Outposts and Settlements
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Outposts[edit | edit source]
Outposts can be discovered in the Frostland and act as a source of different
Resources (like
Coal or
Materials) or less-tangible benefits (like increased research speed or reduced
Disease).
To get an Outpost running, you must first construct a connection with one of the The City's entry points, which roughly align to where
Logistics Districts are built on the city map. Once connected, the Outpost will automatically turn on and begin extracting resources if you have enough
Frostland Teams to fulfill its requirements.
The most basic way of connecting Outposts are Trails, available by default. However, you may research
Skyways, which increase the efficiency of Outposts connected by them by +25 percentage points.
Outposts that supply resources like Food,
Coal,
Materials, or
Oil have a large but finite supply of those resources that will eventually be depleted. They can also be blocked by
Whiteouts.
Settlements[edit | edit source]
After researching the "Settlement Heating" idea in the Heating category of the Idea Tree (in Story mode, this requires choosing to Embrace the Frost), some Outposts in the Frostland can be turned into permanent Settlements. This allows you to build a furnace to sustain a small but stable population, which will provide a permanent output of resources at the cost of additional operating expenses.
To construct a Settlement, you first need to connect it to the City via Skyways. Establishing a Settlement will require sending a certain portion of the City's
Population there. You also need sufficient
Cores and
Prefabs.
Once the "Settlement Furnace" idea is researched, Settlements can be upgraded further, which increases their output and makes them resistant to Whiteouts.
List of all Outposts[edit | edit source]
Optional Outposts[edit | edit source]
Some sites in the Frostland can give either a large one-time benefit or be turned into a permanent Outpost that provides an ongoing benefit.
IEC Smelter[edit | edit source]
In-Game Description[edit | edit source]
This huge mine and smelting apparatus provided the steel used to construct the nearby generators on behalf of the Imperial Exploration Company. A crew of thousands once lived within and below the machine — only a small fraction of whom made it to The City.
The Captain sent a crew with Cores here to establish an Outpost. There's no sign of the crew, but the Cores remain, along with many salvageable components. We can take it all back to The City or finally restart the smelter.
Choice 1: TAKE THE CORES[edit | edit source]
Requirements
- Surplus of 10
Frostland Teams
Outcome
- One-time expedition of 10
Frostland Teams to bring back 4
Cores and 500
Prefabs
Choice 2: RESTART THE MACHINE[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: IEC Smelter (+250
Materials/Day out of a total supply of 2,440,000, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Cores, -100
Prefabs, -1200
Population) (Population 1200, +400
Materials/Day, -20
Oil/Day, -24
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Improve Settlement (-2
Cores, -250
Prefabs, -1200
Population) (Population 2400, +600
Materials/Day, -30
Oil/Day, -48
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Outpost 11[edit | edit source]
In-Game Description[edit | edit source]
Outpost 11 contains a military warehouse from before the Frost. Over many years, a settlement here salvaged its contents for materials and Cores, at one point temporarily declaring independence from New London.
Now the warehouse is empty. We could use it as a storage facility or salvage the remains of the settlement.
Choice 1: RE-ESTABLISH OUTPOST 11[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Outpost 11 (+30,000 to all Stockpile limits, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Cores, -100
Prefabs, -800
Population) (Population 800, +60,000 to all Stockpile limits, -5
Oil/Day, -16
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Expand Settlement (-2
Cores, -250
Prefabs, -800
Population) (Population 1600, +100,000 to all Stockpile limits, -10
Oil/Day, -32
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Choice 2: SALVAGE THE SETTLEMENT[edit | edit source]
Requirements
- None
Outcome
- One-time shipment of 100,000
Materials
Seal Colony[edit | edit source]
In-Game Description[edit | edit source]
Once believed lost in the harsh grip of the Frost, the miraculous return of seals fills our scouts' hearts with wonder.
While their meat is valuable, some believe we should let the colony grow until seals once again become a common sight along the shore.
