Frostpunk: All buildings of the base game explained


In this guide to the building construction in Frostpunk you will find out

  • what types of buildings there are and what abilities they have
  • how to upgrade the buildings
  • which production chains you can use wisely
  • how the heat level system works

The survival city builder Frostpunk () by 11bit Studios presents you with a lot of messy decisions and exciting challenges. However, since many buildings are only unlocked gradually through laws and research, the overview is quickly lost.

In our guide to the game, we will introduce you to all building types and their upgrade options, so that you can manage your city dwellers' fight for survival without stress. For general tips on the gameplay, check out our big Frostpunk beginner's guide.

Table of Contents

  1. How the heat levels work
  2. Residential buildings
  3. Leisure buildings
  4. Technology buildings
  5. Food procurement and production
  6. Healthcare
  7. Resource extraction and storage
  8. Coal production
  9. Wood production
  10. Steel production
  11. Citizen control buildings

1. How do the heat levels work in Frostpunk?

Frostpunk is all about the cold - if you don't keep your citizens warm, they will get sick or even die in extreme temperatures. Therefore, when constructing buildings, upgrading buildings through research and external heating options, you keep an eye on the interplay between the current temperature and the heat level of the respective building.

On the heat map, you can see where the risk of illness increases because of the temperature.

Basically, the further the building is built from the generator, the more you have to think about additional heating measures, alternatively about automation by automatons. Then, with the exception of a few building types (such as the greenhouse), the heat level no longer plays a role.

The following temperature levels are available:

Temperature levelEffect
ComfortableNo risk of disease
TolerableVery low risk of illness
CoolLow risk of disease
ColdMedium risk of disease
Very coldHigh risk of disease
Low risk of serious illness
Ice coldVery high risk of disease
Low risk of amputation

During the course of the game, the temperature keeps rising and falling. Every 10°C less an existing heat level of a building is negated, the temperature inside the building drops to the next lowest level.

While a tent with heat level 1 at -20°C still offers the occupants a tolerable temperature, at -30°C a certain risk of illness is present due to a cool temperature. At -40°C at the latest, the standard insulation of a tent is no longer sufficient to protect your citizens adequately against illness.

From here on, you should set up external heating sources such as a steam center, increase generator range or strength, or research better insulation or better insulated buildings. The heat map will show you the current heat levels in your settlement. If the temperature drops by several levels, you should be on the lookout for cold-related sources of disease!

2. What are the residential buildings for?

So that your citizens don't have to sleep on the streets, it's best to build housing for them during the first day of the game in any scenario. This is especially important, as your citizens will fall ill all the more easilythe longer they are exposed to the cold. Since the temperature will drop sooner or later, you should research better shelters early on.

At the start of the game, only tents are available for shelter - but better a tent than sleeping outside!

Shelters cannot be upgraded except for passive insulation, so it's best to build them close to the generator. You can gain additional heat levels by building steam centers in your housing areas. Each housing building takes up 4×2 space and accommodates 10 residents.

Tent

  • Cost: 10 wood
  • Tech level: 0
  • Heat level: 1

Barracks

  • Costs: Wood 20, Steel 10
  • Techlevel: 1 (Research: Barrack)
  • Heat level: 1

House

  • Costs: Wood 35, Steel 25
  • Techlevel: 3 (Research: House)
  • Heat level: 2

Improvements:

  • New house design (tech level 4): Lower construction cost for houses (- 10 wood, - 10 steel)
  • Houses thermal insulation (tech level 5): 1 heat level

Children's home

Once you have passed the "Children's Homes" law, you must house the children in a secure environment during the day. There is room for 15 children in a children's home, it needs 4×3 space. Since the building only works from the heat level "cool" upwards, you need to make sure that there is enough heating here. With the laws "engineer apprentices" or "medical apprentices" you use the manpower of the children from children's homes for a bonus in your research labs or medical facilities.

  • Cost: 20 wood, 5 steel
  • Heat level: 2
  • Necessary heat level: cool
  • Upgradeable: Radiator
  • Prerequisite: Law "Children's homes" (customization)

3. Recreational Buildings

By means of leisure buildings you can reduce the dissatisfaction of your inhabitants in the long run. You unlock them by passing laws, they mostly offer passive effects for every resident who visits them.

