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 Icon.pngPopulation 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.
  • [Synergy with Chemical Drum Hothouses] ... As production benefits from economies of scale, this will also improve the efficiency of Chemical Hothouses.

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.

Consequences:

  • [Lux Aeterna] A young eccentric inventor brought us a prototype of a lamp generating an almost endless supply of light, by storing what he calls 'solar fluorescence'.
    • [Choice 1: Finance the lamp upgrade] Any move towards more resource efficiency is worth the investment. ('Durable Goods' is more effective at decreasing Goods Demand)
    • [Choice 2: Pass on the invention] We won't squander means on youthful idealism that lacks practical application. (This will never be brought up again. 'Durable Goods' remains unchanged)

Effects:

  • +7 points in Adaptation.pngAdaptation
  • -0.002 Goods.pngGoods/Day Demand per capita (default Demand is 0.01)
    • [Choice 1] Modifier changed to -0.0035


Mass-Produced Goods
In order to overcome scarcity, we will organize our production lines to increase goods production.

Consequences:

  • [Prêt-à-prosthetics] A young engineer brought us novel designs to mass-produce prosthetics with a minimum amount of resources. [TODO: What triggers this?]
    • [Choice 1: Mass-produce prosthetics] Materials are a small price to pay to improve the lives of citizens and the efficiency of the City. ('Mass-Produced Goods' increases the Percentage of Active Workers and increases Materials Demand)
      • +6% Trust for Communities and Factions aligned with Progress.pngProgress for 100 Weeks
    • [Choice 2: Pass on the designs] Materials are too essential to be committed to such a project. (This will never be brought up again. 'Mass-Produced Goods' remains unchanged)

Effects:


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.

Consequences:

  • [Coughing Fits] We've noticed a rise in chronic lung conditions after we started pumping recycled heat into our housing districts.
    • [Choice 1: Install filters] We must care for the weak, even if it increases the costs. ('Heat Recycling' no longer generates Disease.pngDisease but Extraction District Icon.pngExtraction Districts have higher Materials.pngMaterials Demand)
    • [Choice 2: Power through] We cannot afford this. ('Heat Recycling' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Adaptation.pngAdaptation for 100 Weeks

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 are 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:


New Work Model[edit | edit source]

Laws for this issue are 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. [TODO: What triggers this?]
    • [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)
      • -8% Trust for Communities and Factions aligned with Adaptation.pngAdaptation for 100 Weeks

Effects:

  • +20 points in Adaptation.pngAdaptation
  • +30% 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.


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. [TODO: What triggers this?]
    • [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)
      • +6% Trust for Communities and Factions aligned with Progress.pngProgress for 100 Weeks

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. [TODO: What triggers this?]
    • [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%


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 Output is +0.001)
    • [Choice 1] Modifier changed to +0.000075
  • +10% 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 Demand 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.

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)
      • -8% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks
    • [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)
      • +6% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks

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


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 Output 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 Output is +0.001)
    • [Choice 1] Modifier changed to +0.0004


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.

Consequences:

  • [Separated Families] A large group of people has set up camp outside the City, by one of our checkpoints. They claim to be relatives of outsiders we let in.
    • [Choice 1: Relax the law to keep families together] If someone qualifies for entry, we will let his close relatives in as well. ('Allow Productive Outsiders' will increase the percentage of Active Workers in the Population less efficiently)
    • [Choice 2: Keep a strict selection] Letting relatives in would defeat the entire purpose of selection. ('Allow Productive Outsiders' remains unchanged)
      • +3.75% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks

Effects:

  • +10 points in Merit.pngMerit
  • +2 Population growth
  • +0.00005 Heatstamps.pngHeatstamps/Week per capita (default Output 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.

Consequences:

  • [Scouts' Rivalry] The deeds and findings of our scouts are the talk of the town. Some of them grew in popularity to the point of receiving letters and gifts.
    • [Choice 1: Let people send gifts to scouts] A bit of friendly competition never hurt anyone. (Temporary boost to Exploration Speed and Merit-Aligned Trust)
      • +10% Exploration Speed for 50 Weeks
      • +6% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks
      • [Consequence 1: Packing some rations] Some slighted citizens exact revenge. Exploration Speed multiplied by 0.8 for 25 Weeks.
    • [Choice 2: Prohibit individual gifts] Personal favours sow discord and are detrimental to the cohesion of the team. (Temporary reduction in Tension and boost to Equality-Aligned Trust)

Effects:


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

Consequences:

