workforce Requirement)
    • [Choice 2: Stay firm] Machines are blameless. We won't halt production to compensate for workers' carelessness. ('Machine Attendants' may cause casualties)

Effects:

Economy Laws[edit | edit source]

The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as Shelter.pngShelter, Heatstamps.pngHeatstamps, work and labor, and Population Icon.pngPopulation. The two opposing ideologies in this section are Equality.pngEquality and Merit.pngMerit.

Welfare[edit | edit source]

Basic Necessities[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)

Basic necessities, such as food rations and basic clothing, are customarily provided without compensation, but practices can differ from place to place.

  • [If ignored for several weeks] ... This is becoming a source of social divide.
  • [If ignored for several more weeks] ... This is a source of abuse and corruption.

Effects:

  • None
  • [Unlock 1] +6 Tension.pngTension
    • [Unlock 2] Modifier changed to +9
Free Essentials

Based on availability, the City will ensure that all citizens are provided with what they need to survive for free, including basic rations and clothing.

Consequences:

  • Life Support: An increasing number of people are choosing to not work and live off free essentials.
    • [Choice 1: Demand work in exchange for free essentials] Provided there is work to be had, nobody should stay idle. ('Free Essentials' is less effective at increasing Trust but layabouts will return to work)
    • [Choice 2: Keep providing essentials without compensation] Any condition would be the open door to inequity. ('Free Essentials' is more effective at increasing Trust but lowers our Workforce.pngWorkforce)

Effects:

  • +9 points in Equality.pngEquality
  • -5% Workforce.pngWorkforce due to Layabouts
    • [Option 1] Modifier removed
  • +12% Trust
    • [Option 1] Modifier changed to +7.5%
    • [Option 2] Modifier changed to +22.5%
Paid Essentials

To foster responsibility and reward work, citizens will be charged a small fee in exchange for essentials such as basic rations and clothing.

  • [Optional Modifier 1] ... If there is no work to be had, we will allocate an allowance to those in need.

Consequences:

  • Cut-Throat Economy: Some unemployed families are unable to afford basic necessities.
    • [Choice 1: Allocate an allowance to those in need] Up to them to use it responsibly. ('Paid Essentials' provides less Heatstamps.pngHeatstamps income)
    • [Choice 2: Let them fend for themselves] Handouts make people helpless. ('Paid Essentials' remains unchanged)

Effects: Effects:

  • +9 points in Merit.pngMerit
  • +0.0002 Heatstamps.pngHeatstamps/Week per capita (default is +0.001)
    • [Choice 1] Modifier changed to +0.000075
  • +10% Production Efficiency in all Resource-producing Districts and Buildings

Contagion Prevention[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)

We have no agreed-upon way to handle contagious people.

  • [If ignored for several weeks] ... This is becoming a source of social divide.
  • [If ignored for several more weeks] ... This is causing people to turn against each other.

Effects:

  • None
  • [Unlock 1] +6 Tension.pngTension
    • [Unlock 2] Modifier changed to +9
Supported Quarantine

Contagious people will be placed in quarantine and cared for by the City in dedicated accommodation.

Consequences:

  • Isolated Children: Forced separation from loved ones is difficult for all when they have to go into quarantine. It's especially hard for parents whose children are quarantined alone. (Triggers when Disease.pngDisease is above Minor)
    • [Choice 1: Allow healthy parents into quarantine] Families reunited; sick absences rise. ('Supported Quarantine' increases absences due to Disease.pngDisease)
    • [Choice 2: Ban healthy parents from quarantine] Quarantine is for the sick. There can be no exceptions. ('Supported Quarantine' remains unchanged)

Effects:

  • +10 points in Equality.pngEquality
  • -20 Disease.pngDisease
  • Shelter.pngShelter demand per capita increased by 0.002 (default is 0.015)
  • [Choice 1] +2.5 percentage points of Sick Absentees from Disease.pngDisease
Infectious Badge

Contagious people will be required to wear a specific badge that allows others to limit their interactions with them if they deem it appropriate.

Effects:

No Contagion Prevention

It is the responsibility of the individual to take care not to infect themselves or others.

(Becomes available after several weeks with Supported Quarantine enacted and no Disease)

Effects:

Surplus Heat[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)

Surplus heat is used at each district's discretion, yielding no clear benefit.