Choice 1: HUNT THE SEALS[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Seal Hunting Ground (+70
Food/Day out of a total supply of 29,400, -5
Frostland Teams) (Cannot be upgraded)
Choice 2: PROTECT THE SEALS[edit | edit source]
Requirements
- None
Outcome
- Temporary increase to the Trust of the Community that is aligned with
Adaptation (+8 points, lasting for 100 weeks)
Whale Mine[edit | edit source]
In-Game Description[edit | edit source]
Multiple pods of whales froze here after being pursued by humanity's last whaling vessels into the freezing harbour. The scouts are amazed at the sight of the massive bodies made pale by the ice. "Finally, I've found my white whale!" the scout commander jokes. No one laughs.
Years ago, the Captain sent a team with machines to bore through the ice and mine out the whale meat. We can take the machines back to The City to assist our extraction or send a new team here to finish the job.
Choice 1: TAKE THE MACHINES[edit | edit source]
Requirements
- Surplus of 10
Frostland Teams
Outcome
- One-time expedition of 10
Frostland Teams which increases the output of all
Extraction Districts by 10 percentage points once it arrives at
The City
Choice 2: ESTABLISH WHALE MINING OUTPOST[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Whale Mine Outpost (+100
Food/Day out of a total supply of 80,000, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Cores, -100
Prefabs, -900
Population) (Population 900, +200
Food/Day, -10
Oil/Day, -25
Materials/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Upgrade Settlement (-2
Cores, -250
Prefabs, -900
Population) (Population 1800, +300
Food/Day, -20
Oil/Day, -40
Materials/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Ruins of Tesla City[edit | edit source]
In-Game Description[edit | edit source]
The looming remains of a city once famed for its technological marvels. The place has had a bad reputation and has been picked clean over the years, but to our surprise, our scouts uncovered a yet-undiscovered chamber. It houses a mechanical calculator powered by a coal-to-oil converter. It remains active, though no one knows what it's calculating.
We can either remove the converter to replicate in The City — though this will deactivate the machine — or we can send a team here to use the machine to boost our research.
Choice 1: SALVAGE THE COAL-TO-OIL CONVERTER[edit | edit source]
Requirements
- Surplus of 5
Frostland Teams
- Must have unlocked
Oil
- Must have not unlocked Coal Liquefaction on the
Idea Tree
Outcome
- One-time expedition of 5
Frostland Teams granting 50,000
Coal and which unlocks Coal Liquefaction on the
Idea Tree once it arrives at
The City
- Unlocks option to TAKE THE MATERIALS: one-time shipment of +50,000
Materials
Choice 2: CREATE RESEARCH OUTPOST[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Tesla City Research Outpost (+25 percentage points to
Research speed, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Cores, -100
Prefabs, -500
Population) (Population 500, +50 percentage points to
Research speed, -20
Oil/Day, -10
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Upgrade Settlement (-2
Cores, -250
Prefabs, -500
Population) (Population 1000, +75 percentage points to
Research speed, -20
Oil/Day, -20
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Winter Palace[edit | edit source]
In-Game Description[edit | edit source]
Over the snowy valley towers an opulent manor, complete with a marble ballroom and an indoor pool of hot spring water. Our scouts walked straight past the classical library and Turner seascapes to be amazed by the fur coats and felting gear in the servants' quarters, as well as silver skinning knives and leatherworking tools.
The scouts wanted to take the boots and coats home, but the commander disagreed. "We should use these samples and these tools to set up a factory reproducing the works of the old world. Then everyone in The City will have a fur coat and waterproof boots."
Choice 1: TAKE THE GOODS[edit | edit source]
Requirements
- Surplus of 15
Frostland Teams
Outcome
- One-time expedition of 15
Frostland Teams to bring back 60,000
Goods
Choice 2: ESTABLISH A MANUFACTURING OUTPOST[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Winter Palace (+40
Goods/Day out of a total supply of 168,000, -10
Frostland Teams)
- Settlement Upgrade 1: Expand Manufactory (-1
Cores, -100
Prefabs, -800
Population) (Population 800, +80
Goods/Day, -20
Oil/Day, -16
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Further Expand the Manufactory (-2
Cores, -250
Prefabs, -800
Population) (Population 1600, +160
Goods/Day, -30
Oil/Day, -32
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Expand Manufactory (-1
Decision Sites[edit | edit source]
Some Outposts require you to make a one-time choice before activating them that permanently affects their behavior.