  • [Right Tools for the Job] Some service workers aiding our prefab production are asking for better tools.
    • [Choice 1: Let volunteers use professional gear] They will learn by doing and all will benefit. ('City Development Effort' provides more Prefabs Icon.pngPrefabs but may cause casualties)
      • +8% Trust for Communities and Factions aligned with Progress.pngProgress for 100 Weeks
    • [Choice 2: Ban volunteers from professional gear] Advanced equipment and machines should only be used by trained professionals. ('City Development Effort' remains unchanged)
      • -8% Trust for Communities and Factions aligned with Progress.pngProgress for 100 Weeks

Effects:

  • +8 points in Progress.pngProgress
  • +5 Prefabs Icon.pngPrefabs/Week from the Central District (affected by production ratio)
    • [Choice 1] Modifier is changed to +7 (and not affected by production ratio)
  • [Choice 1] 1% of the City's Population Icon.pngPopulation (up to a maximum of 1,000) will die every 90-100 Weeks.


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

Consequences:

  • [Rising Heat] We have received reports that some people started turning heatpipe watch into some kind of social gathering. (Triggers if temperature is not a problem for some time)
    • [Choice 1: Tolerate these social gatherings] Bringing people together is as important as inspecting pipes. ('Heatpipe Watch' is less effective at increasing Temperature Level in Housing District Icon.pngHousing Districts but slightly decreases Tension.pngTension)
    • [Choice 2: Enforce strict heatpipe watch] Issue a stern reminder that heatpipe watch is a serious matter. ('Heatpipe Watch' remains unchanged)
  • [Pipe Rats] As the City grapples with bitter cold, our heatpipe watch crews are struggling to keep our infrastructure up and running. One got results by... sending in a child. (Triggers if temperature is a problem for some time)
    • [Choice 2.1: Allow heatpipe watch crews to use children] If this is the only way, we will allow it in extreme weather. ('Heatpipe Watch' allows you to send children for additional Heat Pipe Watch in 3 selected Districts, but they may get hurt)
    • [Choice 2.2: Prohibit the use of children] We will not sacrifice our children. (This will never be brought up again. 'Heatpipe Watch' remains unchanged)

Effects:

  • +8 points in Equality.pngEquality
  • +1 Temperature Level in Housing District Icon.pngHousing Districts
    • (Note: This applies even at 20% workforce and 0 residents)
  • [Choice 1] -6 Tension.pngTension
  • [Choice 2.1] Unlocks District Ability 'Assign Children to Heat Pipe Watch' (+1 Temperature Level in at most 3 Districts)
    • 5 children will die every 40-80 Weeks while 'Assign Children to Heat Pipe Watch' Ability is active


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

Effects:

  • +8 points in Merit.pngMerit
  • +0.0001 Heatstamps.pngHeatstamps/Week per capita (default Output is +0.001)


No Community Service
No one will be required to perform community service, freeing more time for rest and leisure.

(Unlocked after a long time with no issues)

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.

Consequences:

  • [Family Duties] We have received complaints that more and more people performing maintenance duty are bringing their children with them.
    • [Choice 1: Let Children Participate] We should not prevent parents from taking care of their children. ('All Do Maintenance' decreases Tension.pngTension but is less effective at decreasing Materials.pngMaterials Demand)
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
    • [Choice 2: Ban Children from Participating] Parents should focus on their duties to the City and not be distracted by their children. ('All Do Maintenance' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

Effects:

  • +13 points in Equality.pngEquality
  • -30% Materials.pngMaterials Demand in Extraction, Industrial, Food, and Logistics Districts
  • [Choice 1] -6 Tension.pngTension


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

Consequences:

  • [Overdue Fix] Some workers sent to maintenance duty for not meeting their shift quotas seem to be doing more harm than good.
    • [Choice 1: Train the unproductive] If this is what it takes to improve performance, we will provision Heatstamps.pngHeatstamps for proper training. ('Unproductive Do Maintenance' decreases Heatstamps.pngHeatstamps income but is more effective at increasing Efficiency)
    • [Choice 2: Refuse his offer] We will not squander Heatstamps.pngHeatstamps on the unproductive. (This will never be brought up again. 'Unproductive Do Maintenance' remains unchanged)

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
    • [Choice 1] Modifier changed to +20%
  • [Choice 1] -0.00005 Heatstamps.pngHeatstamps/Week per capita (default Output is +0.001)


Labour[edit | edit source]

Work Compensation[edit | edit source]

Laws for this issue are 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.

