Frostpunk laws and facilities guide: prerequisites, exclusions and follow-up tasks

Check why a law is unavailable, which construction, staffing or ability actions it needs, and promise deadlines. Covers representative A New Home laws and facilities in the original PC game.

Edition: Original Frostpunk PC Steam base game (app 323190), A New Home on standard Medium. Frostpunk 2, Frostpunk 1886, Endless, other scenarios and DLC-specific rules are outside scope.

Verification scope: Public sources checked on 2026-10-04, including official Patch 1.6.2 (2022-10-11) and Achievements & Localization Quality Hotfix (2025-10-20). Announced 2026 features for 1886 are excluded. In-game behavior and the distributed build number are untested.

Sources checked: 2026-10-04

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Signing, receiving an effect and fulfilling a promise are separate

This covers A New Home laws. Unlike research completion, signing starts the cooldown before another law. Additional facilities and abilities still need your own operation.

  1. Open the Book of Laws and check its cooldown. You cannot sign another law while time remains.
  2. Inspect prerequisites and the opposing exclusive law. Extra research does not remove an exclusion.
  3. Before signing, check materials, space and staffing for required buildings.
  4. Immediately afterward, read the objective count, staffing requirement and deadline.
  5. After construction, staffing and activation, check both objective completion and actual effect coverage.

Law cooldowns, facility ability cooldowns and construction-promise deadlines are separate clocks. An expired cooldown does not require signing another law.

Checks to complete before signing

Compare current problems with affordable costs rather than following a strongest-law ranking. Specific law names and outcomes are collapsed below.

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Checks to complete before signing: 5 entries
CheckWhere to lookIf unchecked
Prerequisites and exclusionsBook of Laws connections and descriptionsRead which branches become unavailable before deciding.
Materials and spaceConstruction menu, roads and effect rangesCheck connections and target buildings as well as empty ground.
Required occupationNew facility's staffing panelCount transferable people without stopping healthcare or research.
Timed promiseObjectives added after signingDo not stack another promise without enough resources and people.
Ongoing costs and burdensAbility descriptions and Hope/Discontent breakdownsReserve food or other activation costs. Unlocking is not unlimited free use.

Some fixed deadlines and effect rates differ across sources. This guide describes conditions and prioritizes the actual timer and effect display.

Answer 3 (spoilers)

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Choose work schedules and children's roles

Laws changing working hours and laws expanding the eligible workforce are different branches. Signing is irreversible, but ability use and extended shifts are separate actions.

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Choose work schedules and children's roles: 6 entries
LawPrerequisite or exclusionFollow-up actionTime or completion checkException
Emergency ShiftAvailable initially; prerequisite for Extended ShiftActivate Emergency Shift individually at the intended facility.18h until the next law; the ability gives 24h work from activation.Signing alone does not put every facility on 24h work. Discontent and death-event risks remain.
Extended ShiftRequires Emergency ShiftChange needed daytime workplaces to 06:00–20:00.18h until the next law. Check the 14h shift display.If accepting a rest promise, read its deadline and conditions before extending shifts again.
Child Labour - Safe JobsMutually exclusive with Child SheltersAssign children to eligible child slots.Eligible workplaces and working childrenDoes not replace engineer-only occupations. Accident risk remains.
Child Labour - All JobsRequires Safe JobsCompare newly eligible workplaces with current shortages.Child slots in compatible workplacesDo not infer access to engineer-only medical or research slots from the law name.
Child SheltersMutually exclusive with Safe JobsBuild Child Shelters and compare total children with capacity.The initial building promise and the benefit of housing all children are separate.These are daytime facilities, not a reason to reduce ordinary housing for children.
Medic Apprentices / Engineer ApprenticesRequires Child Shelters; mutually exclusive optionsMaintain working Shelters and the assisted medical facilities or Workshops.Workplace efficiency and working hoursApprentice effect rates differ across sources, so no fixed value is given.

No exploit or guaranteed harmless number of Emergency Shifts is listed. Decide research work demands together with the staff retained for healthcare and food.

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Connect prerequisites for severe illness, beds and prostheses

For remaining patients, distinguish treatable conditions, available beds and treatment speed. Care facilities are not the same as treatment facilities.

