Emergency Shift (Adaptation Law)

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

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

Cooldown: 18h

Path
Book: Adaptation
 * Next: Extended Shift (Law)

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

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

Events
Emergency Shift has the following events associated with it:

Working day and night
After using multiple emergency shifts, this event will trigger. "Sir, people are questioning the need for so many Emergency Shifts. They understand that our situation requires hard work from everyone, but do we really have to rely on heroic efforts so often? A break would be nice."

There are three options:


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

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

Mechanics
Triggering emergency shift will always greatly increase discontent.

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

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