By enacting the Duel Law, you risk injury to your citizens.

Pay special attention to placing battle arenas in residential areas so that the building's effect includes as many residents as possible. This does not apply to the cemetery and the inn, as you may only build these buildings once in the settlement anyway.

Battle Arena

In the battle arena your citizens meet in the evening between 18:30 - 23:30 and fight thoroughly with each other, while the rest of the inhabitants watch. The dissatisfaction of the visitors decreases after visiting the 4×2 building.

  • Cost: 20 wood, 10 steel
  • Prerequisite: Law "Battle Arena
  • Upgradeable: Law "Duel Law", duels further reduce discontent, but can be fatal!

Inn

The inn is where your citizens relax from 7pm to 11:30pm after work. This 6×3 building needs at least one active worker to function - if the labor pool is tight, you should save here and only stock up when there are enough workers. The dissatisfaction level of inn customers drops after the end of the visit.

  • Cost: 15 wood
  • Prerequisite: Law "Inn
  • Personnel: 5 workers or engineers
  • Heat level: 2
  • Required heat level: cool
  • Upgradeable: Radiator, Liquor Law (customization), Whorehouse Law (customization): Both liquor and whorehouse additionally reduce the dissatisfaction level of visitors

The inn is where your citizens relax after a hard day's work.

Cemetery

The cemetery not only provides a dignified final resting place for your city's dead, it also protects the survivors from the risk of epidemics caused by corpses. Each burial keeps some citizens away from work for a few hours. Since the cemetery doesn't need to be heated, it's best to build it far from the city center so it doesn't waste much-needed building space in the warm.

If you build the Snow Pit instead of the Graveyard, the subsequent laws will support the efficiency of your medical stations and hospitals as well as the fertility of your Greenhouses by using the collected corpses. These bonuses are more than worth considering, especially in high population scenarios!

  • Cost: 10 wood
  • Prerequisite: Law "Graveyard
  • Upgradeable: Law "Ceremonial Burial" (customization), halves the hope loss per death

4. What technology buildings are there in Frostpunk?

Through technological progress you improve the living conditions and possibilities for your settlement sustainably. Especially research labs should be built as early as possible in the game to start research quickly.

With a graveyard you can considerably reduce the risk of epidemics for your inhabitants.

It is also necessary to build the signal station as early as possible in the game so that you can explore the surroundings of your settlement with scouting parties and thus gain additional inhabitants, resources and steam cores as well as access to outposts.

Research Lab

In the 4×3 research labs, your engineers invent new techniques and buildings for the benefit of your settlement. While a fully occupied research lab works at 100efficiency, two labs already yield 130research efficiency, three even 150%. From the fourth research lab on, the combined efficiency increases by only 10% each.

  • Costs: 15 wood, 5 steel
  • Personnel: 5 engineers or 1 engineer automaton
  • Heat level: 2
  • Necessary heat level: cool
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: radiator, engineer apprentice ("nursery" and "engineer apprentice" laws, customization) for research bonus of 20% during normal work shift

Signal station

After researching the 6×3 signal station, it is best to place it away from the generator and the best/warmest building sites, as the building will work without heating and will only allow you to recruit scout troops.

  • Cost: 20 wood, 35 steel
  • Scouting party cost: 40 wood, 5 workers (or 5 engineers in 'The Arks' scenario)

Improvements:

  • More scouts (tech level 1): one more scout troop possible
  • Lighter scout sleds (tech level 2): Scouts are 50% faster
  • Additional scouts (tech level 4): one more scout troop possible
  • Powered scout sleds (tech level 5): Scouts are 100% faster

Three research labs operate at a total of 150efficiency.

Factory

You need the 6×3 factory for exactly two aspects of the game: either you use it to make prosthetic limbs for fellow amputees so that they become part of your settlement's labor force again. Or you can use steam cores to build automatons to automate resource gathering and manufacturing in your settlement, which is especially helpful for scenarios with ice storms. As long as human workers are running the factory, you need to keep in mind the minimum heat level for the building.