Effects:

  • None
Heat Auctions

Heat is a luxury and, as such, surplus heat will be auctioned off to the highest bidders to fill the City's coffers.

Effects:

Heated Commons

Surplus heat should benefit the entire population of a district and will therefore be used exclusively to warm common areas.

Effects:

  • +9 points in Equality.pngEquality
  • 20% Fewer unhoused citizens die from Cold
  • +5% Trust

Housing Distribution[edit | edit source]

Laws for this issue are unlocked by research.

Housing Queues (Default)

Housing is distributed on a 'first come, first served' basis without any other considerations.

Effects:

  • None
Mandatory Crowding

Everyone is allocated the minimum living space required to meet their needs. People with more space are required to take in strangers.

  • [Optional Modifier 1] ...selected based on their compatibility.
  • [Optional Modifier 2] [No change to text]

Consequences:

  • Wrong Crowd: The mandatory Crowding programme is creating problematic living situations.
    • [Choice 1: Introduce housemate compatibility vetting] To reduce abuse potential, we will match the tenants and homeowners. ('Mandatory Crowding' is less effective at decreasing Shelter.pngShelter Demand)
    • [Choice 2: Keep the law as is] If we are to achieve housing justice, all must learn to live together. ('Supported Quarantine' further increases Tension.pngTension)

Effects:

  • +15 points in Equality.pngEquality
  • +20% Shelter.pngShelter provided by all Housing Districts and Buildings (calculation excludes District bonuses like Sheltered Crevasse; does not affect the Central District)
    • [Choice 1] Modifier changed to +15%
  • +3 Tension.pngTension
    • [Choice 2] Modifier changed to +6
  • [Choice 1] -8% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks
  • [Choice 2] +6% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks
Merit-Based Housing

Housing is awarded based on how much one contributes to the City's coffers. People who cannot afford to contribute remain unhoused.

Consequences:

  • The Haves and Have-Nots: Homelessness has become a growing concern. (Triggers if more than 14% of the population is homeless)
    • [Choice 1: Amend the law to limit abuse] To drive prices down, we will limit how much space a single household can rent. ('Merit-Based Housing' further decreases Shelter.pngShelter Demand but generates less Heatstamps.pngHeatstamps)
    • [Choice 2: Keep the law as is] If people can't pull their own weight, it's their problem to solve, not ours. ('Merit-Based Housing' remains unchanged)

Effects:

  • +15 points in Merit.pngMerit
  • +10% Shelter.pngShelter provided by all Housing Districts and Buildings (calculation excludes District bonuses like Sheltered Crevasse; does not affect the Central District)
    • [Choice 1] Modifier changed to +15%
  • +0.0002 Heatstamps.pngHeatstamps/Week per capita (default is +0.001)
    • [Choice 1] Modifier changed to +0.000075

Alcohol[edit | edit source]

Laws for this issue are unlocked by research.

Alcohol Rations (Default)

Alcohol is distributed in small doses together with food rations.

Effects:

  • None
City-Run Alcohol Shops

People wanting to supplement their alcohol rations will be able to buy more from the City. This will generate extra income that will benefit all.

Consequences:

  • Loaded Sales Pitch: The head of our Alcohol Monopoly Office has a proposal for you.
    • [Choice 1: Expand alcohol shops] No one is forcing anyone to drink and our City could use the funds. ('City-Run Alcohol Shops' is more effective at increasing Heatstamps.pngHeatstamps income)
    • [Choice 2: Refuse] Alcohol sales are a necessary evil and should not be promoted. ('City-Run Alcohol Shops' remains unchanged)

Effects:

  • +13 points in Equality.pngEquality
  • +0.0002 Heatstamps.pngHeatstamps/Week per capita (default is +0.001)
    • [Choice 1] Modifier changed to +0.0004
  • [Choice 2] -7.5% Trust for 50 Weeks
Privatised Alcohol Production

The City will no longer be involved in the supply of alcohol, leaving it to private manufacturers. This will increase its availability.

  • [Unknown Unlock Condition] [No change to text]

Effects:

Alcohol Banned

Producing or selling alcohol is prohibited and will be punished.

