Adaptation, The Book of Laws in Frostpunk Frostpunk Guide
What laws should I choose? And which laws in Adaptation Book of Laws are essential to survive?
Last update: 24 April 2018
Frostpunk lets you manage a few Books of Laws, which influence the city. Below, there's a list of all the available laws from the "Adaptation" book.
Law | Unlocked when? | Function |
Soup | Available from the beginning | Unblocks new dishes, increasing food production. At the same time, it increases the discontent of the inhabitants. This law is very useful in the early stages of the game, when the acquisition of food is limited. The introduction of this right is blocked by the law of "Food Additives" |
Food Additives | Available from the beginning | Unlocks new dishes, increasing food production. It also causes some people to become ill after a meal. This right is very useful in the early stages of the game, when the acquisition of food is limited. The introduction of this right is blocked by the law of "Soup" |
Fighting Arena | Available from the beginning | Unlocks the Fighting Arena. The building reduces discontent among citizens. If you have introduced the "Soup" law, you can partially mitigate its negative effects with this law. |
Public House | After introducing the "Fighting Arena" law | Unlocks the Public House building. This building raises hope among the inhabitants and the satisfaction of its employees. This is a great way to stabilize the indicator of hope. |
Moonshine | After introducing the "Public House" law | The introduction of this law reduces food dissatisfaction. Together with the law, "Soup" is an extremely effective way of obtaining food. |
House of Pleasure | After introducing the "Public House" law | It reduces discontent, but it also decreases the rates of hope. Use this law only if you need to reduce your dissatisfaction rate quickly. |
Dueling Law | After introducing the "Fighting Arena" law | It allows residents to solve problems with their fists. While any dispute resolved will result in a decrease in discontent, the introduction of this law will increase the mortality rate in your city. Therefore, avoid implementing it at all costs. |
Emergency Shift | Available from the beginning | It allows for emergency opening of workplaces for 24 hours. This right is best unblocked at the beginning of the game to avoid a shortage of raw materials in the warehouse. Any emergency opening will increase employee dissatisfaction. |
Extended Shift | After introducing the "Emergency Shift" law | Unlocks the option to make a 14-hour change to your bet. It will increase the indicator. |
Child Shelters | Available from the beginning | Unlocks Child Shelter. The children are there while their parents are working. This increases the rate of hope. The introduction of this law is blocked by the Child Labour - Safe Jobs Act. You can easily exercise this right at any time. |
Child Labour - Safe Jobs | Available from the beginning | Children can be employed for light work. Nevertheless, they may still fall victim to accidents, which have a negative impact on the rate of hope. The introduction of this right is blocked by the law of Child Shelters. Choose this right only if you are absolutely certain that the staff shortage cannot be remedied in any other way. |
Child Labour -All Jobs | After introducing the "Child Labour - Safe Jobs" law | Removes restrictions on places where children can be employed. They can die during work, which will increase dissatisfaction and reduce hope. Introduce this law only as a last resort, when the shortage of workers becomes severe. |
Medical Apprenties | After introducing the Child Shelters | It allows children to help in medical institutions, thanks to which they increase their effectiveness. This is particularly useful when you have a high prevalence of disease in your city. The introduction of this right is blocked by the law of the "Engineers Apprenties." |
Engineers Apprenties | After introducing the "Child Shelters" law | It allows children to help in workshops, thanks to which they increase their effectiveness. This has a positive impact on productivity in your city. The introduction of this right is blocked by the law of "Medical Apprentices." |
Radical Treatment | Available from the beginning | It orders medical institutions to treat terminally ill patients. This will increase the rate of hope and dissatisfaction. It is worth introducing this law in particular that in conjunction with the law of "Prothetics" can restore some of these patients' ability to work. The introduction of this law is blocked by the law of "Sustain Life." |
Sustain Life | Available from the beginning | Mortally ill people are kept alive and therefore occupy a place in the Medical Post. It is not worth introducing this law unless you also choose to introduce the Care House law. The introduction of this right is blocked by the law of "Radical Treatment." |
Care House | After introducing the "Radical Treatment" or "Sustain Life" law | Mortally ill people are sent to a new building, Care House. This allows Medical Lent to treat the sick. Additionally, the patients who stay there eat 50% of the food. Regardless of the medical policy pursued, it is worth implementing this law. It increases the rate of hope. |
Overcrowding | After introducing the "Radical Treatment" law | It doubles the maximum number of patients a medical building can accept. However, this will increase dissatisfaction. This is a relatively useless law as it does not affect the speed of treatment of patients. The introduction of this right is blocked by the law of the "Double Rations for Ill." |
Double Rations for Ill | After introducing the "Radical Treatment" law | It speeds up the treatment of patients, thus increasing the capacity of medical buildings. This is a very useful right. If you are going to enter them, do so immediately after unlocking them. The introduction of this right is blocked by the law of "Overcrowding." |
Triage | After signing Double Rations for the Ill or Overcrowding laws | This law allows you to heal 60% of ill citizens immediately. It also has a side effect - 25% of the ill citizens will die. This law affects your citizens' hope and discontent. Use it only when a large-scale epidemic appears in your city and when you don't have any other choice but to sign this law. |
Prosthetics | After signing Care House law | Unlocks a new working method in Factory where prosthetics are being produced. A very useful law - each citizen who lost a limb receives a prosthetic which makes them able to work again. |
Cemetery | Available from the beginning | Unlocks a new building that lets you bury dead citizens. Lowers a risk of creating a disease and increases hope. It has a negative effect on efficiency. Instead of working, people will attend funerals. Signing this law blocks "Corpse Disposal" law. |
Corpse Disposal | Available from the beginning | Unlocks a new building that lowers a risk of disease. Has a negative effect on hope but it allows you to use corpses. This law is necessary if you want to heal every ill person in your city. Signing this law blocks "Cemetery" law. |
Ceremonial Funerals | After signing Cemetery law | Citizens won't lose hope when someone dies. |
Organ Transplants | After signing Corpse Disposal law | Citizens are healed faster in medical facilities. This law is useful during various epidemics. |
Organic Fertilizer | After signing Organ Transplants law | The most controversial law that has a huge negative impact on hope and happiness. Allows you to turn corpses into a fertilizer and to increase Heathouse's efficiency. Use it only in critical situations, e.g. when there is a high risk of famine. |