  • Cost: 30 wood, 15 steel, 1 steam core
  • Personnel: 5 engineers or 1 engineer automaton
  • Prerequisite: Research "Factory" (tech level 2)
  • Heat level: 2
  • Required heat level: cool
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator

Improvements:

  • Streamlined prosthetics (tech level 3): - 5 steel in prosthesis production, Optimized prostheses (tech level 4): 50% faster prosthesis production
  • Rationalized Automatons (tech level 3): - 20 steel, - 20 wood in Automaton manufacturing, New Automaton design (tech level 4): - 30 steel, - 30 wood at Automaton manufacture
  • Incorporation of Automatons I (tech level 3): 10 utomaton efficiency, incorporation of Automatons II (tech level 4): 10 utomaton efficiency, incorporation of Automatons III (tech level 5): 10 utomaton efficiency
  • Medical Automatone (Tech Level 4): Allows Automaton use in medical post and hospital, incorporation med Automatone (tech level 5): 20 utomaton efficiency in medical buildings
  • Engineer Automatons (Tech Level 4): Allows Automaton use in research lab and factory

5. How does food procurement and production work?

Generally, there are two ways to get food for your settlers in Frostpunk - either hunting or plant cultivation. Which option you use, or whether you can even use both, depends on the scenario you choose (for example, " A New Home"): If you feed your population with hunting, you will need a lot of available labor.

With these three hunter's lodges you can produce a lot of meat, but you also need 45 workers.

If you rely purely on greenhouses, you should have a reliable source of steam cores ready, since without them you can't build either the basic model or the improved version. Either way, you won't be able to avoid stockpiling, since hunters won't move out during ice storms, and temperatures will drop so low that nothing will grow in greenhouses either.

Hunter's hut

Hunters active at night bring raw meat to the settlement, which is processed into ready meals in eating houses. You can safely place the 6×3 hunters' huts away from warm zones, as the hunters do not suffer from cold effects during their working hours. During ice storms, however, you should remove the workers from the building, as they will not be able to go hunting anyway, and cold effects will take hold as soon as citizens assigned to hunt are standing around in the city.

  • Cost: 20 wood
  • Heat level: 2
  • Personnel: 15 workers
  • Production: 15 raw food/day

Flying hunters

  • Cost: 40 wood, 40 steel
  • Personnel: 15 workers
  • Production: 30 raw food/day
  • Prerequisite: Research "Flying Hunters" (tech level 2)

Improvements:

  • Hunter equipment (tech level 0): 5 raw food/day, hunting tactics (tech level 2): - 5 employees needed
  • Equipment for flying hunters (tech level 4): - 5 employees needed

Greenhouse

While the basic version of this 7×4 building already offers the food production of the upgraded hunter's hut, it always costs you a precious steam core and forces you to keep the building warm in order for it to function at all.

If you have allowed child labor, the greenhouse is a good place for them to work. Improved automatons provide a constant supply of food as an alternative to workers. If you have a surplus of steam cores, you should definitely use fully automated greenhouses!

  • Cost: 20 wood, 1 steam core
  • Personnel: 10 workers or engineers or children (safe jobs) or 1 Automaton
  • Heat level: 1
  • Necessary heat level: cool
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order), "use the dead" law (customization)
  • Upgradeable: Radiator
  • Prerequisite: Research "Greenhouse" (tech level 1)

Industrial greenhouse

  • Costs: 20 wood, 35 steel, 2 steam cores
  • Personnel: 10 workers or engineers or children (safe jobs) or 1 Automaton
  • Necessary heat level: cool
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order), "use the dead" law (customization)
  • Upgradeable: Radiator
  • Prerequisite: research "industrial greenhouse" (tech level 3)

Improvements:

  • Greenhouse Heat Insulation (Tech Level 2): 1 heat level, Greenhouse Heat Insulation II (Tech Level 4): 1 heat level
  • Greenhouse selection (tech level 5): 15efficiency with full number of workers

In order for the dining house to work again, we need to provide more heat.

