This is basically The Last Autumn's idea of Adaptation Laws. To the point I suspect the real reason it's 'Administration' is less about that being a logical choice in context and more about it retaining the quality of 'your initial Law group starts with the letter A'. Public House Requires: Nothing. Law Cooldown: 18 hours. Unlocks the Public House, and initiates a quest to have it built and functioning within 2 days. Passing this Law immediately raises Motivation slightly. Building! Public House Costs 20 Wood and 10 Steel. 5x3 space Can be manned by up to 5 Workers and/or Engineers. Modestly lowers Discontent if functioning. If Heat is below -2, cannot function. (ie it must be at least Chilly to function) +2 Heat. Only one copy can exist in the city at any given moment. weird for running either. (doesn't accept Convicts) This is It's time to explain Discontent! "But Ghoul Tyrant," a reasonable person says in confusion. "You already explained Discontent in Adaptation Laws. Shouldn't you be explaining this 'Motivation' thing instead?" No, that's for next Law. And while I explained Discontent in Frostunk back in Adaptation Laws, Discontent in The Last Autumn is actually pretty different. Not completely different, but very different. First of all, in The Last Autumn, many Discontent modifiers 'lock in' for the day during the morning. (I think at 5:00, specifically, but I've not 100% confirmed this) There's still sources that raise and lower it rapidly the way it works in every other scenario, such as housing-based Discontent: building more housing will immediately wipe away the Discontent homelessness causes. But many Discontent effects will linger even if the original issue is no longer in play, only being wiped away next morning, so it's no longer so trivial to max out Discontent and then immediately lower it enough to get free Hope... not that The Last Autumn has Hope, mind, but moving right along. Second and more importantly, Discontent actually Does Things without having to spcifically reach 100%! Yes, really! Spcifically, every 33~% Discontent increases Strike Risk at all relevant locations by 1 tier. What's that mean? Uh, don't worry about it. We'll get to that later. Third, Discontent reaching 100% no longer presents you with 'get Discontent below 75% within 3 days, or suffer a game over'. Instead, all relevant workplaces Strike if you hit 100% Discontent, which is... janky in its own way, but better as a punishment. Still not explaining Strikes, moving on. These three differences are unfortunately really it for Discontent in The Last Autumn, and they're not really enough to resolve how janky Discontent is as a mechanic, but they're decent attempts at resolving the problem. I'm curious what Frostpunk 2 id to fix this jank, if it kept Discontent, and interested in seeing what Frostpunk 1886 will do, if it intends to actually fix such jank instead of staying overly-true to the original. Anyway, note that Public House is a Law you shouldn't pass by default, as a Strike can be cheaply resolved by promising to provide a Public House, and you lose this option if you make it first yourself with no real compensation. No, I'm still not explaining Strikes, moving on. Next Law! House of Pleasure Requires: Public House. Law Cooldown: 36 hours. Raises maximum employee count at the Public House from 5 to 10, and it also slightly increases Motivation. Passing this Law slightly increases Motivation. Goddammmit, Frostpunk. Okay, first let's explain Motivation: broadly, Motivation is Hope, but reworked to be a semi-functional mechanic. It's now a yellow bar instead of a blue bar, and you actually care about its amount on an ongoing basis beyond 'keep it over 0%'; if Motivation is in the middle area of the bar, nothing unusual is going on. If it gets into the upper 30% of the bar, Efficiency at all workplaces rises by 30%. If it gets into the lower 30% of the bar, instead Efficiency at all workplaces drops by 30%. If it reaches 0%... nothing happens. No game over threat or anything, you're just going to have a really hard time getting it back up in the middle zone. This isn't super-nuanced and you still care overly-much about breakpoints, but I do like this better than Hope, espcially as Motivation furthrmore drops a modest amount each morning. Frostpunk's scenarios clearly started from the premise of wanting the player to fight to keep Hope up, but only A New Home and The Fall of Winterhome realize this concept at all: in every other scenario, Hope is irrelevant aside that you don't want it to reach 0%, which itself is a pretty trivial goal to achieve since the only stanard ways to suffer Hope hits are for people to die and for you to pass certain Laws. And even in A New Home and The Fall of Winterhome, you have a brief early scramble to get Hope up, and then the motive for why you want to raise Hope goes away forever, so actually in every scenario Hope spends most or all of the scenario not really mattering unless you're really careless with Hope-modifying Laws and/or are