Consequences:

  • [Inequality Street] A brawl has erupted between street sweepers assigned to different districts.
    • [Choice 1: Amend the Law] Equal pay for equal work should be the goal, not absolute equality. ('Equal Pay' is less effective at increasing Trust)
      • -8% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks
    • [Choice 2: Stay Firm] Any subjective criteria would open the door to inequality. ('Equal Pay' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks

Effects:

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


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

Consequences:

  • [Unfair Competition] Some frostbreaking crew members have complained about their colleague. He works with prosthetics after the frost claimed both hands, yet they say he unfairly outperforms them, claiming every efficiency bonus for himself.
    • [Choice 1: Amend the Law] The law is unfair. No one should be able to claim all the bonuses. ('Efficiency Bonuses' is less effective at increasing Efficiency)
      • -8% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks
    • [Choice 2: Stay Firm] The law motivates people to find innovative ways to outperform, as it should. ('Efficiency Bonuses' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Equality.pngEquality for 100 Weeks

Effects:

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


Labour Organisation[edit | edit source]

Laws for this issue are 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.

Consequences:

  • [Overseeing Oversight] In the wake of the current crime spree, we have received growing reports of foremen manhandling workers they suspect of theft. (Triggers after some time with Crime.pngCrime level of Notable or higher)
    • [Choice 1: Limit the powers of foremen] We will amend the law to prevent abuse. ('Labour Oversight' will be less effective at increasing Efficiency)
      • -8% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks
    • [Choice 2: Compensate the workers] There's no problem Heatstamps can't solve. (-200 Heatstamps.pngHeatstamps)
    • [Choice 3: Stay firm] The foremen did nothing illegal.
      • +6% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks
      • -3.75% Trust overall for 50 Weeks

Effects:

  • +14 points in Merit.pngMerit
  • -7.5% Trust
  • +25% Efficiency in all Production Districts and Buildings
    • [Choice 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 are unlocked by research. Radical Idea.

Standard Management (Default)
To ensure the proper functioning of workplaces, workers will report to management with limited authority.

Effects:

  • None


Abolished Management
Workers should not be subjected to the abuse of hierarchy. We will trust them to fulfill their duties without anyone lording over them.

Consequences:

  • [More Equal Than Others] We have received disturbing reports from a factory that a clique of workers are using their newfound freedom to push others around.
    • [Choice 1: Send guards to sort it out] If a minority of workers act like criminals, we will treat them as such. [TODO: Does this have any effect?]
    • [Choice 2: Institute global City inspections] To prevent such abuse, we will conduct periodic inspections of all workplaces. ('Abolished Management' is less effective at decreasing Tension.pngTension but increases Efficiency)
    • [Choice 3: Let it slide] We won't renounce our principles because of an isolated incident. [TODO: Does this have any effect?]

Effects:

  • +21 points in Equality.pngEquality
  • -16% Tension.pngTension
    • [Contradiction] Modifier changed by +6 points
    • [Choice 2] Modifier changed by +3 points
  • [Contradiction] -20% Efficiency in all Production Districts and Buildings
  • [Choice 2] +10% Efficiency in all Production Districts and Buildings


Empowered Management
Results are paramount in an efficient workplace. We will give managers free rein to deal with challenges and their workforce as they see fit.

Consequences:

  • [Bleeding Edge] Several workers at our leading production facility have died of exhaustion mid-shift.
    • [Choice 1: Amend the law to impose some limits] Managers must operate within the limits of the law. ('Empowered Management' is less effective at increasing Efficiency)
      • -8% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks
    • [Choice 2: Fine the managers] We should hit managers where it hurts. And fill the City's coffers at the same time. (+250 Heatstamps.pngHeatstamps)
    • [Choice 3: Refuse to take action] Tying the hands of managers would hurt everyone in the long run. ('Empowered Management' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks
      • [Huskism takes off] Sir Ian Husk's time-tracking management technique has earned many followers.
        • [Choice 3.1: Hold managers criminally liable] Managers must be held criminally responsible for the damage they cause. ('Empowered Management' is less effective at increasing Efficiency)
          • -8% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks
        • [Choice 3.2: Fine managers for incidents] Financial penalties will encourage managers to avoid incidents without paralysing them. ('Empowered Management' increases Heatstamps.pngHeatstamps income, but occasional fatalities will occur in workplaces)
        • [Choice 3.3: Sanction the practice] Nothing ventured, nothing gained. The City needs efficiency. ('Empowered Management' increases Efficiency even more, but fatalities will occur in workplaces)
          • +8% Trust for Communities and Factions aligned with Merit.pngMerit for 100 Weeks

Effects:

