Faith[edit | edit source]
Faith is currently one of the two purpose trees available, with the next one being Order. Faith is characterised by its pious style, with ornate, but clean towers and bells. Its main aim is spirituality and good intent, as opposed to Order's productivity and obedience. The faith symbol is a metal T with a sinked portion of the top arms forming a half-circle. It vaguely resembles a Christian cross.
Main advantages vs. Order[edit | edit source]
Houses of Healing and Field Kitchens[edit | edit source]
Field Kitchens and Houses of Healing are the two reasons why most of the Frostpunk playerbase deems Faith stronger. Houses of Healing allow for Workers to cure people AND the Gravely Ill, which makes it a life saver if the City is low on Engineers. The Field Kitchen on the other hand prevents sickness, as it has the amazing ability to heat up nearby workplaces by one heat level up using five Food Rations per day.
Better Law layout[edit | edit source]
Generally speaking, Faith has better Law layouts when compared to Order. To get the essential laws for every tree, you will need to sign 6 laws on Faith, and 8 on Order. Of course, the neccesity of each law may vary from player to player, but Faith has crucial laws easily accessible from the start, which can't be said about Order in the same way.
Hope management[edit | edit source]
Faith is centered around Hope restoration as opposed to Order's discontent nullification, so the Player is given three abilities to restore it in relatively early mid-game. The first ability, Sermon, is free and thus easily spammable, leading to periodic Hope restoration. The second one, Evening Prayers, costs 20 Food Rations and raises Hope while lowering Discontent slightly. This ability though is quickly overshadowed by the Ceremonial Service, which makes Hope soar while lowering a larger amount of Discontent. These three abilities outmatch Order's Propaganda Center in every single way, as even the passive hope bonus can be bigger than the already humongous passive hope bonus of the Centre.
Main disadvantages vs. Order[edit | edit source]
No Foreman[edit | edit source]
Order has quite a few advantages when compared to Faith too, first and foremost the Foreman ability. This ability costs 10 Food Rations and in return boosts the chosen workplace's efficiency by 40 %. It affects automatons, too, and as unrealistic as that may sound, it is a major boon to any resource production, as the Automaton will be able to use the full 24 hour effect of this ability. Faith on the other hand has only Shrines for increasing productivity, and Order has the same thing in the form on the Agitator.
Poor Discontent management until late game[edit | edit source]
Order provides the player with easy and intuitive discontent management through the use of Patrols and Prisons. Faith has only two serious discontent reduction abilities, being the Captain's Words and Public Penance, which are not only weaker than order's abilities, but also immediately give you a bad ending.
The New Faith[edit | edit source]
The New Faith, similarly to New Order, is the final law of Faith. Roughly 10-40 people will die when you sign it, and Hope will be replaced by Devotion. Devotion remains at a 100 % at all times, and the only way to get yourself deruled is by raising the Discontent too much. Luckily for you, there is a new bulding erected automatically when the law is signed. The Execution Platform is a building that lets you quite literally fry and freeze a "Public Enemy" randomly picked from your male adult populace, and lower Discontent by a substantial margin. This allows for virtually limitless cruelty, as any rebellion will be quenched by a single execution. Signing this law should be a last resort for most players though, as it makes your ending bad instantly.
Trivia[edit | edit source]
- The Execution platform kills people in a very cheap and efficient way by using scalding steam to burn and wetten up the victim, then the victim freezes to death if he endured the previous burns.