(Becomes available after several weeks with City-Run Alcohol Shops or Privatised Alcohol Production enacted)

Effects:

Citizenship[edit | edit source]

Outsiders[edit | edit source]

Laws for this issue are available from the start (except in Story Mode).

No Common Rules (Default)

There are no clear rules about who can settle in the City.

  • [If ignored for several weeks] ... Some newcomers are subject to abuse and are beginning to warn others to avoid the City.
  • [If ignored for several more weeks] ... Tales of human trafficking are resulting in people avoiding the City.

Effects:

  • None
  • [Unlock 1] -4 Population Growth
  • [Unlock 2] +8 Crime.pngCrime
Accept All Outsiders

We will welcome all who wish to join our City and share in its benefits, regardless of their ability to contribute.

Effects:

  • +10 points in Equality.pngEquality
  • +6 Population Growth
Admit No Outsiders

We will refuse entry to all who wish to join our City.

(Only unlocked by event [TODO: What event?]; unavailable when the Beacon of Hope Challenge is active)

Effects:

  • -15 Population Growth
Allow Productive Outsiders

We will only let in outsiders who will contribute to the City's economy and turn away the unproductive.

  • [Optional Modifier 1] We will establish selection criteria to encourage qualified outsiders and their families to come to the City and turn away the unproductive.

Effects:

  • +10 points in Merit.pngMerit
  • +2 Population growth
  • +0.00005 Heatstamps.pngHeatstamps/Week per capita (default is +0.001)
  • Percentage of Active Workers gradually increases by 5 points
    • [Option 1] Modifier changed to 2 points

Community Service[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)

Voluntary and unfocused communal effort does not yield any significant gain for the City.

  • [If ignored for several weeks] ... This is becoming a source of social divide.
  • [If ignored for several more weeks] ... People often fight over who is responsible for shared duties.

Effects:

  • None
  • [Unlock 1] +6 Tension.pngTension
    • [Unlock 2] Modifier changed to +9
Expedition Support

Everyone must aid expeditions by helping them prepare for their journeys.

Effects:

City Development Effort

Everyone must support the production of prefabs to help the expansion of the City.

  • [Optional Modifier 1] ... To maximise efficiency, heavy equipment is made available to all.

Effects:

  • +8 points in Progress.pngProgress
  • +5 Prefabs Icon.pngPrefabs/Week from the Central District (affected by production ratio)
    • [Option 1] Modifier is changed to +7 (and not affected by production ratio)
Heatpipe Watch

Everyone must inspect the heatpipes in their places of residence, spotting and fixing minor heat leakages around the City.

  • [Optional Modifier 1] ... Some may use this as an opportunity to socialise.
  • [Optional Modifier 2] Everyone, including children, must inspect... [TODO: Does this have any effect?]

Effects:

Service Exemptions

Everyone must volunteer their time outside of work as needed unless they purchase an exemption from the City.

Effects:

No Community Service

No one will be required to perform community service, freeing more time for rest and leisure. [TODO: How is this unlocked?]

Effects:

Maintenance Duty[edit | edit source]

Laws for this issue are unlocked by research.

No Maintenance Duty (Default)

No one is required to devote extra time to maintaining our districts' infrastructure and production machinery.

Effects:

  • None
All Do Maintenance

Everyone must share the burden of maintaining the City's machinery and infrastructure.

  • [Optional Modifier 1] ... Additionally, parents can take their children during their duty.

Effects:

  • +13 points in Equality.pngEquality
  • -30% Materials.pngMaterials Demand in Extraction, Industrial, Food, and Logistics Districts
Unproductive Do Maintenance

Workers who do not meet their quotas must stay after their shifts to perform machinery and infrastructure maintenance.

  • [Optional Modifier 1] ... They will be additionally trained by professionals and gain new skills during their duties.

Effects:

  • +13 points in Merit.pngMerit
  • -10% Materials.pngMaterials Demand in Extraction, Industrial, Food, and Logistics Districts
  • +10% Efficiency in all Production Districts and Buildings
    • [Option 1] Modifier changed to +20%
  • [Option 1] -0.00005 Heatstamps.pngHeatstamps/Week per capita (default is +0.001)

Labour[edit | edit source]

Work Compensation[edit | edit source]

Laws for this issue unlocked by research.