playing very badly so people are dying en mass. Notably, Endless Mode attempts to actually pressure the player with Hope by virtue of the intermittent storms quietly reducing Hope by a modest amount, comparable to Motivation automatically lowering each morning in The Last Autumn. It doesn't have much impact, honestly, but I do feel like Frostpunk's core design needed a passive Hope decay or something if it wanted you to be pressured to care about it on an ongoing basis. Anyway, Motivation is flawed, but a much better setup than Hope. I do wish it had more gradations to it -something like two more breakpoints for 15% more and 15% less Efficiency, so there's not such a wide middle area of indistinctness- but you have incentives to push to keep it high, more reason to think carefully before making choices that lower it, and having it 0 out makes things a struggle in a way that certainly can lead to a game over, but in a more organically natural way than 'you lose if an arbitrary number doesn't get to an arbitrary vlue in an arbitrary time limit'. As for House of Pleasure itself... Well, first of all it has an event chain where Frostpunk remembers venereal diseases are a thing. You get to respond in one of four ways: you can cure the infected, creating Gravely Ill patients and raising Discontent a modest amount, you can deport the infected which... disables them?... and also raises Discontent a little, shut down the House of Pleasure, raising Discontent a little and also making the Public House stop providing Motivation, or lastly you can ignore the problem, also raising Discontent and making Illness more likely in... some manner. Notice that all these choices raise Discontent and have some other issue. Furthermore, if you cure the infected or shut down the House of Pleasure, you'll get a second event where people complain you're discriminating against the prostitutes and demand you shut down the House of Pleasure. Which is... weird, and can generate even more Discontent. So yeah, this Law kind of sucks, just like in Adaptation. I'm similarly unfond of it narratively. While it's more appropriate to the context of The Last Autumn dealing with what amounts to a company town, which absolutely have a track record of drawing prostitution to them... 1: The Last Autumn still gives you a pretty even gender split on your employees. Heavy prostitution of women tends to occur wherever men significantly outnumber women, pretty clearly driven by the gender imbalance that Frostpunk is not recreating. When gender ratios are roughly even or slanted toward women, prostitution tends to largely vanish. 2: It's also frustrating because Frostpunk is formating prostitution as an evil imposed from above; this has happened in real life, but the type of prostitution Frostpunk is depicting in both its Adaptation Law and its Administration Law is the type of prostitution that tends to be 'grassroots', women arriving and prostituting themselves because wow is this an easy and reliable way to make a lot of money. Indeed, prostitution is, at least in the Western contexts I'm more familiar with and that are more relevant to Frostpunk, much more often something that the powers-that-be formally disapprove of, take legal action against, shame and demonize the prostitutes, and otherwise make a harder way of life. I would really expect prostitution to occur spontaneously in the shadows of the Generator construction project, and be something you, as the project overseer, would be pressured to Do Something About. In the context of The Last Autumn's main conflict, I'd expect this to in fact be a 'the Engineers demand you get rid of/punish the prostitutes, while the Workers will be made happy if you look the other way' choice. I'm also not a fan of one of the lamest Laws in mechanics being brought back with basically no change, and the fact that its effect is raising Motivation is... well, I'll come back to this later, but Frostpunk has problems around its concptualization of Motivation. I will however immediately point out that it's really frustrating for the event chain to present this as You Have Made An Unpopular Decision right alongside the mechanics of Your Decision Motivates People. Frostpunk's Law-based events are something I'm broadly unfond of, but they aren't usually so directly creating a mixed message. Ugh. Next Law. Bare-Knuckle Bouts Requires: Publc House. Law Cooldown: 36 hours. Each evening, Discontent will lower slightly, but citizens can get hurt (become Ill) at random. I've already poked at the fact that Frostpunk's Illness system would make more sense if the base form was instead Injured or something, but this is so much more true in The Last Autumn, as it's much, much heavier on having mechanics that produce Ill and/or Gravely Ill people where the narrative concept is that they got injured somehow, not that they got sick. I'm not sure why The Last Autumn didn't rename it, honestly. Anyway, Bare-Knuckle Bouts is a weird revisiting of the Fighting Arena and the Dueling Law. Narratively, the