Dining House

In the 6×3 dining house, workers prepare ready meals for your citizens from raw food. With the "Soup" law you increase food production, but citizens become dissatisfied with food consumption. This is only worthwhile if you have the means to compensate for or suppress dissatisfaction.

With the law "additives" you increase the food production by food stretched with sawdust significantly, but you should have an optimized health system with improved healing rates before you resort to this remedy: Contrary to the announcement 'some citizens will fall ill', the resulting sickness rate is noticeable!

  • Cost: 20 wood
  • Personnel: 5 workers or engineers or children (safe jobs) or 1 Automaton
  • Heat level: 1
  • Necessary heat level: cool
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order), alternative food source (event chain)
  • Upgradeable: Radiator

Improvements:

  • Dining House Heat Insulation (Tech Level 2): 1 heat level

6. How does healthcare work in Frostpunk?

Sooner or later, you can't do without a functioning healthcare system: if the temperature drops, the likelihood of your citizens falling ill also increases - and as long as they are undergoing treatment, they are not available to you as a workforce.

Therefore, take every opportunity to increase the healing rate of your injured through research and legislation, as long as it is compatible with the scenario and your play style. The goal of your healthcare system should always be to get injured people back to work as quickly as possible!

Next to the medical station in the upper left, we leave room for another one near the generator.

Remember to improve the efficiency of your health buildings by 20% by building shrines or agitators nearby! If you opt for the "Faith" path in the "Purpose" codebook, you'll get another health building to choose from that employs normal workers. This is especially worthwhile in scenarios with many injured refugees and a generally high population.

Medical Station

The 4×2 medical station is the medical backbone of your settlement. Through various laws, you have a strong influence on how many and how patients are treated. However, you should make this dependent on the scenario and the available manpower.

A medical station working with 100 efficiency heals sick patients within 24 hours, according to the adjustment law "Radical Treatment" severely injured patients are healed within 48 hours. With the customization law "Overcrowding" you double the amount of possible patients in your health buildings, but have to cope with constantly growing dissatisfaction due to new patients. Efficiency boosts reduce healing time.

  • Cost: 25 wood
  • Personnel: 5 engineers or 1 medical automaton
  • Patients: 5
  • Heat level: 1
  • Required heat level: cool
  • Skills: Law "Extrarations" (customization), Law "Triage" (customization)
  • Upgradeable: Radiator

Hospital

  • Cost: 30 wood, 20 steel, 1 steam core
  • Personnel: 10 engineers or 1 medical automaton
  • Patients: 10
  • Heat level: 2
  • Required heat level: cool
  • Skills: Law "Extrarations" (customization), Law "Triage" (customization)
  • Upgradeable: Radiator
  • Prerequisite: Research "Hospital" (tech level 2)

Improvements:

  • Paramedic Station Upgrade (Tech Level 1): 10efficiency with full staffing
  • Hospital mechanization (tech level 3): - 5 engineers required
  • Hospital checklist (tech level 5): 15efficiency with full staffing
  • Healthcare thermal insulation (tech level 2): 1 heat level, Healthcare Thermal Insulation II (tech level 5): 1 heat level

The hospital also provides competent care for severely injured patients.

House of Healing

If you have chosen the "Faith" law branch, the 8×4 House of Healing is a good middle ground between the medical post and the hospital. For one thing, you can use workers other than engineers, and for another, you don't need a steam core to build it.

Especially in scenarios where steam cores are scarce, it is advisable to supplement your health system with houses of healing. The treatment takes longer than in the hospital, but at least your citizens are not sitting untreated on the street.

  • Cost: 35 wood, 10 steel
  • Staff: 10 workers or engineers or children (safe jobs)
  • Patients: 10
  • Heat level: 2
  • Required heat level: cool
  • Skills: Law "Extrarations" (customization)
  • Upgradeable: Radiator
  • Prerequisite: Law "House of Healing" (Faith)

Improvements:

  • Health Care Thermal Insulation (Tech Level 2): 1 heat level, Health Care Thermal Insulation II (Tech Level 5): 1 heat level

Nursing Home

After passing the appropriate law, amputee citizens will be brought to this 6×2 building and cared for at halved food rations. This will significantly lighten the load on your medical wards, however, anyone housed here will no longer be available as a labor force. Only through the Prosthetics (Adaptation) Act will amputees once again become productive members of your society.