Unregulated Compensation (Default)

Work compensation is determined by individual workplaces. The CIty is uninvolved.

Effects:

  • None
Equal Pay

Labour is labour and, thus, all will earn equally. This will eliminate discrepancies between the workers and the elite.

  • [Optional Modifier 1] ... However, an amount of work is required for any pay to be given.

Effects:

  • +12 points in Equality.pngEquality
  • +7.5% Trust
    • [Option 1] Modifier changed to +3.75
  • -0.0001 Heatstamps.pngHeatstamps/Week per capita (default is +0.001)
Efficiency Bonuses

To encourage competition, the City will allocate special bonuses to the people who work the most efficiently.

  • [Optional Modifier 1] ...within a certain range of pay.

Effects:

  • +12 points in Merit.pngMerit
  • +15% Efficiency in all Production Districts and Buildings
    • [Option 1] Modifier changed to +10%

Labour Organisation[edit | edit source]

Laws for this issue unlocked by research.

Unregulated Labour Organisation (Default)

Labour Organisation is determined by individual workplaces. The city is uninvolved.

Effects:

  • None
Mandatory Unions

To ensure their well-being, workers will be required to join unions that will co-manage their workplaces.

Consequence Arc

  • First Demand: Hungry for More (Unions demand more Food)
    • [Choice 1.1: Let workers have more rations] Workers are the lifeblood of the city. We won't stand in their way. ('Mandatory Unions' increases Food.pngFood Demand)
    • [Choice 1.2: Bribe their leaders] Every palm needs a little grease now and then. (-200 Heatstamps.pngHeatstamps)
  • Second Demand: Goods and Chattels (Unions demand more Goods)
    • [Choice 2.1: Let workers have more goods] It's only fair. They're the ones who make the goods, after all. ('Mandatory Unions' increases Goods.pngGoods Demand)
    • [Choice 2.2: Bribe their leaders] They're always looking after others. Someone's got to look after them. (-300 Heatstamps.pngHeatstamps)
  • If Both 1.1 and 2.1 are Chosen
    • [Consequence 1: 'Happy Workers Build a Stronger City!'] Galvanised by your staunch support of workers' demands, the City's unions have come forward to encourage them to work harder for the common good of the city. ('Mandatory Unions' now increases Efficiency instead of decreasing it)
  • If Both 1.2 and 2.2 are Chosen
    • [Consequence 2: Quid Pro Quo] [Union leaders demand ongoing bribes]
      • [Choice 3.1: Officialise recurring pay-offs] Social peace, like everything — and everyone — else, has a price. ('Mandatory Unions' decreases Heatstamps.pngHeatstamps Income)
      • [Choice 3.2: Send them away empty-handed] We won't give in to extortion.
        • [Consequence 3.2: Smear Job] You stopped bribing union leaders. Trust falls by 7.5% for 100 weeks.
      • [Choice 3.3: Make the problem disappear] We must purge the unions from [sic] corrupt elements. [Requires 'Secret Police' Law]
        • [Consequence 3.3: Workers' Unions Pacified] [Modifiers reset to Law's default values]

Effects:

  • +14 points in Equality.pngEquality
  • +7.5% Trust
  • -10% Efficiency in all Production Districts and Buildings
    • [Consequence 1] Modifier changed to +20%
  • [Choice 1.1] +0.001 Food.pngFood/Day Demand per capita [TODO: what is default?]
  • [Choice 2.1] +0.001 Goods.pngGoods/Day Demand per capita [TODO: what is default?]
  • [Choice 3.1] +0.0001 Heatstamps.pngHeatstamps/Week per capita [BUG: Should be decreased!]
Labour Oversight

To ensure optimal functioning of workplaces, foremen are empowered to monitor workers and optimise for efficiency.

  • [Optional Modifier 1] ... However, instances of overuse of this privilege will be punished.
  • [Synergy Event with Workers' Dormitories] [No change to text]

Effects:

  • +14 points in Merit.pngMerit
  • -7.5% Trust
  • +25% Efficiency in all Production Districts and Buildings
    • [Option 1] Modifier changed to +10%
  • [Synergy] +5% Efficiency in any Districts containing a Workers' Dormitory, as well in as any other Production Buildings in such Districts

Workplace Control[edit | edit source]

Laws for this issue unlocked by research.