Abandoned Coal Mine[edit | edit source]
In-Game Description[edit | edit source]
A mining complex inhabited by children a long time ago. Over the years, they grew older and became citizens of New London. The last miners were ordered home by the Captain, but we know some coal remains in the shafts.
The approach trail is in poor condition, but we've found a warehouse with Prefabs the Captain intended to use to improve it. We could take them, or leave them in place if we want to use the mine again.
Choice 1: TAKE THE STORED PREFABS[edit | edit source]
Requirements
- None
Outcome
- One-time shipment of 300
Prefabs
- Creates Outpost: Abandoned Mine (+250
Coal/Day out of a total supply of 448,000, -20
Frostland Teams) (+312/Day if connected by Skyways)
- Settlement Upgrade 1: Create Settlement (-1
Cores, -100
Prefabs, -1200
Population) (Population 1200, +400
Coal/Day, -30
Materials/Day, -24
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Expand Operations (-2
Cores, -250
Prefabs, -1200
Population) (Population 2400, +600
Coal/Day, -60
Materials/Day, -48
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Choice 2: RESTART THE MACHINE[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Abandoned Mine Outpost (+250
Coal/Day out of a total supply of 448,000, -10
Frostland Teams)
- Settlement upgrades are identical to those in Choice 1
Fortitude Base[edit | edit source]
In-Game Description[edit | edit source]
The abandoned base welcomes us with the "Fortitude" sign. The roof has collapsed on a lab where scientists studied the cause of the frost. But the training halls remain intact, along with the equipment used in attempts to contact other generator cities.
We could take all the preserved supplies back to New London. Or we could leave them, making re-activating the base less costly.
Choice 1: TAKE THE SUPPLIES[edit | edit source]
Requirements
- None
Outcome
- +3
Cores, +300
Prefabs
- Can later REBUILD THE BASE for -2
Cores and -400
Prefabs (for a net gain of +1 Core and net loss of -100 Prefabs); see Outcome of Choice 2.
Choice 2: LEAVE THE SUPPLIES[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Fortitude Base (-10% cost in Frostland Teams for Exploration, -10
Frostland Teams)
- Settlement Upgrade 1: Create Settlement (-1
Cores, -100
Prefabs, -1100
Population) (Population 1100, -10% cost in Frostland Teams for Exploration, +20
Frostland Teams, -15
Oil/Day, -22
Food/Day)
- Settlement Upgrade 2: Expand the Base (-2
Cores, -250
Prefabs, -1100
Population) (Population 2200, -10% cost in Frostland Teams for Exploration, +50
Frostland Teams, -25
Oil/Day, -44
Food/Day)
- Settlement Upgrade 1: Create Settlement (-1
Makeshift Mine[edit | edit source]
In-Game Description[edit | edit source]
A group of nomads have dug a coal mine on this site, using it to fuel a set of crude hothouses. However, their design is flawed and they haven't yet been able to grow any crops.
A quick exchange between them and our scouts suggests they will give us the site if we provide them with enough food for them to travel elsewhere.
Alternatively, we could send in guards to drive them away.