  • Cost: 30 wood
  • Inhabitants: 20
  • Heat level: 2
  • Necessary heat level: cool
  • Upgradeable: Radiator
  • Prerequisite: Life support law (customization)

7. Resource acquisition and storage

In Frostpunk, nothing works without functioning resource gathering: without coal, your generator won't run and the settlement will die of cold; without wood and steel, you can forget about building construction and researching new technologies. Since the resource deposits that can be collected on the surface are quickly used up, you must quickly make an effort to research more efficient resource extraction possibilities.

The best way to collect freely available resources is for your citizens to go to a collection point.

In addition, you should constantly expand your settlement's stockpile so that you don't run out of coal and food in times of need. Depending on the scenario, you will receive additional resources for your settlement through active outposts - especially coal and steam cores you can never have enough!

Resource depot

The resource depot is best built away from heated zones to avoid wasting valuable building space - you don't need heat to store your supplies. If a resource indicator at the top of the game screen glows red, you should definitely build a new depot for that resource so you don't waste raw materials in production. If you run out of storage space, all surplus raw materials produced will be lost! After the construction, you set the building to store the resource in the future.

  • Costs: 40 wood, 20 steel
  • Can store: 900 coal or 300 wood or steel or raw food or rations

Large resource storage

  • Cost: 150 wood, 75 steel
  • Can store: 3600 coal or 1200 wood or steel or raw food or rations
  • Prerequisite: research "large raw material storage" (tech level 2)

Improvements:

  • Raw material depot upgrade (tech level 1): 50% more storage space

Outpost Depot

After researching the necessary technology, you construct the 8×3 outpost depot, a building with several elevator gondolas at the edge of the crater. Your inhabitants can use it to leave the crater easily and bring goods from outposts to your settlement.

You must first discover these with scouts and may not uninstall existing production buildings during the associated quest decision. You can only build two outpost depots per settlement, so you will have to decide which resources you need most when you have several possible posts.

  • Cost: 25 wood, 45 steel

Without extensive stockpiling, our settlement won't get far.

Collection point

At the beginning of the game, collection points are a good option for quickly obtaining raw materials despite a scarce population. Build a collection point in such a way that as many raw material deposits as possible, such as wooden crates, steel rubble or piles of coal, are located in its catchment area, which is marked with hatching. If you need a certain raw material quickly, you can both assign the personnel of the collection point to it and assign additional workers directly to the deposit for mining.

When raw material deposits are used up, you will be notified by the game. Later in the game, you will only need collection points if you produce coal using a coal generator. Further research on the collection point is only worthwhile then, otherwise you can safely neglect it.

  • Costs: 15 wood, 5 steel
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 1
  • Skills: "longer work shift" law (customization), "emergency shift" law (customization)
  • Upgradeable: Radiator

Improvements:

  • Faster Gathering (tech level 0): 15% faster gathering, Efficient gathering (tech level 3): 15% faster collection
  • Collection Point Heat Insulation (Tech Level 2): 1 heat level, Collection Point Thermal Insulation II (Tech Level 4): 1 heat level

8. What are the best tips for coal production?

Coal generator

The 6×4 coal generator can be built anywhere and uses water pressure to force coal deposits from underground to the surface, leaving them in several large piles next to the building. For each coal generator you employ two collection points to collect the extracted resources.

If you have an Automaton ready, it is worthwhile to let it produce coal overnight, so that the workers already have collectibles waiting for them at the beginning of their shift. Depending on the occupation that produces more coal during the day, you can swap the Automaton and a staff of a collection point with each other and swap back as soon as the day shift is over.

  • Cost: 15 wood
  • Production: 560 piles of coal/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 1
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "coal generator" (tech level 0)

Steam Coal Generator

  • Cost: 35 wood, 25 steel
  • Production: 1120 coal piles/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 2
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: research "steam coal generator" (tech level 2)

Improvements:

  • Coal generator injectors (tech level 5): 15% coal pile production speed

The coal generator/gathering point combination supplies our settlement with coal.