bouts are supposed to occur at the Public House, but this isn't mechanically enforced, so the Fighting Arena aspect is barely there; in practice it's mostly 'okay, Dueling Law, but Illness instead of death'. This makes it lackluster and boring, but it's still a little better-designed than Dueling Law. Discontent management still isn't very important in The Last Autumn, but it matters a lot more than in every other scenario, and ending up with Ill people will usually not irectly negate th Discontent reduction, so the tradeoff makes some kind of sense to potentially pursue. I wouln't recommend passing it by default, certainly not before you have Infirmaries up, but I'm not simply shaking my head in exasperation at its existence. It also evades -mostly- the jank with the Fighting Arena where Thunderdome matches in the snow can't get people frostbitten, since the Public House is a building you want to keep warm and you don't necessarily deal with temperature mechanics at all in The Last Autumn. So that's nice. Next Law! Chapel Requires: Nothing. Law Cooldown: 16 hours. Unlocks the Chapel and initiats a quest demanding you build a Chapel within 2 days. Building! Chapel Costs 30 Wood and 10 Steel. Size 5x2 or 3x3 For every citizen assigned to housing within the Chapel's radius, Motivation is slightly raised. +2 Heat, not that this matters. The Chapel is a House of Prayer, except it doesn't start with an ability and Hope has been replaced by Motivation. That's... genuinely it. It's the same model, same resource cost, same size, and same core mechanical behavior. It goes in the People tab of buildings, which is pretty visually jarring. I don't really have a lot to say about it. You'll want it unlocked and built, that's about it. Among other points, if your run is going to finish before the temperature drop occurs, the fact that it shouldn't be placed in Heat Zones doesn't matter. Honstly, it barely matters even once that does come into play, since The Last Autumn can't drop temperatures very far anyway, among other rasons. Next Law! Evening Prayers Requires: Chapel. Law Cooldown: 36 hours. Unlocks the Evening Service ability at Chapels. This ability spends 20 Food Rations to modestly raise Motivation, and has a 2-day cooldown. It's Evening Prayers, but nerfed to no longer lower Discontent. Okay? A further nerf, albeit rather mild, is that it has a negative event that can fire once it and Public House have ben passed, where you get people picketing the Public House because Alcohol Bad. You can side with the teetotallers to permanently reduce the Public House's benefits -I'm not sure if this also affects House of Pleasure's Motivation effect- or 'wait them out' (Have the Public House be useless for one day) or let angry alcoholics beat up the teetollers, resulting in Ill people and a Discontent increase. I'm frankly not sure why you would ever pick anything other than 'skip one day of Public House functionality', but whatever, Evening Prayers has this weird secret disadvantage. On Normal this is an easy Motivation boost, but on Hard and Extreme it gets harder to justify constantly burning Food Rations on more Motivation, even though all food sources are unaffected by difficulty in The Last Autumn, as for one thing it won't give as much Motivation per use. As an aside, Chapel and Evening Prayers are essentially the entirety of Faith's representation in The Last Autumn. Everything else it does is simply not present in this scenario in any form. Order is the Purpose branch that gets a new lease on life, ssssort of. But that's for later. Next Law! Repatriation of Bodies Requires: Nothing. Incompatible with On-Site Burials. Law Cooldown: 18 hours. Unlocks the Morgue. Initiates a quest to buil the Morgue within 2 days. It's The Last Autumn's attempt at the Cemetery, so naturally it competes with a Corpse Disposal equivalent... On-Site Burials Requires: Nothing. Incompatible with Repatriation of Bodies. Law Cooldown: 18 hours. Unlocks the Cemetery and slightly lowers Motivation. Initiates a quest to build the Cemetery within 2 days. ... that, uh, actually unlocks the Cemetery here. Let's quickly show those buildings: Morgue Costs 10 Wood. Size 6x4 Bodies will be kept here. Has building ability for shipping bodies back to England, spening 5 Wood per body. Shipping out bodies raises Motivation a small amount per body. Only one copy can exist in the city at any given moment. And of course: Cemetery Costs 10 Wood. Size 8x4? Bodies will be buried here. Each burial will slightly decrease Motivation. Only one copy can exist in the city at any given moment. To my surprise, nobody seems to have extracted the icon for The Last Autumn's version of the Cemetery: it's not at all the same graphic as the general one, being a giant uneven pile of dirt rather than a tidy little space for tombstones. I suspect the devs expected players to suffer a lot of casualties in The Last Autumn. Much like the Snow Pit vs the Cemetery, Cemetery vs Morgue is a pretty one-sided choice, for basically the same