Choice 1: SEND FOOD[edit | edit source]
Requirements
- -10,000
Food carried by a one-time expedition of 10
Frostland Teams
Outcome
- Makes the Wanderers pleased
- Creates Outpost: Rebuilt Mine (+350
Coal/Day out of a total supply of 448,000, -15
Frostland Teams) (Cannot be upgraded)
Choice 2: ENTER BY FORCE[edit | edit source]
Requirements
- One-time expedition of 10
Frostland Teams and 15
Guard Squads
Outcome
- Makes the Wanderers displeased
- Creates Outpost: Rebuilt Mine (+350
Coal/Day out of a total supply of 448,000, -15
Frostland Teams) (Cannot be upgraded)
Timber Kiln[edit | edit source]
In-Game Description[edit | edit source]
A huge sawmill and kiln used by a group of nomads to produce oil from frozen timber. Our engineers believe we could make the machine much more efficient.
If we can get on speaking terms with these nomads, we could share the machine, offering them some of the supply. Otherwise, we could take the machine by force.
Choice 1: SHARE THE SITE[edit | edit source]
Requirements
- Must have pleased the Wanderers
- Must have unlocked
Oil
Outcome
- Creates Outpost: Great Kiln (+70
Oil/Day out of a total supply of 5,520,000, -10
Frostland Teams)
- Settlement Upgrade 1: Improve the Machine (-1
Cores, -100
Prefabs, -600
Population) (Population 600, +120
Oil/Day, -12
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Further Improve the Machine (-2
Cores, -250
Prefabs, -600
Population) (Population 1200, +200
Oil/Day, -24
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Improve the Machine (-1
Choice 2: GAIN ACCESS BY FORCE[edit | edit source]
Requirements
- One-time expedition of 10
Frostland Teams and 15
Guard Squads
- Must have unlocked
Oil
Outcome
- Creates Outpost: Great Kiln (+100
Oil/Day out of a total supply of 5,520,000, -10
Frostland Teams)
- Settlement Upgrade 1: Improve the Machine (-1
Cores, -100
Prefabs, -800
Population) (Population 800, +150
Oil/Day, -16
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Further Improve the Machine (-1
Cores, -100
Prefabs, -800
Population) (Population 1600, +250
Oil/Day, -32
Food/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Improve the Machine (-1
Linked Sites[edit | edit source]
Some Outposts are connected to other locations in the Frostland, with decisions for one site affecting how you can exploit the other sites linked to it.
Hot Springs[edit | edit source]
Sites[edit | edit source]
Hot Springs, Hot Springs Refuge, Hot Springs Mushroom Cave
Choice 1: ACCESS THE SPRINGS[edit | edit source]
Requirements
- Must rebuild Hot Springs Refuge somewhere in a High Pass (-200
Prefabs, plus cost for Trails/Skyways)
- Must rebuild Hot Springs Mushroom Cave somewhere in an Endless Plain (-200
Prefabs, plus cost for Trails/Skyways)
Outcome
- Creates Outpost: Hot Springs (Population 3000, -10
Disease in all Colonies, -10
Frostland Teams)
- Settlement Upgrade 1: Build Sanatorium (-1
Cores, -100
Prefabs, -500
Population; requires 50 points in Adaptation) (Population 3500, -20
Disease in all Colonies, -10
Frostland Teams, -30
Materials/Day, -10
Goods/Day)
- Settlement Upgrade 2: Improve Sanatorium (-2
Cores, -250
Prefabs, -500
Population) (Population 4000, -30
Disease in all Colonies, -10
Frostland Teams, -50
Materials/Day, -20
Goods/Day)
- Settlement Upgrade 1: Build Sanatorium (-1
- Creates Resource Site: Hot Springs Mushroom Cave (+260
Food/Day from supply of 250,000, -10
Frostland Teams)
Choice 2: FORCE ACCESS AND INTEGRATE SETTLEMENT[edit | edit source]
Requirements
- One-time expedition of 10
Frostland Teams and 15
Guard Squads
Outcome
- Creates Outpost: Hot Springs (Population 2500, -10