Coal Mine

An 8×4 coal mine must be placed on one of the few coal deposits available by default, the amount of which varies from scenario to scenario. Likewise, building the base model consumes a steam core, so you must think carefully about what you use this scarce resource for. If steam core is scarce, you should switch to coal generators.

  • Cost: 25 wood, 10 steel, 1 steam core
  • Production: 240 coal/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 1
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "coal mining" (tech level 1)

Steam coal mine

  • Costs: 25 wood, 40 steel, 2 steam cores
  • Production: 600 coal/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 2
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "steam coal mine" (tech level 3)

Advanced coal mine

  • Cost: 40 wood, 80 steel, 3 steam cores
  • Production: 900 coal/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 3
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: research "advanced coal mine" (tech level 5)

Improvements:

  • Coal mining optimization (tech level 2): 10efficiency, Rationalization of coal mining (tech level 4): 10efficiency

In the coal mine, our citizens diligently mine coal from a deposit.

Charcoal pile

When there is a large overproduction of wood, the 6×3 charcoal pile is a good alternative to coal mining. Another advantage is the significantly lower manpower compared to the coal generator production chain.

The additional research will significantly increase the coal output of the charcoal pile, but make sure you have enough wood in stock at the latest when the production speed increases. You can supply a standard charcoal pile with the production of a standard sawmill.

  • Cost: 30 wood, 30 steel
  • Production: 210 coal/10 h, consumes 70 wood
  • Personnel: 5 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 2
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: research "charcoal pile" (tech level 1)

Improvements:

  • Charcoal Pile Thermostat (Tech Level 2): 33% more charcoal
  • Blower for charcoal pile (tech level 3): 33% faster coal production

9. How does the wood production work?

Sawmill

The 6×3 sawmill is your production option for the early and midgame of a scenario, as it relies on icy trees as a resource in the mining area. Once these are completely consumed in the crater, you can't avoid using a masonry drill.

  • Cost: 10 wood
  • Production: 80 wood/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 1
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "sawmill" (tech level 0)

Steam Sawmill

  • Costs: 25 wood, 40 steel
  • Production: 120 wood/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 2
  • Skills: "longer work shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: research "steam sawmill" (tech level 2)

Improvements:

  • Sawmill upgrade (tech level 1): 25efficiency
  • Extended sawmill radius (tech level 4): 50% range of the mining radius

The sawmill is best placed in the center of a forest of frozen trees.

Masonry drill

The 9×5 wall drill makes you somewhat independent of openly accessible resource deposits, but you can only build it in a few places on the crater rim. Because of their long distance to the generator, masonry drills are predestined to be operated with automatons so that you don't have workers getting sick all the time.

At the latest at temperatures below -60°C you should consider automation, otherwise you will burn a lot of unnecessary coal due to the necessity to provide a usable heat level. The production of a masonry drill can only be improved indirectly by a shrine or agitator nearby, but not by research.

  • Cost: 20 wood, 1 steam core
  • Production: 160 wood/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 1
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "Masonry Drill" (Tech Level 1)

Steam masonry drill

  • Cost: 20 wood, 40 steel, 2 steam cores
  • Production: 200 wood/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 2
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "steam wall drill" (tech level 3)

Use the wall drill to get frozen trees out of the crater wall.

Advanced masonry drill

  • Cost: 40 wood, 80 steel, 3 steam cores
  • Production: 240 wood/10 h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 3
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "advanced masonry drill" (tech level 5)

10. What is involved in steel production?

Steel mill

Besides collecting steel debris in the snow, the 8×4 steel mill is your only way to get steel during the game. You build this on one of the few available resource deposits, which are usually positioned far away from the generator.

This makes the steel mill, like a masonry drill, a safe candidate for production automation with Automatons, so you don't waste too much coal heating the building sufficiently. Steelworks can only be pushed indirectly through shrines or agitators in production efficiency, there are no special research improvements.

  • Cost: 25 wood
  • Production: 40 steel/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 1
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "steel mill" (tech level 0)

Steam Steelworks

  • Costs: 40 wood, 15 steel
  • Production: 70 steel/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 2
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "Steam Steel Mill" (tech level 2)

The Steel Mill is your single, long-term source of steel throughout the game.