  • +21 points in Merit.pngMerit
  • +30% Efficiency in all Production Districts and Buildings
    • [Choice 1] Modifier changed to +20%
    • [Choice 3.1] Modifier changed to +10%
    • [Choice 3.3] Modifier changed to +50%
  • [Choice 3.2] +0.0001 Heatstamps.pngHeatstamps/Week per capita (default Output is +0.001)
  • [Choice 3.2] 1% of the City's Population Icon.pngPopulation (up to a maximum of 1,000) will die every 15-25 Weeks.
  • [Choice 3.2] 1-2% of the City's Population Icon.pngPopulation will become Injured every 15-25 Weeks.
  • [Choice 3.3] 2% of the City's Population Icon.pngPopulation (up to a maximum of 1,000) will die every 15-25 Weeks.
  • [Choice 3.3] 2-3% of the City's Population Icon.pngPopulation will become Injured every 15-25 Weeks.
  • [Contradiction] +6% Tension.pngTension
  • [Contradiction] +8% Crime.pngCrime


Society laws[edit | edit source]

The Society tab contains the topics of Ethics, 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.pngReason and Tradition.pngTradition.

Ethics[edit | edit source]

Funerals[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)
There is a variety of practices regarding funeral rites.
  • [If ignored for several weeks] ... This is becoming a source of social divide.
  • [If ignored for several more weeks] ... People often fight over the fate of their departed kin.

Effects:

  • None
  • [Unlock 1] +4 Tension.pngTension
    • [Unlock 2] Modifier changed to +8


Harvesting Funerals
The deceased will be harvested and their healthy body parts used to support City healthcare. Unharvested remains will be incinerated and the ashes transferred to relatives.

Consequences:

  • [Cold Storage] Some researchers and doctors have petitioned us to preserve the remains of corpses that have been harvested for organs. [TODO: What triggers this?]
    • [Choice 1: Freeze the remains] Science progresses fast, we will hold on to the bodies.
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
      • -3.75% Trust overall for 50 Weeks
      • [Consequence 1: Bountiful Panaceum] Your decision to preserve the bodies from which we harvest organs has paid off. Our Panaceum Factory has virtually unlimited resources to provide an abundance of panaceum for everyone. [Synergy with Panaceum Factory]
    • [Choice 2: Refuse their proposition] We won't deprive people of a chance to mourn.
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

Effects:


Ceremonial Funerals
Bodies must be buried untouched after a traditional funeral, to show proper respect to the departed. Relatives must be allowed to mourn with dignity.

Consequences:

  • [Body Snatchers] Several distressed families have complained that the graves of their loved ones have been desecrated and their bodies stolen. (Triggers if at least one Teaching Hospital is active in the City)
    • [Choice 1: Turn a blind eye to the issue] While this is unfortunate, it is not worth hindering our research. ('Ceremonial Funerals' will now increase Crime.pngCrime)
      • -7.5% Trust overall for 100 Weeks
    • [Choice 2: Have guards break down the corpse-stealing ring] The dead must be respected and their families allowed to mourn. ('Ceremonial Funerals' will now lower Workforce.pngWorkforce) (Requires 20 Guard Squads Icon.pngGuard Squads)
      • +7.5% Trust overall for 100 Weeks

Effects:

  • +9 points in Tradition.pngTradition
  • Trust loss on deaths decreased. [TODO: How much?]
  • [Contradiction] -5% Research Speed for each Teaching Hospital (for a net change of +5% instead of +10%)
  • [Contradiction] [Choice 1] +4 Crime.pngCrime for every Teaching Hospital
  • [Choice 2] -2.5% Active Workers


Treatment[edit | edit source]

Laws for this issue are unlocked by research.

Unregulated Treatment (Default)
The City does not interfere with medical treatment. Doctors treat patients as they see fit.

Effects:

  • None


Experimental Treatment
Doctors should always look to develop and put into practice cutting-edge, pioneering treatments.
  • [Synergy with 'Human Experimentation': Science Fodder] Our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.

