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The Book of Laws is one of the Game Mechanics in Frostpunk.

Description[ | ]

The Book of Laws provides the basis of rules and direction for the new city. The choice of Laws chosen and disregarded will have significant effects on the population; this is reflected in the Discontent or Hope penalties/boosts that accompany every newly introduced law. At the end of a scenario, a summary (often harsh) of the player's decisions in shaping the new city will derive primarily from the laws chosen.

The Book of Laws itself is composed of two law trees: Adaptation, and Purpose. Adaptation Laws are always available from the start of a scenario. Purpose Laws, on the other hand, are introduced later in the scenario and composed of either Faith or Order laws. The two aforementioned trees are mutually exclusive, so choosing one will prevent laws from the other tree being introduced. All laws affect either Discontent or Hope to various degrees, often times both. Many laws offer new building options or building abilities (e.g. adding sawdust to meals). Laws that provide a new building option often form as a promise to build it, as such the population will be displeased if expected buildings are not constructed soon. The law trees of Faith and Order offer many similar benefits with Guards and Faith Keepers operating effectively identically. Progressing the law tree of either Faith or Order will culminate in the New Faith/New Order law becoming available. These laws have significant effects as they will remove Hope as a going concern by making the population either completely devoted or obedient. This is achieved by neutralizing or silencing most elements of resistance to the Captain and so may result in some casualties. The Captain may still be overthrown should Discontent run too high. At this point, discontent may be managed with ease as problematic citizens/scapegoats may be publicly executed to deter an uprising. If you sign any of the last three laws of either path in Purpose, the ending will say "We have crossed the line," and "But was it worth it?"

Visually the Book of Laws is presented in a similar fashion to the 'tech tree' with each 'branch' displaying clearly the sequence of laws in each area.

Unlike the 'tech tree' the player cannot sign all laws in the book as certain choices can make others unavailable. For example signing the Corpse Disposal law will remove the option of having a graveyard by signing the Cemetery law. In this case it also gives the player a new branch to choose from, fitting to the choice that was made. Other 'one or the other' choices between laws will not change the following branch and simply make the same law(s) available no matter which one has been picked (For example choosing Extra Rations for the Ill or Overcrowding will always lead to Triage).

Most laws have events associated with their passing or the usage of their abilities.

Main Game Laws[ | ]

Adaptation Laws[ | ]

 
 
 
 
 
House of Pleasure
 
Duelling Law
 
Extended Shift
 
Child Labour - All Jobs
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Moonshine
 
Public House
 
Fighting Arena
 
Emergency Shift
 
Child Labour - Safe Jobs / Child Shelters
 
Medic Apprentices / Engineer Apprentices
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Adaptation
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Soup / Food Additives
 
 
 
 
 
Radical Treatment / Sustain Life
 
Cemetery / Corpse Disposal
 
Organ Transplants
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Alternative Food Source
 
Extra Rations for the Ill / Overcrowding
 
Care House
 
Ceremonial Funerals
 
Organic Fertiliser
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Triage
 
Prosthetics
 
 
 
 
 
 
 
 
 
 
 

Cooldowns per law[ | ]

Name Time Name Time Name Time
Alternative Food Source 45h Emergency Shift 18h Organ Transplants 36h
Carehouse 36h Engineer Apprentices 36h Organic Fertiliser 45h
Cemetery 18h Extended Shift 18h Overcrowding 36h
Ceremonial Funerals 36h Extra Rations for the Ill 36h Public House 18h
Child Labour - All Jobs 36h Fighting Arena 36h Prosthetics 45h
Child Labour - Safe Jobs 18h Food Additives 18h Radical Treatment  18h
Child Shelters 18h House of Pleasure 36h Sustain Life 18h
Corpse Disposal 18h Medic Apprentices  36h Soup  18h
Dueling Law 45h Moonshine 36h Triage 45h

Purpose Laws (Faith/Order)[ | ]

 
 
 
 
 
 