Advanced Steelworks

  • Cost: 80 wood, 30 steel
  • Production: 130 steel/10h
  • Personnel: 10 workers or engineers or children (all jobs) or 1 Automaton
  • Heat level: 3
  • Skills: "longer shift" law (customization), "emergency shift" law (customization), "foreman" law (order)
  • Upgradeable: Radiator
  • Prerequisite: Research "advanced steel plant" (tech level 4)

11. What citizen control buildings are available?

Depending on the scenario, sooner or later the living conditions of your citizens will become so harsh that you will not stay in power without constant control of dissatisfaction and hope bars.

Too many deaths, too cold an environment, too many sick people, and other factors will force you to correct the resulting fluctuations on the bars. With the two purpose alignments in the Law Tree, Faith and Order, you are given a wide range of options to keep your citizens under control.

It is up to you to decide whether you want to establish a dictatorial surveillance state or an order based on ecclesiastical coercion. Once you have chosen one branch and passed the first law, the other is no longer available to you.

After the New Order or New Faith laws are passed, an execution site is automatically established at the generator where you can execute random citizens to greatly reduce discontent. This will not cost you any resources.

House of Prayer

Prayer houses, like battle arenas, are placed in the middle of residential areas so that as many citizens as possible can benefit from the positive, passive effect of the 4Ã3 building. Citizens in the catchment area of a prayer house experience a small increase in their hope level.

  • Cost: 30 wood, 10 steel
  • Heat level: 2
  • Prerequisite: Law âHouse of Prayerâ (Faith)

Abilities:

  • Prayer (2 days cooldown): Hope is increased a little by a prayer held in all prayer houses.
  • Evening Prayer (2 day cooldown): Costs 20 food rations upon activation; increases hope and decreases discontent slightly. Requires the âEvening Prayerâ Law (Faith).

In the house of prayer, citizens gather to pray.

Shrines

Shrines are built like steam centers on an existing road, in their catchment area the efficiency of all production buildings is passively increased by 20%. Also, all working citizens affected by this effect receive a small hope bonus.

Be sure to reach multiple production buildings at the same time with the catchment area to get the maximum effect. However, the 20õonus only applies to buildings where humans work, automaton operated buildings do not benefit.

  • Cost: 10 wood, 10 steel
  • Prerequisite: Law âShrinesâ (Faith)

Field Kitchen

With an active field kitchen near production facilities, you increase the heat level in the catchment area of the field kitchen by 1. 1 food ration is consumed per hour, but the citizens are not saturated by this effect. The effect is only activated during a regular working day from 08:00 to 18:00. If you are using human workers in production facilities far away from the generator, field kitchens are a real help when temperatures drop.

  • Cost: 5 wood, 10 steel
  • Personnel: 5 workers or engineers or children (safe jobs)
  • Heat level: 3
  • Abilities: Law âlonger work shiftâ (customization)
  • Upgradeable: Radiators
  • Prerequisite: Law âField kitchensâ (Faith)

Faith guardian

The Faith Guardian building can only be built once in your city and gives you access to Faith Security Forces, which give you another decision alternative in some story events. This counteracts the negative effects of many decisions, but not all. These options are only available if the faith guardians have enough personnel.

  • Cost: 40 wood, 50 steel
  • Personnel: 10 workers
  • Heat level: 2
  • Prerequisite: Law âfaith guardiansâ (faith)

Abilities:

  • Nightly procession (3 days cooldown): Dissatisfaction decreases if the procession starts after midnight.
  • Public BuÃe (3 days cooldown): At the start of the ceremony, hope increases and discontent decreases. Citizens may be injured in the process. Requires the Law of Public BuÃe (Faith).
  • Words of the Captain (2 days cooldown): Discontent drops noticeably. Requires the law âProtector of Truthâ (Faith).

The temple is the most important building for the believers of the city.

Temple

You can build the 6Ã4 great temple only once in your city, after the corresponding law has been passed. A temple has a permanent positive, low hope effect on your citizens, from time to time the dissatisfaction also decreases a little. Especially because of the powerful additional options, you should not do without a temple as soon as you take the faith path.

