Path of Faith or Path of Order, what should I choose? Frostpunk Guide
In Frostpunk you can choose one path from The Purpose Book of Laws - Faith or Order. He're we writing what is best for your city.
Last update: 25 April 2018
Another Book of Laws is dedicated to Purpose. It focuses on Faith or Order and it gives you foundations for creating a totalitarian city. You can follow only one of the two Paths so choose wisely.
Path of Faith
Law | When it can be unlocked | Functions |
House Of Prayer | Available from the beginning | Unlocks a new building. Increases hope of those citizens whose homes are within its reach. |
Shrines | After signing House Of Prayer law | Unlocks a new building. Increases hope and efficiency of buildings within its reach. Because of that Shrines should always be built near a few industrial buildings. |
Field Kitchen | After signing Shrines law | Unlocks a new building. Provides nearby workers with food which increases temperature in a given building by 1. Invest in this law when temperature gets dangerously low. |
House of Healing | After signing Shrines law | Unlocks a new building. Regular workers can provide medical care which has an impact of efficiency. Useful when your city has problems with an epidemic and you only have a limited number of engineers that can stop it. |
Evening Prayers | After signing House Of Prayer law | Unlocks a new function for House Of Prayer. Increases hope. Very useful when hope is low. |
The Temple | After signing Evening Prayers law | Unlocks a new building. It gives a huge bonus to hope - a perfect solution when you are close to getting exiled for having low hope. |
Righteous Denunciation | After signing The Temple | Allows you to check citizens - thanks to that you can detect thefts and get resources back. Signing this law raises discontent but catching a thief will lower this value a little bit. |
Faith Keepers | After signing Evening Prayers law | Unlocks a new building. These are the most faithful citizens. You can use them to stop other citizens from protesting. It also unlocks another ability for Faith Keepers that reduces discontent in the city. |
Public Penance | After signing Faith Keepers | Unlocks a new ability for Faith Keepers. Signing this law raises discontent. Each use of this ability raises hope and lowers discontent by a little bit. |
Protector Of The Truth | After signing Public Penance | Unlocks a new ability for Faith Keepers and the Temple. Signing this law increases discontent. However, each use reduces discontent almost entirely. This ability is great for solving problems in your society that are caused by high discontent. |
New Faith | After signing Protector Of The Truth | Introduces totalitarianism. It eliminates the hope bar completely. However, some of your citizens can oppose the system. Thanks to this law your population will gradually decrease - be sure that you won't run out of workers after signing it. |
Path of Order
Law | When it can be unlocked | Functions |
Neighbourhood Watch | Available from the beginning | Unlocks a new building. Increases hope in homes within its reach. A good way to increase hope with minimal costs. |
Morning Gathering | After signing Neighbourhood Watch law | Another way of increasing hope with minimal costs. Every morning, your citizens gather in a place (this raises hope). |
Foreman | After signing Morning Gathering law | Unlocks a new function in places of work. Thanks to it you can increase efficiency of a given building by 40% for 24 hours. |
Guard Stations | After signing Neighbourhood Watch | Unlocks a new building that can substitute a Watchtower. All homes within its reach have bonus to hope and they have lowered discontent. |
Patrol | After signing Guard Stations law | Unlocks additional function for Guard Station. Allows you to organize patrols that boost hope and decrease discontent. |
Propaganda Centre | After signing Guard Stations law | Unlocks a new building. Gives a huge boost to hope - a perfect solution when you are close to being exiled for having low hope. |
Prison | After signing Guard Stations law | Unlocks a new building. You can catch and isolate criminals. It also raises discontent by a little bit. |
Forceful Persuasion | After signing Prison law | Unlocks a new function for Prison. It reduces amount of time spent by prisoners but at a cost of their health or even life. It also raises discontent. This law isn't worth signing when you have a low number of prisoners. |
Agitator | After signing Propaganda Centre | Unlocks a new building. Increases efficiency of nearby industrial buildings by 20%. A perfect way of increasing efficiency without developing additional technologies. |
Pledge of Loyalty | After signing Propaganda Centre | Your citizens can be recruited to Pledge of Loyalty. This gives them a permanent bonus to hope. |
New Order | After signing Pledge of Loyalty or Forceful Persuasion | Introduces totalitarianism. It eliminates the hope bar completely. However, some of your citizens can oppose the system. Thanks to this law your population will gradually decrease - be sure that you won't run out of workers after signing it. |