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Connect prerequisites for severe illness, beds and prostheses: 7 entries
LawPrerequisite or exclusionFollow-up actionTime or completion checkException
Radical TreatmentMutually exclusive with Sustain LifeAdmit gravely ill patients to a working Medical Post.Patient list, free beds and treatment progressAmputation risk remains; recovery without injury is not guaranteed.
Sustain LifeMutually exclusive with Radical TreatmentSupport gravely ill stays in Medical Posts and prepare later treatment.Are gravely ill patients continuing to occupy beds?This sustains life rather than curing. Do not assume indefinite survival is guaranteed.
Extra Rations for the IllRequires either law above; mutually exclusive with OvercrowdingSecure food before using a medical facility's extra-rations ability.Available ability and cooldownUnlocking alone does not permanently speed up every medical facility.
OvercrowdingRequires either law above; mutually exclusive with Extra RationsCheck capacity in working healthcare.Can twice the ordinary beds be used, and how does Discontent change?Care House capacity is not doubled. Fix insufficient heat separately.
Care HouseRequires Radical Treatment or Sustain LifeBuild a Care House and maintain its operating temperature.Building promise and stays by gravely ill people or amputeesA place for care, not equipment providing Infirmary treatment
ProstheticsRequires the Care House lawResearch, build and staff a Factory, then order prostheses.Manufactured prostheses, medical fitting and return to workSigning alone does not deliver prostheses to all amputees. 45h until the next law.
TriageAfter Extra Rations or OvercrowdingRead the ability's patient effects before using it individually.Treatment results, deaths and Hope/Discontent changesInvolves sacrificing patients, unlike ordinary treatment-speed improvements.

Do not assume changing laws always solves healthcare. Minimum temperature, available staff and eligible patients must be in place first.

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Check operation after food and entertainment laws

Recipes change rations produced from the same Raw Food rather than increasing ingredients. Review the Cookhouse recipe after signing.

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Check operation after food and entertainment laws: 6 entries
LawPrerequisite or exclusionFollow-up actionTime or completion checkException
SoupMutually exclusive with Food AdditivesCheck that Soup is selected at the Cookhouse.2 Raw Food → 5 rations; Discontent breakdownFix ingredient shortages or cold shutdown separately.
Food AdditivesMutually exclusive with SoupCheck the Cookhouse's Sawdust Meal recipe.2 Raw Food → 6 rations; changes in illnessIllness risk means the medical burden matters too.
Fighting ArenaAvailable initiallyBuild an arena covering homes.Building promise and covered homes; 36h until the next lawA workplace nearby does not establish coverage of homes.
Public HouseRequires Fighting ArenaBuild, staff and check that it is open.The Open objective and working staff countAn empty building alone does not provide maximum effect.
Moonshine / House of PleasureRequires Public HouseCheck whether the effect addresses meal Discontent or uses additional Public House staff.Meal or facility effects and Hope/DiscontentThese laws have different effects; do not sign them as simple successive upgrades based on their names.
Duelling LawRequires Fighting ArenaRead the risks and outcomes shown when signing.Effects of duels between citizensDeath risk remains. Do not confuse the law with constructing an arena itself.

After choosing Soup, you cannot replace it with Food Additives. You can inspect unlocked versus standard recipes at the Cookhouse. Recipe selection and repealing a law are different.

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Check location and later laws when handling bodies

Body-handling facilities do not necessarily need the same heating as homes and healthcare.

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Check location and later laws when handling bodies: 4 entries
LawPrerequisite or exclusionFollow-up actionTime or completion checkException
CemeteryMutually exclusive with Corpse DisposalBuild a Cemetery and connect roads.Body-handling objective and completed constructionCeremonial Funerals is a separate later law.
Corpse DisposalMutually exclusive with CemeteryBuild a Snow Pit outside heat zones.Body-handling objective and storage temperatureAvoid warming it later by expanding a residential Hub.
Organ TransplantsRequires Corpse DisposalInspect medical facility efficiency.Law-based medical modifierDo not reinterpret this as treatment capacity growing with body count.
Organic FertiliserRequires Organ TransplantsCheck the Hothouse ability and required corpses before using it.Duration and cooldown at the target HothouseAn auxiliary ability, not a law that starts the Hothouse. It does not cancel production-shutdown exceptions.

Unlocking hidden laws under special conditions is outside scope. This is not a list recommending increased deaths as an objective.

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Use the tools needed from your chosen Purpose path

Order and Faith are mutually exclusive in A New Home. These are representative paths for learning facility operation, not recommended sequences to their endpoints.