  • Cost: 40 wood, 40 steel
  • Heat level: 3
  • Prerequisite: Law âTempleâ (Faith)

Abilities

  • Prayer (2 days cooldown): Hope is increased a little by a prayer held in all prayer houses.
  • Evening Prayer (2 day cooldown): Costs 20 food rations upon activation; slightly increases hope and slightly decreases discontent. Requires the âEvening Prayerâ Law (Faith).
  • Fixed Sermon (4 day cooldown): Costs 20 food rations upon activation; increases hope and decreases discontent
  • Captain's Words (2 days cooldown): Discontent drops noticeably. Requires the Protector of Truth Law (Faith).

Neighborhood Watch

Build the 4×2 large buildings from the "Order" law in the middle of residential areas to make all citizens in the building's catchment area feel safer, thus lowering their discontent by a small amount. However, this effect only works as long as workers are actively operating the building.

  • Cost: 10 wood, 5 steel
  • Personnel: 5 workers or engineers
  • Heat level: 1
  • Upgradeable: Radiator
  • Prerequisite: Law "Neighborhood Watch" (Order)

Thanks to Neighborhood Watch, citizens feel much safer.

Guard Station

The 4×2 guard station is the improved version of the Neighborhood Watch, the positive effect on the neighboring residences is slightly stronger than the basic model and also includes a small hope increase.

After building a guard station, you will receive another response option by using guards during certain story events, which can mitigate negative effects of your decisions. However, this only works as long as your guard station is also actively staffed.

  • Cost: 15 wood, 20 steel
  • Personnel: 5 workers or engineers
  • Heat level: 2
  • Prerequisite: "Guard Station" Law (Order)

Skills:

  • Patrol (36h Cooldown): Reduces discontent and increases hope somewhat. Requires the "Patrol" (Order) law.

Prison

With the 6×3 prison, you expand your ability to control subversive objects within your population - or simply impose your views on everyone. Imprisoned citizens spend 3 days in prison, sleeping there instead of in their homes and consuming only half rations.

However, they are not available for work during their prison sentence. If your guards fail to show up for work, all prisoners will be released; when guards return, prisoners will be returned to jail.

  • Cost: 30 wood, 10 steel
  • Prisoners: 30
  • Personnel: 10 workers or engineers
  • Heat level: 3
  • Prerequisite: law "prison" (order)

Skills:

  • Apprehension (1 day cooldown): Prison guards arrest Londoners and other lawbreakers, then lock them up in jail. Up to 10 people are collected per raid. This also lowers the level of discontent.
  • Violence as a Persuasion Method (1 Day Cooldown): Prison guards use violence to convince prisoners of the government's opinion. They are released from prison after using the skill. Prisoners may be injured or killed in the process, hope drops drastically. Requires the law "violence as a method of persuasion" (order).

Next to the Ministry of Propaganda, the prison is located in the best neighborhood.

Propaganda Center

The 8×4 Propaganda Center can be built only once in your city and provides all citizens with the latest news. Thanks to the permanent, passive effect, the hope of your inhabitants is improved. However, the effect is only effective if the propaganda center is actively operated by manpower.

  • Cost: 30 wood, 10 steel
  • Personnel: 10 engineers
  • Heat level: 3
  • Upgradeable: Radiator
  • Prerequisite: Law "Propaganda Center" (Order)

Skills:

  • Announcements (2-day cooldown): Costs 10 wood when activated; with each use, hope increases by sending positive propaganda messages to your citizens.
  • Pledge of Allegiance (36h Cooldown): Citizens are enticed to swear allegiance to the system, giving them a permanent hope bonus. Slightly increases discontent when used. Requires the Pledge of Allegiance law (Order).

Agitator

Agitators are built like steam centers on roads. In their catchment area, marked by hatching, they improve the efficiency of nearby work buildings by 20%. So make sure to reach as many production buildings per agitator as possible to get the maximum effect without wasting resources.

  • Cost: 10 wood, 10 steel
  • Prerequisite: Law "Agitator" (Order)

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