core reason: you shouldn't be having deaths, and in fact The Last Autumn has deaths much, much more avoidable than in other scenarios. Its equivalent to Emergency Shift can't force a death on you, it doesn't have anything equivalent to House of Healing forcing a death on you, the arrival of new employees is entirely under your control and you particularly don't have people regularly showing up Hungry or Ill or Gravely Ill the way other scenarios are fond of springing on you... unless you do certain Law-based things that are -with one annoying exception- clearly telegraphe as People Will Die If You Do This, you can very, very easily do a truly deathless run in The Last Autumn. At that point, On-Site Burials is a Motivation hit for absolutely no benefit. The Morgue an Cemetery even cost just as much Wood to build! Their successor Laws don't really change this: Ceremonial Funerals Requires: On-Site Burials. Law Cooldown: 36 hours. Burials will no longer lower Motivation, but citizens performing burials will spend a period starting from 21:00 refusing to work. This gets rid of the negative impact of deaths as far as Motivation goes, but you're still down som Motivation from passing On-Site Burial, an if you get no deaths this doesn't matter. Also, passing On-Site Burials can produce an event that initiates a quest demanding you pass Ceremonial Funerals soon, adding another secret disadvantage to On-Site Burials. Next Law! Company Funerals Requires: Repatriation of Bodies. Law Cooldown: 36 hours. Shipping out bodies now costs 5 Steel instead of 5 Wood, but increases Motivation more. Passing this Law immediately raises Motivation a little. So basically if you get zero deaths, going for Repatriation of Bodies is a completely free Motivation boost, while On-Site Burials is a Motivation penalty with absolutely no benefit. If you have intent to be extremely evil, take a specific choice with Labor Laws, and mulch Convicts aggressively, then I guss you shoul probably go for On-Site Burials, but otherwise this choice is just... not a choice. I really wish the devs hadn't tried to do Snow Pit Vs Cemetery 2.0: it was never an interesting concept, and they haven't done anything to address why it as so one-sided and uninteresting. Next Law! Gruel Requires: Nothing. Incompatible with Hearty Meals. Law Cooldown: 18 hours. Unlocks the Gruel option at the Cookhouse, which turns 4 Raw Food into 5 Food Rations, but raises Discontent when eaten. Passing this Law immediately raises Discontent and lowers Motivation, as well as setting all Cookhouses to Gruel. It's Soup. By extension, it's a paired law with a Sawdust counterpart: Hearty Meals Requires: Nothing. Incompatible with Gruel. Law Cooldown: 18 hours. Unlocks the Hearty Meal option at the Cookhouse, which turns 3 Raw Food into 3 Food Rations, but raises Motivation when eaten, as well as setting all Cookhouses to Hearty Meals. Which is- oh. Huh. That's not Sawdust at all! I actually like this paired Law a decent amount. The Last Autumn unfortunately undercuts it by being tuned so that you really, really don't need Gruel (Regular meals are more than enough if you don't wildly mismanage things, and on Normal you can really easily get away with running Hearty Meals the entire time), and since food production is not directly affected by difficulty even going up to Extreme doesn't really change this, but it'd be great if future Frostpunk content started from here for any revisiting of a paired food Law concept. In any event, since Gruel is seriously not necessary unless you're doing some weird challenge run, this is just 'pick Hearty Meals', the only question is how much you use it. Cocaine Pills Requires: Gruel or Hearty Meals. Law Cooldown: 18 Enables a globally toggled ability at the Cookhouse. While enabled, each day at 6:00 Motivation will increase, but after about 3 days a citizen is liable to instantly die of an overdose. Citizens will become addicted to Cocaine Pills, and disabling it slightly increases how much Motivation is lost each day. overdose gets listed as a Motivation negative. unsure if that's accurate The wiki recommends you run Cocaine Pills for a few days and then disable them periodically to 'prevent adiction', but when I tested Cocaine Pills addiction kicked in with literally one day of them being active. This was on Extreme, so maybe this is a People's Needs thing, bu as far as I can tell Cocaine Pills is a dumb trap choice. I'd complain more about this dynamic, but cocaine usage of this broad sort has some basis in reality, and, uh, yeah, the implications aren't far off from reality. My main criticism is that The Last Autumn takes place in 1886, which as far as I can gather is really too early for a British company to have cocaine extracted into a form you can make pills out of; this would be more realistically coca leaves getting mixed in with food, not pills. Regardless, as far as I can tell this really is just a trap choice. One that's probably worked on players who foun themselves just below one of the