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Emergency Shift
Sometimes we have to concentrate on the task at hand at the cost of everything else, or die.
Adaptation
Unlocks
Abilities Emergency Shift
Laws Extended Shift
Immediate Effects
Law Cooldown 18 hours
Discontent rises slightly
Hope -


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

Characteristics[]

GOOD

NOTICE

Events[]

Emergency Shift has the following events associated with it:

Emergency Shift Series[]

Main article: Emergency Shift (Arc)


Emergency Shift - Working day and night

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.

If a building has Extended Shift activated, choosing "Good Idea" will also change the Extended Shift back to the normal shift length. Changing it back to Extended Shift will not fail the associated quest to avoid using Emergency Shifts.

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.

Notes[]

Allows the player to increase the work time in certain buildings or resource piles from a standard 10 hour day (08:00 to 18:00) to a full 24 hour shift from when the toggle button is clicked. Must be individually turned on, toggle is located when you click on the building or resource pile near the center of the dialog box. You will see a clock with a yellow arrow pointing up, this is the toggle button to turn it on.

The Emergency shift button will not appear if "Emergency Shift" law was not enacted.

The scripted death from this event can be circumvented by turning off the workplace when the trigger should occur. As such using saving and loading it's possible to turn off the workplace 1 in-game minute before the trigger appears and then turn it back on an in-game minute later, effectively skipping the event trigger. However the event will still trigger the next time another non-pile workplace gets emergency shift. With the use of this trick/cheese it is possible to stop this event trigger from happening indefinitely. Another way to stop this trigger from occurring is to turn off the workplace off for 3 hours just after using emergency shift, after that you can turn it back on and it won't trigger effectively allowing 21 continuous hours of emergency shift.

Trivia[]

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