Consequences:

  • [Young Blood] A young doctor named Doug Howser has come to us with a complaint: 'The chief physician at my clinic hasn't developed any new treatments in months!'
    • [Choice 1: Replace the chief physician] Maybe the young doctor's boldness will lead to some breakthroughs. (May have good or bad results)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
      • [Consequence 1: Tragedy at Clinic] Doug Howser, the doctor whom you recently allowed to rise to the rank of chief physician, has reported the tragic deaths of thirteen patients in his care. (13 people die) [TODO: What are the odds of this result?]
      • [Consequence 2: Promising New Cure] Doug Howser, the doctor whom you recently allowed to rise to the rank of chief physician, is proud to announce his clinic has discovered a new cure for consumption. (Disease.pngDisease is decreased) [TODO: What are the odds of this result?]
    • [Choice 2: Dismiss the young doctor’s plea] Medical prudence should not be grounds for dismissal. ('Experimental Treatment' remains unchanged)
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

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.
  • [Medical Dissent] An angry young doctor came to complain about the inertia created by 'Conservative Treatment'.
    • [Choice 1: Amend the law to allow exceptions] We will dismiss procedures for time-sensitive cases. ('Conservative Treatment' is more effective at decreasing Disease.pngDisease, but also increases Tension.pngTension) [BUG: Does not actually change effect on Disease!]
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
    • [Choice 2: Maintain strict oversight] Exceptions open the door to abuse. ('Conservative Treatment' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:


Family[edit | edit source]

Childhood[edit | edit source]

Laws for this issue are available from the start.

No Common Rules (Default)
There are no rules that define who is responsible for the care and education of children. Some are well-cared-for while others are neglected.
  • [If ignored for several weeks] ... As a result, misbehavior and violence among the youth are on the rise.
  • [If ignored for several more weeks] ... This causes widespread delinguency and violence among the youth.

Effects:

  • None
  • [Unlock 1] +12 Crime.pngCrime
    • [Unlock 2] Modifier changed to +20


Family Apprenticeship
All children must work alongside one of their relatives so that they learn their trade and continue the family tradition.

Consequences:

  • [Unwanted Destiny] 'Family Apprenticeship' limits the prospects of children born into an arduous career path.
    • [Choice 1: Make the law more flexible] Children who find a willing mentor shouldn't be forced to be apprenticed to their family. ('Family Apprenticeship' is less effective at increasing Workforce.pngWorkforce)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
    • [Choice 2: Stay firm] Family is the best way to preserve and pass on the skills we need. ('Family Apprenticeship' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:

  • +10 points in Tradition.pngTradition
  • +5% Workforce.pngWorkforce
    • [Choice 1] Modifier decreased by 2.5 points
    • [Contradiction] Modifier decreased by 2.5 (stacks with Choice 1)


Mandatory School
Consequences:
  • [Programme War] People are increasingly arguing over the curriculum taught in schools.
    • [Choice 1: Focus on survival training] It's a harsh world out there. We need to prepare our children. ('Mandatory School' no longer increases Research Speed but provides Food.pngFood instead)
      • +6% Trust for Communities and Factions aligned with Adaptation.pngAdaptation for 100 Weeks
    • [Choice 2: Concentrate on science] Children are the future. So is science. ('Mandatory School' increases Research Speed even more)
      • +6% Trust for Communities and Factions aligned with Progress.pngProgress for 100 Weeks
    • [Choice 3: Keep a balanced education] Our children should have basic knowledge in both survival and science. ('Mandatory School' remains unchanged)
      • -3.75% Trust for all Communities and Factions for 100 Weeks

Effects:

  • +10 points in Reason.pngReason
  • +10% Research Speed
    • [Choice 2] Modifier changed to +15%
  • -0.0001 Heatstamps.pngHeatstamps/Week per capita (default Output is +0.001)
  • [Choice 1] +0.002 Food.pngFood/Day per capita


Youth[edit | edit source]

Laws for this issue are unlocked by research.

No Youth Programme (Default)
Young adults are not encouraged to join any organisations.

Effects:

  • None


Liberated Youth
Young adults are encouraged to experiment, free from arbitrary bounds and judgements.

Consequences:

  • [Avant-Garde] Ever since we introduced the Liberated Youth gatherings, groups of young people have started forming around the City. One such group calling themselves the '{COLLECTIVE} Collective' has come with a request.
    • [Choice 1: Fund the Collective] We will gather funds for 10 weeks to support these youths' initiative. (-0.0004 Heatstamps.pngHeatstamps/Week per capita for 10 Weeks)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
      • [Consequence: 'Stewardship' Unveiled] The '{COLLECTIVE} Collective' we funded has unvelied its monument. (+2% Trust Globally for 50 Weeks)
    • [Choice 2: Deny Funding] We have other pressing needs for our resources.
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

Effects:


Dutiful Youth
Young adults participate in volunteering activities under the supervision of elders who teach them moral values.

