Guides & Walkthroughs New Guides Popular RPG Action Strategy Adventure YouTube Guides Mobile App
Free iOS App iPhone & Ipad
Download Game Guide PDF, ePUB & iBooks

Frostpunk Game Guide by gamepressure.com

Frostpunk Game Guide

Table of Contents

Path of Faith or Path of Order, what should I choose? Frostpunk Guide

In Frostpunk you can choose one path from The Purpose Book of Laws - Faith or Order. He're we writing what is best for your city.

Last update: 25 April 2018

Another Book of Laws is dedicated to Purpose. It focuses on Faith or Order and it gives you foundations for creating a totalitarian city. You can follow only one of the two Paths so choose wisely.

Path of Faith

Law

When it can be unlocked

Functions

House Of Prayer

Available from the beginning

Unlocks a new building. Increases hope of those citizens whose homes are within its reach.

Shrines

After signing House Of Prayer law

Unlocks a new building. Increases hope and efficiency of buildings within its reach. Because of that Shrines should always be built near a few industrial buildings.

Field Kitchen

After signing Shrines law

Unlocks a new building. Provides nearby workers with food which increases temperature in a given building by 1. Invest in this law when temperature gets dangerously low.

House of Healing

After signing Shrines law

Unlocks a new building. Regular workers can provide medical care which has an impact of efficiency. Useful when your city has problems with an epidemic and you only have a limited number of engineers that can stop it.

Evening Prayers

After signing House Of Prayer law

Unlocks a new function for House Of Prayer. Increases hope. Very useful when hope is low.

The Temple

After signing Evening Prayers law

Unlocks a new building. It gives a huge bonus to hope - a perfect solution when you are close to getting exiled for having low hope.

Righteous Denunciation

After signing The Temple

Allows you to check citizens - thanks to that you can detect thefts and get resources back. Signing this law raises discontent but catching a thief will lower this value a little bit.

Faith Keepers

After signing Evening Prayers law

Unlocks a new building. These are the most faithful citizens. You can use them to stop other citizens from protesting. It also unlocks another ability for Faith Keepers that reduces discontent in the city.

Public Penance

After signing Faith Keepers

Unlocks a new ability for Faith Keepers. Signing this law raises discontent. Each use of this ability raises hope and lowers discontent by a little bit.

Protector Of The Truth

After signing Public Penance

Unlocks a new ability for Faith Keepers and the Temple. Signing this law increases discontent. However, each use reduces discontent almost entirely. This ability is great for solving problems in your society that are caused by high discontent.

New Faith

After signing Protector Of The Truth

Introduces totalitarianism. It eliminates the hope bar completely. However, some of your citizens can oppose the system. Thanks to this law your population will gradually decrease - be sure that you won't run out of workers after signing it.

Path of Order

Law

When it can be unlocked

Functions

Neighbourhood Watch

Available from the beginning

Unlocks a new building. Increases hope in homes within its reach. A good way to increase hope with minimal costs.

Morning Gathering

After signing Neighbourhood Watch law

Another way of increasing hope with minimal costs. Every morning, your citizens gather in a place (this raises hope).

Foreman

After signing Morning Gathering law

Unlocks a new function in places of work. Thanks to it you can increase efficiency of a given building by 40% for 24 hours.

Guard Stations

After signing Neighbourhood Watch

Unlocks a new building that can substitute a Watchtower. All homes within its reach have bonus to hope and they have lowered discontent.

Patrol

After signing Guard Stations law

Unlocks additional function for Guard Station. Allows you to organize patrols that boost hope and decrease discontent.

Propaganda Centre

After signing Guard Stations law

Unlocks a new building. Gives a huge boost to hope - a perfect solution when you are close to being exiled for having low hope.

Prison

After signing Guard Stations law

Unlocks a new building. You can catch and isolate criminals. It also raises discontent by a little bit.

Forceful Persuasion

After signing Prison law

Unlocks a new function for Prison. It reduces amount of time spent by prisoners but at a cost of their health or even life. It also raises discontent. This law isn't worth signing when you have a low number of prisoners.

Agitator

After signing Propaganda Centre

Unlocks a new building. Increases efficiency of nearby industrial buildings by 20%. A perfect way of increasing efficiency without developing additional technologies.

Pledge of Loyalty

After signing Propaganda Centre

Your citizens can be recruited to Pledge of Loyalty. This gives them a permanent bonus to hope.

New Order

After signing Pledge of Loyalty or Forceful Persuasion

Introduces totalitarianism. It eliminates the hope bar completely. However, some of your citizens can oppose the system. Thanks to this law your population will gradually decrease - be sure that you won't run out of workers after signing it.

See/Add Comments

You are not permitted to copy any image, text or info from this page.

This site is not associated with and/or endorsed by the 11 bit studios or 11 bit studios. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2024 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.