Emergency Shift (Arc)

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Emergency Shift is series of events that follows the passage and usage of Emergency Shift (Law) and it's ability. The series encompasses multiple events, each with different outcomes.

Death of overwork / Child dies of overwork[edit | edit source]

Death of overwork.png

After your second use of the Emergency Shift ability, if you have the ability triggered at a non-resource pile workplace (i.e. Gathering Post will trigger it, but not Coal Pile), a citizen working at one of your emergency shift locations will die. You'll have the following options:

One of our people died suddenly during an Emergency Shift. We don't know what happened, but it's likely it was a heart attack.
  • End emergency shifts for today: All emergency shifts currently in progress will end. Hope will rise slightly.
  • We must make sacrifices to survive: Discontent will rise.

If you use Emergency Shift at a location with child laborers, this event will trigger under the name "Child dies of overwork."

A boy working on an emergency shift has dropped dead in front of his friends. Everybody is shocked, he was in perfect health, just tired.

Note: Your first use of the ability will not trigger this event. However, if you use the ability a second time, the event may trigger at the workplace of your first usage if the shifts overlap.

Refusal to work[edit | edit source]

Refusal To Work.png

After using the Emergency Shift ability again on a non-resource pile workplace with adult workers, the second decision will trigger.

A man assigned to an emergency shift has refused to work. He said that he's already worn out and he doesn't want to end up dead like one of his friends.

You'll have the following options:

  • Let him rest: This man won't work for 24 hours. Discontent will rise slightly.
  • Get back to work!: Discontent will rise.

Food for overtime work[edit | edit source]

Food for overtime work.png

After using the Emergency Shift ability again on a non-resource pile workplace with adult workers, the third decision will trigger.

Our people are becoming less and less committed to their work... Perhaps we should at least give them extra rations while they're sweating blood on emergency shifts?

You'll have the following options:

  • Yes, they deserve it: From now on emergency shifts will cost food. Hope will rise.
  • No, we can't afford it: Nothing will change.

Note that if you take "No, we can't afford it," overtime work will have the possibility of deaths due to usage of the ability. Using "Yes, they deserve it" removes deaths from the ability.

Apathy sets in[edit | edit source]

The trigger for this quest is unknown.

Sir, the people you ordered to stay for yet another Emergency Shift are working very slowly.

After so many hours of toil, they've become apathetic. They don't see how we can survive the storm, no matter how well we prepare.

You have the following options:

  • Ask the faith keepers to motivate them: Discontent will rise slightly. Requires the Faith Keepers.
  • Force them to work harder: Discontent will rise slightly. Requires an active Guard Station.
  • Let them be: This workplace will operate at 50 efficiency during this Emergency Shift.

Spirits are high[edit | edit source]

The trigger for this quest is unknown.

Sir, the people you ordered to stay for the Emergency Shift returned to work without a word of complaint.

"We know that with the storm coming, we need to put in extra hours. Everyone has to work together if we're to survive the deadly cold."

You have the following options:

  • Thank you

Notes[edit | edit source]

While the first decision can trigger for both adult and child workers, the second and third decisions trigger only for adults. If you only use Emergency Shift at locations with children or on resource piles, you will never trigger the last two events and you will never get more deaths beyond the one scripted death.