Consequences:

  • [Indebted to the Past] A group of Dutiful Youth members have come with a 'humble request'.
    • [Choice 1: Fund the Remembrance Ceremony] We will gather funds for 10 weeks to support these youths' initiative. (-0.0004 Heatstamps.pngHeatstamps/Week per capita for 10 Weeks)
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
      • [Consequence: We Remember] Thanks to our funding, the young people from the 'Dutiful Youth' programme have held their 'Thanks and Remembrance Ceremony'. (-6% Tension.pngTension Globally for 100 Weeks)
    • [Choice 2: Deny Funding] We should invest in the future, not the past.
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:


Relationships[edit | edit source]

Laws for this issue are unlocked by research.

Unregulated Relationships (Default)
People may form relationships freely, without any City interference.

Effects:

  • None


Relationship Rotation
With our species on the brink of extinction, we will assign people new partners regularly to maximise childbirth.

Consequences:

  • [Hearts Out of Rotation] A woman has come forward to complain about her rotation partner.
    • [Choice 1: All must sever ties with previous partners] Rotations will accomplish nothing if not rigorously enforced. ('Relationship Rotation' remains unchanged)
      • -7.5% Trust overall for 100 Weeks
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
    • [Choice 2: Refuse to interfere with people’s intimate life] We will not police people's love lives. ('Relationship Rotation' is less effective at increasing Population Growth)
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

Effects:

  • +13 points in Reason.pngReason
  • +10 Population Growth
    • [Choice 2] Modifier changed to +6
  • +8 Disease.pngDisease
  • [Contradiction] +6 Tension.pngTension


Mandatory Marriage
Marriage is the bedrock of society and ensures stable population growth. Thus, we will require all citizens of age to be married.

Consequences:

  • [Confirmed Bachelor] A controversy is disrupting the work of our scouts. A certain high-ranking officer remains unmarried.
    • [Choice 1: Remove him from office] He may be competent but we cannot allow scofflaws to lead our scouts.
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
      • -30% Exploration Speed for 50 Weeks
    • [Choice 2: Keep him in office] He has done nothing to merit dismissal; the gossips should mind their own business.
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:


Parenthood[edit | edit source]

Laws for this issue are unlocked by research.

Unregulated Parenthood (Default)
Parents share the respnsibility of raising their young children as they see fit.

Effects:

  • None


Communal Parenthood
Parents will give away their children to City-run facilities to ensure their well-being, leaving them free to concentrate on the needs of the City.

Consequences:

  • [Desperate Mother] A woman was arrested for breaking into a CIty nursery and trying to steal... a baby. She claims it was her own.
    • [Choice 1.1: Uphold the law and punish her] This incident is yet one more reason to shelter children from their biological parents. ('Communal Parenthood' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
    • [Choice 1.2: Give biological parents visitation rights] This is the humane thing to do. ('Communal Parenthood' is less effective at increasing Workforce.pngWorkforce)
  • [Partial Measures] It seems that the 'Communal Parenthood' Law is only partially effective.
    • [Choice 2.1: Promise to develop a Birthing Programme] This is for the greater good of the City. (You will have 30 Weeks to research and enact 'Birthing Programme')
    • [Choice 2.2: Leave it be] We don't need a Birthing Programme. Not yet, at least.
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

Effects:

  • +15 points in Reason.pngReason
    • [Choice 1.2] Modifier changed to +10
  • +10% Workforce.pngWorkforce
    • [Choice 1.2] Modifier changed to +5%
  • -2 Population Growth


Dedicated Motherhood
Women who bear children will be permanently spared from other duties to be able to concentrate on raising them.

Consequences:

  • [A Mother's Life's Work] A new father has come to us with a complaint.
    • [Choice 1: Burn the manuscript] The law aims to promote families, not hobbies.
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
    • [Choice 2: Return the manuscript] We should let mothers pursue such passions if they so wish. ('Communal Parenthood' is less effective at increasing Workforce.pngWorkforce)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:


Procreation[edit | edit source]

Laws for this issue are unlocked by research. Radical Idea.

Unregulated Procreation (Default)
The decision to have children should be left to the parents.

Effects:

  • None


Birthing Programme
To survive and thrive as a species, the fittest among us are selected and mandated to procreate. Anyone bearing children outside the programme will be punished.

Consequences:

  • [Death from Birth] There was a commotion in the Central District as a distressed, bawling man held a dead woman in his arms.
    • [Choice 1: Remove Punishment from the Law] We will not penalise having children, even if 'Birthing Programme' does not yield benefits for City health. ('Birthing Programme' further increase Population Growth but no longer decreases Disease.pngDisease)
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
    • [Choice 2: Express Sympathy but Stay Firm] It's an unfortunate incident, but we need this law for the good of the City. ('Birthing Programme' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:

  • +22 points in Reason.pngReason
  • +2 Population Growth
    • [Choice 1] Modifier changed to +6
  • -20 Disease.pngDisease
    • [Choice 1] Modifier removed


Mandatory Procreation
If we are to survive, women have an obligation to bear offspring. Mothers will thus be rewarded for each birth, and childless women will be punished.