Abolished Management
  • -16 Tension
Empowered Management
  • +30% Production Efficiency

Society laws[edit | edit source]

The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing ideologies in this section are Reason and Tradition.

Issues with laws available for voting at the start of the game include Funerals and Childhood.

Care[edit | edit source]

Funerals[edit | edit source]

Harvesting Funerals
  • -8 Disease
  • +10% Research Speed
Ceremonial Funerals
  • Trust loss on deaths decreased.

Treatment[edit | edit source]

Laws for this issue unlocked by research

Unregulated Treatment

"The city does not interfere with medical treatment. Doctors treat patients as they see fit."

  • No effects
Conservative Treatment

"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."

  • -12 Disease
Experimental Treatment

"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."

  • Unlocks Medical Trial action, which reduces Disease at the cost of potential casualties
  • +5% Research Speed
  • -4 Disease

Family[edit | edit source]

Childhood[edit | edit source]

Issue unlocked at the start of the game.

No Common Rules
  • No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
  • After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
Mandatory Schools
  • Research Speed up, but costs Heatstamps.pngHeatstamps per capita (Event changes research speed to food, or increases the research speed)
  • Heatstamp income per capita is slightly decreased
Family Apprenticeship
  • Workforce.pngWorkforce percentage up
  • Amendment event "Unwanted Destiny" can relax the law to allow children to take apprenticeships with other families.

Youth[edit | edit source]

Dutiful Youth

"Young adults participate in volunteering activities under the superivision of elders who teach them moral values."

  • Unlocks the 'Youth Volunteer Duty' City Ability, which bolsters the City's Workforce.pngWorkforce but decreases Trust.
  • -8 Crime.pngCrime
Liberated Youth
  • Unlocks the 'Youth Employment Programme' City Ability, which bolsters the City's Workforce but decreases Heatstamps.pngHeatstamps income
  • +9% Trust (Decreased at higher difficulties)

Relationships[edit | edit source]

Relationship Rotation
  • +10 Population Growth
  • +8 Disease
Mandatory Marriage
  • +6 Population Growth

Parenthood[edit | edit source]

Communal Parenthood
  • -2 Population Growth
Dedicated Motherhood
  • +6 Population Growth

Procreation[edit | edit source]

Birthing Programme
  • +2 Population Growth
  • -20 Disease
Mandatory Procreation
  • +10 Population Growth
  • Heatstamps.pngHeatstamps income decreased per capita slightly

Crime[edit | edit source]

Guard Immunity[edit | edit source]

Note: Radical law. Increases tension and takes longer to research.

Guard Immunity
  • -12 Crime

Crime Elimination[edit | edit source]

Sterilisation
  • -28 Crime
  • -10 Population Growth
Public Executions
  • -8 Crime
  • Unlocks the 'Execute Prisoners' Ability in Districts with Prisons, which decreases Crime

Criminal Reparations[edit | edit source]

Human Experimentation
  • -12 Crime
  • +30% Research Speed
Frostland Deportation
  • -25% Outpost Efficiency
  • -28 Crime

Rule laws[edit | edit source]

This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.

Guided Voting
  • Unlocks the 'Guided Voting' Ability, which greatly increases the odds of passing a Law in the Council
Bureau of Propoganda
  • -16 Tension
  • Deaths will decrease relations less
  • Guided voting will decrease Relations Less
  • Emergency Council Sessions Ability will decrease Relations less
Secret Police
  • Unlocks the 'Assign Secret Police' Community Action, which presents different options to manipulation Faction's size and Council Participation
Guard Enforces
  • Unlocks the 'Quell Protest' District Ability, which ends Protests using Guard Squads
  • Unlocks the 'Mobilise Watchtower Squads' District ability, which orders Watchtowers to field Specialised Guard Squads instead of fighting petty Crime
Stewards Militia
  • Unlocks the 'Enlist to Steward's Militia' Community Action, which provides additional Guard Squads
  • guard Squads are more effective at fighting Crime
Martial law
  • Unlocks the 'Martial Law' City Action, which lowers the number of Guard Squads required for peacekeeping Abilities
Captains Authority
  • Everyone will address you as 'Captain' (verbally and in writing)
  • Trust will no longer be a problem
  • Voting will no longer be a problem
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