Disease in all Colonies, -10
Frostland Teams)
- Settlement Upgrade 1: Build Sanatorium (-1
Cores, -100
Prefabs, -1000
Population; requires 50 points in Adaptation) (Population 3500, -20
Disease in all Colonies, -10
Frostland Teams, -30
Materials/Day, -10
Goods/Day)
- Settlement Upgrade 2: Improve Sanatorium (-2
Cores, -250
Prefabs, -500
Population) (Population 4000, -30
Disease in all Colonies, -10
Frostland Teams, -50
Materials/Day, -20
Goods/Day)
- Settlement Upgrade 1: Build Sanatorium (-1
- Can Dismantle Hot Springs Refuge (+1
Cores, +150
Prefabs)
- Can Take the Mushrooms from Hot Springs Mushroom Cave (permanently increases the output of ll
Food Buildings and Districts by +18 percentage points)
Ice Sailers[edit | edit source]
Sites[edit | edit source]
Ice Sailers/Foraging Valley, Ice Sailer Families
Choice 1: HELP THEM SEARCH[edit | edit source]
Requirements
- None
Outcome
- Creates Outpost: Foraging Valley (+120
Food/Day out of a total supply of 77,000, -5
Frostland Teams) (Cannot be upgraded)
- Can bring 1,331 Frostlanders to
The City from Ice Sailer Families
Choice 2: FORCE THEM TO RETURN TO THEIR FAMILIES[edit | edit source]
Requirements
- Must have discovered Ice Sailer Families
Outcome
- Creates Outpost: Foraging Valley (+90
Food/Day out of a total supply of 29,400, -5
Frostland Teams) (Cannot be upgraded)
- Can bring 2,269 Frostlanders to
The City from Ice Sailer Families
Shipwreck Camp[edit | edit source]
Sites[edit | edit source]
Shipwreck Camp, Baron's Cave, The Woodsmen
Choice 1: REINSTATE OLD LEADERS[edit | edit source]
Requirements
- One-time expedition of 10
Frostland Teams and 15
Guard Squads
- Must have discovered The Woodsmen and not used the "Take by Force" option
- Must have 30 points in Equality
Outcome
- Creates Outpost: Shipwreck Camp (Population 4500, +15
Guard Squads, -10
Frostland Teams)
- Settlement Upgrade 1: Improve Facilities (-1
Cores, -100
Prefabs, -500
Population) (Population 5000, +25
Guard Squads, -10
Frostland Teams)
- Settlement Upgrade 2: Further Improve Conditions (-2
Cores, -250
Prefabs, -500
Population) (Population 5500, +40
Guard Squads, -10
Frostland Teams)
- Settlement Upgrade 1: Improve Facilities (-1
- Can conquer Baron's Cave by force with a one-time expedition of 10
Frostland Teams and 20
Guard Squads, leading to two choices:
- TAKE EVERYTHING TO THE CITY (+25,000
Goods, +913
Population)
- ESTABLISH OUR OWN OPERATION (-100
Prefabs)
- Creates Outpost: Baron's Cave (+2
Heatstamps/Week, -10
Guard Squads, -10
Frostland Teams) (Cannot be upgraded)
- Creates Outpost: Baron's Cave (+2
- TAKE EVERYTHING TO THE CITY (+25,000
- Can Receive Sawmills from The Woodsmen to create Resource Site: Woodsmen's Sawmills (+250
Materials/Day from supply of 358,400, -10
Frostland Teams)
Choice 2: SUPPORT NEW LEADERSHIP[edit | edit source]
Requirements
- Must have discovered Baron's Cave and used the "Send Materials" option (-10000
Materials)
- Must have 30 points in Merit
Outcome
- Creates Outpost: Shipwreck Camp (Population 5500, +2
Heatstamps/Week, -10
Frostland Teams)
- Settlement Upgrade 1: Improve Facilities (-1
Cores, -200
Prefabs, -500
Population) (Population 6000, +3
Heatstamps/Week, -10
Goods/Day, -10
Frostland Teams)
- Settlement Upgrade 2: Further Improve Facilities (-2
Cores, -250
Prefabs, -500
Population) (Population 6500, +5
Heatstamps/Week, -20
Goods/Day, -10
Frostland Teams)
- Settlement Upgrade 1: Improve Facilities (-1
- Can Take The Woodsmen by Force with one-time expedition of 10
Frostland Teams and 15
Guard Squads to create Resource Site: Woodsmen's Sawmills (+250