Consequences:

  • [Desperate Mother] Our guards caught a suspicious woman sneaking around back alleys, carrying a newborn.
    • [Choice 1: Punish the woman] She's an unfit mother, caught red-handed. We ought to make an example of her.
      • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
    • [Choice 2: Release her] She seems to be more a victim than a criminal.
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
      • [Consequence 2: Child Market] It seems that more and more fertile women are provideing children to those who cannot — or do not want to — conceive. ('Mandatory Procreation' is more effective at increasing Population Growth)
    • [Choice 3: Order further investigation] We're potentially looking at child trafficking. We must get to the bottom of this. (Requires 20 Guard Squads Icon.pngGuard Squads)
      • +6 Tension.pngTension for 50 Weeks
      • [Consequence 3: Desperate for children] After further investigation, our guards found out that the woman we recently caught in a back alley with a newborn did, indeed, intend to sell him.
        • [Choice 3.1: Punish all involved] They must be made an example of, otherwise this type of situation is bound to repeat itself.
          • +6% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
        • [Choice 3.2: Release them] They meant no harm. They only tried to make a good situation out of a bad one.
          • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:

  • +22 points in Tradition.pngTradition
  • +10 Population Growth
  • [Consequence 2] Modifier changed to +15
  • -0.0001 Heatstamps.pngHeatstamps/Week per capita (default Output is +0.001)


Crime[edit | edit source]

Laws for this issue are unlocked by research. Radical Idea.

Guard Immunity[edit | edit source]

No Guard Immunity (Default)
Guards are the keepers of the law and, as such, must abide by it. Abuses will be punished.

Effects:

  • None


Guard Immunity
Guards will be allowed to employ any means necessary, however extreme, to catch and neutralise criminals.

Consequences:

  • [Deadly Error] Twelve bystanders died recently during a botched attempt to stop the theft of crucial machinery from a production facility.
    • [Choice 1: Introduce some accountability] Guards who hurt innocent citizens will have their immunity lifted. ('Guard Immunity' decreases Crime.pngCrime less)
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
    • [Choice 2: Maintain absolute guard immunity] We won't let our enemies use this terrible accident to weaken our guards.

Effects:

  • +24 points in Tradition.pngTradition
    • [Choice 1] Modifier changed to +25 [TODO: Bug?]
  • -12 Crime.pngCrime
    • [Choice 1] Modifier changed to -8


Crime Elimination[edit | edit source]

Laws for this issue are unlocked by research. Radical Idea.

Standard Punishment (Default)
Standard punishments are deemed sufficient enough to eliminate crime.

Effects:

  • None


Sterilisation
Consequences:
  • [Tainted Seed] The 'Sterilisation' law is a great step forward to eradicate crime in our society, but a difficult question remains: what to do with the children that convicted criminals bore before being sterilised?
    • [Choice 1: Sterilise the offspring of criminals] We need to weed out tainted lines. ('Sterilisation' decreases Population Growth even more)
    • [Choice 2: Authorise 'Progeny Remoulding'] Everyone deserves a fresh start, free from the burden of their ancestors.
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
      • [Consequence: Progeny Remoulding] A crazed young man escaped from 'Progeny Remoulding' and tried to force his way into your office.
        • [Choice 2.1: Continue 'Progeny Remoulding'] We have come too far to back down now.
          • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
        • [Choice 2.2: End the programme] This has got out of control. These people are victims, not criminals.
          • +8 Crime.pngCrime for 50 Weeks
          • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
    • [Choice 3: Do nothing] Born into crime, children of criminals will have to prove themselves.
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

Effects:

  • +23 points in Reason.pngReason
  • -28 Crime.pngCrime
  • -10 Population Growth
    • [Choice 1] Modifier changed to -6 [BUG: Should be lower!]


Public Executions
Hardened criminals will be publicly executed. All citizens will be required to attend to celebrate our just society.

Effects:


Criminal Reparation[edit | edit source]

Laws for this issue are unlocked by research. Radical Idea.

Standard Criminal Reparation (Default)
Conventional penalties are deemed sufficient for criminals to repay their debt.