 
 
 
New Faith
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Protector of the Truth
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Public Penance
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Righteous Denunciation
 
 
Faith Keepers
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The Temple
 
 
Evening Prayers
 
 
House of Healing
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
House Of Prayer
 
 
Shrines
 
 
Field Kitchens
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Faith tree
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Purpose
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Order tree
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Morning Gathering
 
Neighbourhood Watch
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Foreman
 
 
 
Guard Stations
 
 
Patrol
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Propaganda Centre
 
 
Prison
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Agitator
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pledge of Loyalty
 
Forceful Persuasion
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
New Order
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Cooldowns per law[ | ]

Faith Order
Name Time Name Time
Evening Prayers 36h Agitator 63h
Faith Keepers 36h Forceful Persuasion 45h
Field Kitchens 36h Foreman 18h
House of Healing 36h Guard Stations 36h
House of Prayer 36h Morning Gathering 18h
New Faith 72h Neighbourhood Watch 36h
Protector of the Truth 36h New Order 72h
Public Penance 36h Patrol 36h
Righteous Denunciation 36h Pledge of Loyalty 36h
Shrines 18h Prison 45h
The Temple 36h Propaganda Centre 45h

The Last Autumn Laws[ | ]

Administration Laws[ | ]

 
 
 
 
 
 
 
 
 
House of Pleasure
 
Evening Service
 
Ceremonial Funerals
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bare-Knuckle Bouts
 
Public House
 
Chapel
 
On-Site Burials / Repatriation of Bodies
 
Company Funerals
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Administration
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Cocaine Pills
 
Gruel / Hearty Meals
 
Bath House
 
Radical Treatment / Sustain Life
 
Extra Rations for the Ill / Overcrowding
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Alternative Food Source
 
Crowded Quarters / Comfortable Quarters
 
Care House
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Prostheses Shipments / Medical Repatriation
 
 
 
 
 
 
 

Labour Laws[ | ]

 
 
 
 
 
 
Terror
 
Show of Force
 
 
 
 
 
 
 
Servitude
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
People's Militia
 
 
 
 
 
 
 
 
 
 
 
Roundups
 
Rationalised Healthcare
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Selfless Sacrifice
 
Abolition of Privileges
 
Propaganda
 
 
 
Class Segregation
 
Penal Colony
 
Strike Busting
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Official Doctrine
 
 
 
 
 
 
 
 
 
 
 
Security Outposts
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Collective Bargaining
 
Workers Council
 
 
 
 
 
 
 
Internal Promotion
 
Overseers
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Labour Union
 
 
 
 
 
 
 
 
 
 
 
Factory Inspectorate
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Workers
 
 
 
 
 
 
 
 
 
 
 
Engineers
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Work Standardisation
 
 
 
Short Shift
 
 
 
 
 
 
Extended Shift / Two Shifts
 
 
 
Extended Shift Compensations
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Labour
 
 
 
 
 
 
 
 
Shift Work Coordination
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Dispensary
 
 
 
 
 
Safety Procedures
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
After-Hours Equipment Maintenance
 
 
 
 
 
 
 

Cooldowns per law[ | ]

Workers Engineers Neuter laws
Name Time Name Time Name Time
Labour Union 48h Factory Inspectorate 48h Dispensary 36h
Workers Council 48h Overseers 48h Safety Procedures 18h
Collective Bargaining 18h Internal Promotion 18h After-hours Equipment Maintainence 18h
Official Doctrine 48h Security Outposts 48h Short Shift 18h
Abolition of Privileges 48h Penal Colony 48h Work Standardisation 18h
Selfless Sacrifce 18h Class Segregation 18h Extended Shift 18h
Propaganda 18h Strike Busting 18h Two Shifts 18h
People's Militia 48h Roundups 48h Extended Shift Compensation 18h
Show of Force 18h Rationalised Healthcare 18h Shift Work Coordination 18h
Terror 48h Servitude 48h
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