Materials/Day from supply of 358,400, -10
Frostland Teams)
Choice 3: BRING THEM TO THE CITY[edit | edit source]
Requirements
- One-time expedition of 10
Frostland Teams and 30
Guard Squads
Outcome
- +5302
Population
- Can conquer Baron's Cave by force with a one-time expedition of 10
Frostland Teams and 20
Guard Squads, leading to two choices:
- TAKE EVERYTHING TO THE CITY (+25,000
Goods, +913
Population)
- ESTABLISH OUR OWN OPERATION (-100
Prefabs)
- Creates Outpost: Baron's Cave (+2
Heatstamps/Week, -10
Guard Squads, -10
Frostland Teams) (Cannot be upgraded)
- Creates Outpost: Baron's Cave (+2
- TAKE EVERYTHING TO THE CITY (+25,000
- Can Take The Woodsmen by Force with one-time expedition of 10
Frostland Teams and 15
Guard Squads to create Resource Site: Woodsmen's Sawmills (+250
Materials/Day from supply of 358,400, -10
Frostland Teams)
Other Outposts[edit | edit source]
The remaining Outposts are standalone sites with no special decisions attached to them.
Captain's Mine[edit | edit source]
In-Game Description[edit | edit source]
The Captain Himself ordered this mine dug as New London's coal began to dwindle, but its hastily-laid trail was lost to a whiteout. The shafts are marked with the miners' final farewells to their families.
Output & Upkeep[edit | edit source]
- +250
Coal/Day out of a total supply of 210,000
- -10
Frostland Teams
(Cannot be upgraded)
Dreamers' Mine[edit | edit source]
In-Game Description[edit | edit source]
An ironworks sits at the surface of this mine, its walls covered with designs for wagons and transports. A smaller glassworks once fabricated fragile scientific instruments. Few tools remain after many years of scavenging, but there is still iron at the very bottom of the shaft.
Output & Upkeep[edit | edit source]
- +200
Materials/Day out of a total supply of 2,440,000
- -10
Frostland Teams
(Cannot be upgraded)
Imperial Freighter[edit | edit source]
In-Game Description[edit | edit source]
The wreck of a mighty freighter marked with the colours of the old empire. It is the only wreck we see facing away from, and not towards, the coast. It seems to have collided with another vessel and partially sunk, but fortunately enough remains above the surface to be salvaged.
Output & Upkeep[edit | edit source]
- +200
Materials/Day out of a total supply of 2,440,000 (+250/Day if connected by Skyways)
- -10
Frostland Teams
(Cannot be upgraded)
Nansen's Storm Watch[edit | edit source]
In-Game Description[edit | edit source]
The place where Fridtjof Nansen was last seen, just before the Great Storm hit.
The Captain later ordered the walls strengthened and the larder extended. Our expeditions can use this base to rest and resupply.
Output & Upkeep[edit | edit source]
- Exploration Speed Multiplier of 0.77
- -5
Frostland Teams
(Cannot be upgraded)
Tesla Crater[edit | edit source]
Must be first uncovered by an expedition of 30 Frostland Teams at the Mysterious Towers near Tesla City.
In-Game Description[edit | edit source]
Advanced structures lie underneath the ice in the centre of a crater, sheer cliffs to all sides. Our teams can drill down and salvage the remains for useful parts.
Output & Upkeep[edit | edit source]
- +10
Prefabs/Week out of a total supply of 400
- -10
Frostland Teams
(Cannot be upgraded)
Weather Station[edit | edit source]
In-Game Description[edit | edit source]
This outpost once predicted temperature drops for Winterhome. The peak is visible for miles around, the ideal place for a beacon to help travelers reach New London.
Output & Upkeep[edit | edit source]
- +6 to Population Growth Speed
- -10
Frostland Teams
(Cannot be upgraded)