Effects:

  • None


Human Experimentation
To aid research, criminals may be forced to become subjects in scientific trials.
  • [Synergy with 'Experimental Treatment': Science Fodder] Our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.

Consequences:

  • [Outsized Punishment] Recently a man three days tardy in his contributions payment was corced to enter the human experimentation programme.
    • [Choice 1: Limit the law to more severe crimes] We should only subject more serous offenders to experimentation. ('Human Experimentation' is less effective at increasing Research Speed) [BUG: Actually increases effect on Crime instead]
      • -8% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
    • [Choice 2: Keep experimenting on white-collar criminals] All criminals must repay their debt to society. No exception. ('Human Experimentation' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks

Effects:

  • +23 points in Reason.pngReason
  • +30% Research Speed
  • -12 Crime.pngCrime
    • [Choice 1] Modifier changed to -28
  • [Synergy] Deaths from the 'Conduct Medical Trial' District Ability do not decrease Trust as long as 'Human Experimentation' is active


Frostland Deportation
Criminals may be condemned to work in frostland outposts for a chance to atone for their wrongdoings.

Consequences:

  • [Till death do us part] A woman and three small children were caught attempting to stow away with a convoy of frostland deportees.
    • [Choice 1: Amend the law to deport families] We will keep families intact. They will repay the debt together. ('Frostland Deportation' will reduce Outpost upkeep even more)
      • +8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks
    • [Choice 2: Keep families apart] People's place should be determined on the basis of their skills, not their family ties. ('Frostland Deportation' remains unchanged)
      • +6% Trust for Communities and Factions aligned with Reason.pngReason for 100 Weeks
      • -8% Trust for Communities and Factions aligned with Tradition.pngTradition for 100 Weeks

Effects:


Rule laws[edit | edit source]

This section is divided into two tracks, Order and Authority, each containing three Laws that must be adopted in sequence; adopting all six Laws unlocks the ultimate power-grab of 'Captain's Authority'. Laws in this category require 67 votes to pass, and delegates' votes are influenced by the amount of negative and positive Trust modifiers active on their Community or Faction.

Order[edit | edit source]

Guard Enforcers
The Steward may deploy squads of well-trained, well-equipped guards to put down disruptions and otherwise keep the peace.

Effects:


Steward's Militia
The Steward may bolster the ranks of the guards by recruiting hardened fighters from communities.

(Requires 'Guard Enforcers')

Effects:


Martial law
The Steward may declare Martial Law, during which guards will erect checkpoints to enforce a curfew and curtail all illicit activities.

(Requires 'Steward's Militia')

Consequences:

  • [Essential Dilemma] A chemist was caught operating her shop after-hours in violation of the martial law curfew.
    • [Choice 1: Arrest the conspirators] We cannot allow lawlessness, especially in times such as these. (Peacekeeping Abilities remain unchanged)
      • -8% Trust for all Communities and Factions for 100 Weeks
    • [Choice 2: Exempt essential workers from curfew] Even if it risks disrupting the peace, life-sustaining services must continue. (Cost of Peacekeeping Abilities during Martial Law increased)

Effects:


Authority[edit | edit source]

Guided Voting
The Steward may declare a motion vitally important to the City's survival, curtailing debate and convincing many wavering delegates to support it.

Effects:

  • Unlocks the 'Guided Voting' procedure, which greatly increases the odds of passing a Law in the Council


Bureau of Propoganda
To foster cohesion, the Steward's words will be broadcast throughout the City. Defeatist talk and slander will be prohibited.

(Requires 'Guided Voting')

Effects:

  • -16 Tension.pngTension
  • Sway Cost Multiplier Change of -0.5 [TODO: What is this?]
  • Deaths will decrease Trust less [TODO: How much?]
  • Guided Voting will decrease Trust less [TODO: How much?]
  • Emergency Council Sessions will decrease Trust less [TODO: How much?]


Secret Police
To identify and neutralise opponents, a dedicated force will keep watch on the City's population.

(Requires 'Bureau of Propoganda')

Effects:

  • Unlocks the 'Assign Secret Police' Community Action, which presents different options to manipulate Factions' size and Council participation


Ultimate[edit | edit source]

Captain's Authority
For the good of the City, the Steward will be named 'Captain' and granted increased authority on the Council.

(Requires 'Martial law' and 'Secret Police')

Effects:

  • Everyone will address you as 'Captain' (verbally and in writing)
  • Trust will no longer be a problem (+10,000 Trust Globally and with every Community and Faction)
  • Voting will no longer be a problem (Sway Effectiveness Change of +10) [TODO: What is this?]


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