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People are one of the main driving forces of Frostpunk. The game mainly revolves around keeping them alive, healthy, and happy, and they are required to perform the functions of most buildings until Automatons can be secured. With the exception of workers working in facilities which employ engineers (via the Abolition of Privileges law), all types of employees will grant the same amount of efficiency.

Type

Workers

Workers make up a majority of the people you encounter. They are mostly limited to simple jobs, but they are also capable of performing some of the more manual or physically demanding work that engineers cannot.

Engineers

Engineers are less common, and are required to perform more advanced jobs such as manning Medical Posts and Workshops. However they cannot work in Hunters' Huts or Hunters' Hangars or (except in The Arks scenario) be made Scouts, and cannot be assigned to work in jobs related to generator construction (any job in which work safety is a factor), except via the Abolition of Privileges law in The Last Autumn.

Children

Children make a small portion of your populace. They are unable to perform any jobs unless the child labour law is signed. Provided the relevant laws are signed, children can perform most jobs workers can - however, they cannot work as hunters, as scouts, or as guards/Faith Keepers.

Alternatively, they can be put into Child Shelters for a Hope bonus and later employed as medical or engineering apprentices to raise the efficiency of Infirmaries or Workshops, respectively. Without any of these bills being signed, children do not serve any function but still take up food and housing.

Amputees

Amputees are typically only encountered as the result of Radical treatment, frostbite, or a rare event. They cannot work in this form unless given a Prosthetic.

Convicts

Convicts appear in The Last Autumn as a social class available after siding with Engineers. They can be shipped in once you sign the Penal Colony law. They eat half as much as workers do, cost half as much to ship in, and pose a drastically reduced strike risk if a workplace is staffed with only convicts. The Panopticon can double their work efficiency, at the cost of drastically reduced safety (-3 levels) and occasional death by overwork.

Penal colonies must remain in range of a security outpost in order to remain operational, and convicts can only work in workplaces within range of a security outpost. A sufficient number of engineers must staff the security outposts, relative to the number of convicts you have (this factors the total number of engineers staffing security outposts, and the total of convicts, i.e. it doesn't matter where the convicts or security outposts are on the map.) Below a certain ratio, it is possible for a riot to erupt, which will lead to massive casualties. Too low a ratio, and a prison riot will result in convicts killing everyone at the site, ending the game.

Status

Your citizens can have a number of statuses related to their well being. These statuses fall in a number of categories that are similar to your citizens' needs. Lack of these statuses usually means that your citizens' needs are being met.

Sickness

  • Amputee - This person has lost one of their limbs. They can't work until they receive a prosthesis.
  • Sick - This person is sick and will get worse if not treated properly.
  • Gravely Ill - This person is on the brink of death, but a specialist in the Infirmary may still be able to do something...
  • In treatment - This person is sick but being treated.
  • In palliative care - This person is in palliative care to keep them comfortable and alive as long as possible. They are either gravely ill or an amputee.

Food

  • Hungry - This person has been going without food for some time.
  • Starving - This person has been going without food for a long time and is now starving - and willing to do anything for a scrap of bread.

Housing

  • Homeless - This person doesn't have any shelter for the night and will be forced to sleep on the ground.
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