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Use the tools needed from your chosen Purpose path: 8 entries
Law or pathPrerequisite or exclusionFollow-up actionTime or completion checkException
Order:Neighbourhood WatchMutually exclusive with Faith's starting lawBuild and staff two Watchtowers.Objective includes both construction and staffing.Choose positions covering homes.
Morning Gathering → ForemanNeighbourhood Watch → Morning GatheringActivate Foreman where needed as a workplace ability.Food cost, duration and cooldownMeeting law prerequisites does not make an ability automatically permanent.
Guard Stations → PatrolNeighbourhood Watch → Guard StationsUpgrade or build and staff towers. Sign Patrol separately and use its ability.Promise to staff two buildings; ability cooldownInitial Watchtower construction alone does not unlock Patrol.
Propaganda Centre / PrisonAfter Guard StationsBuild the relevant facilities and assign required staff.Their individual construction or operation objectivesDetention choices affect the workforce too.
AgitatorRequires Propaganda CentreBuild three on roads covering the intended workplaces.Building count and workplace efficiencyTheir coverage targets differ from towers affecting homes.
Faith:House of PrayerMutually exclusive with Order's starting lawBuild two and cover homes.Objective completion and available Sermon abilityOperation differs from Watchtowers that employ staff.
Shrines → House of Healing / Field KitchensHouse of Prayer → ShrinesProgress the Shrine objective, then build and staff the needed later facilities.Three Shrines; specified counts and staffing for later facilitiesMedical treatment and workplace heat assistance serve different purposes.
Evening Prayers → The Temple / Faith KeepersHouse of Prayer → Evening PrayersCheck prayer abilities, Temple construction and Faith Keepers construction and staffing separately.Ability costs and cooldowns; each construction promiseSimilar law, building and ability names still require separate actions.

Later coercive laws deeply affect citizens. This table does not establish endpoint laws, ending judgments or necessary and sufficient achievement conditions. Choose laws needed for the current problem and stop when their effects suffice.

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Check targets and staffing for facilities unlocked by laws

Buildings do not all use the same workers or area effects.

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Check targets and staffing for facilities unlocked by laws: 11 entries
FacilityRequired research or lawStaffing and connectionConditions for effect
Medical PostInitially buildable; medical laws change its functionEngineers, roads and at least Chilly; normally five bedsSeparate ordinary early treatment from law-dependent severe-illness care.
InfirmaryInfirmary research and Steam CoresEngineers, roads and at least Chilly; normally 10 bedsTreats the gravely ill; different role from a Care House
Care HouseCare House lawNo staff assignment needed; inspect roads and operating temperature.Accommodation for the gravely ill and amputees, not a substitute for treatment
Child ShelterChild Shelters lawInspect capacity and operation rather than staffing.Total children and later apprentice laws; ordinary housing remains separate
Fighting ArenaFighting Arena lawNo staff; connect roads and cover homes.Discontent measure for people living within range
Public HousePublic House lawStaff, connect roads and check opening.Working staff count affects Discontent reduction.
Watchtower / Guard StationCorresponding Order lawStaff required; inspect roads and workplace temperature too.Housing coverage and abilities from additional laws
House of PrayerCorresponding Faith lawNo staff assignment; inspect roads and covered homes.Housing effects and individual abilities such as Sermon
House of HealingHouse of Healing law after ShrinesWorkers, engineers and other eligible staff; roads and operating temperatureTreats severe illness without Steam Cores. Related events are not guaranteed death-free.
Field KitchenField Kitchens law after ShrinesProvide staff and rations, with intended workplaces in range.Adds warmth to nearby workplaces; not a replacement for residential heating
FactoryFactory research; prostheses also require the Prosthetics lawProvide engineers and materials, then select the product.Signing a law alone does not advance a prosthesis production queue.

For area-effect buildings, check whether the target lies in range, not merely whether buildings are close. Effects do not automatically reach every facility.

Reread completion conditions when a promise remains

Before wishing to change a law choice, check for an unfinished action.

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Reread completion conditions when a promise remains: 5 entries
SymptomInspect firstAction to try
Cannot select a lawCooldown, prerequisites and exclusionsWait out the timer or find available tools within the chosen branch.
The building count is sufficient, but the objective remains.Are buildings complete, and is staffing required?Open each target and check roads and staff.
Cannot press an abilityAdditional law, operating facility, resources and ability cooldownFill the missing requirement and distinguish it from the law cooldown.
A promise failed despite appearing fulfilled.Does it require maintaining a condition, not merely starting it?Maintain housing heat or rest conditions until completion is shown.
Cannot identify the cause of DiscontentMeter breakdown and unresolved living problemsInspect cold, hunger, healthcare and shifts before covering them with another law.

Use the onscreen objective if sources give different deadlines or requirements. A law's construction promise differs from a separate request by citizens.

Frequently asked questions

Why is a law unavailable after its cooldown ends?

Check prerequisites and exclusions. An expired cooldown, unlocked branch and absence of an opposing law are separate conditions.

Does signing a law provide buildings and staff?

Some require construction, roads and staffing. Read the new objective's count and staffing condition. Laws unlocking abilities also require activating them at the facility.

Why does placing a building not fulfill a promise?

Construction must finish; a blueprint is insufficient. Check whether staffing or opening is required too, then inspect each building's shutdown reason, roads and staff.

Are law cooldowns and construction deadlines the same?

No. Check the next-law timer, ability reuse timer and promise deadline separately. Prioritize the current objective panel over fixed source values.

Must I follow laws to the endpoint?

Not every law is assumed necessary. Check facilities and abilities needed for the current shortage and read irreversible consequences before deciding. This list guarantees no particular ending or achievement.

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