Motivation thresholds, at least? I dunno, it might have valid use for letting you squeeze out just a bit more work from people whn you'r going to permanently drop below the 30% threshold anyway; running it for a day or two might be a freebie at that point, unless you unluckily get a death. Next Law! Alternative Food Source Requires: Gruel or Hearty Meals. Doesn't appear in the Book of Laws without special conditions occurring. Law Cooldown: 45 hours. Provides an activated ability at the Cookhouse. This ability converts 1 dead body into 15 Raw Food, has a cooldown of 4 days, and each time it's used, there is a chance of being found out, in which case Discontent will rise significantly and Motivation will fall significantly. Signing this Law also immediately raises Discontent significantly and lowers Motivation significantly. Oh, uh. Okay, thing is, this is a mythic Law that some internet sources insist can in fact occur in The Last Autumn, but many people have tried to get it to kick in, but I can't find any true evidence of anybody getting it to kick in on The Last Autumn, aside an unexplained claim that it interacts in a buggy way with the Morgue. I am literally just copy-pasting my other description and renaming Hope to Motivation and assuming that's prrrobably correct in the event this is a real thing. The wiki is even worse than I am on this point, having an explicit Aministration Law page for it that just... uses the Hope-using description, no changes. It's entirely possible this Law can't actually trigger in The Last Autumn, honestly. I'd be okay with that! Mostly! It's kind of unfortunate because The Last Autumn is the only scenario where a decent player going in blind can pretty realistically suffer mass starvation, because if you fail to complete the Generator before the temperaure drop happens, your unlimited Raw Food sources cease functioning, while Forager Huts have an absolute limit on how much Raw Food they can pull from the wilderness: nothing in the game properly forewarns you of this, so a player going in blind could very plausibly reach that point, have something like 3 days of food left, and suffer mass starvation with no ability to prevent it at that point. This is the perfect scenario to have players organically run into the cannibalism Law! So actually it's kind of frustrating this Law doesn't seem willing to activate in this scenario... but I still don't like cannibalism in my gams, so whatever, moving swiftly on! Bath House Requires: Nothing. Law Cooldown: 18 hours. Unlocks the Bath House, initiates a quest to build one in 2 days, and raises Motivatiin slightly. This is another Law you shouldn't pass aggressively because Strikes can ask for it and that's a cheap way to resolve Strikes, which I'm still not explaining. Building! Bath House Costs: 40 Wood and 20 Steel. Size: 5x3 +5 Heat, runs at all hours, drains 3 Coal per hour (Thus 72 Coal per day), and reduces the Illness rate of citizens living within its radius. This is probably not worth running. First of all, if you have an active Bath House, Frostpunk once again tries really hard to earn its M rating by having an Engineer whine that people are having sex in the Bath House and wanting you to do something about it: you can promise to pass House of Pleasure within 3 days (Which sucks, as noted before), or take a Discontent hit, or lower Discontent but also lower Motivation. Passing the Law, building a Bath House, and then dismantling it can prevent this event from occurring, but if you just keep at last one Bath House running, it's going to happen at some point. Second, it's... really hard to tell if the Bath House actually helps any. My own testing has me genuinely uncertain it has an actual effect, and other folks online are similarly going either 'does this do anything' or suggesting it's maybe a 20% reduction in how many Ill people you get per night. (As in, if you'd have 20 Ill people without Bath Houses, you'll shave off maybe 2 of them by covering your housing with Bath Houses) So... it's possibly not working, and if it is working, it's a really small effect that costs you 72 Coal per day to acquire. While 72 Coal doesn't sound like much, and the initial conditions of The Last Autumn honestly look like the Bath House is your only way to spend Coal, in actuality you're going to need a fair amount of Coal, especially if you don't complete the Generator before the temperature drops, so wasting Coal on the Bath House is dubious, especially since minimizing Illness-causing conditions is even more realistic in The Last Autumn than in other scenarios and so having a dedicated building for reducing Illness rate is just lower-impact than it wouldd be in other scenarios. This is also not getting into the possibility of poorly-considered mechanics bounding. I have this sneaking suspicion that Bath Houses specifically reduce the Illness rate of citizens whose assigned housing is within reach of a Bath House, not acting as a global moifier; if I'm correct, then a Bath House could provide little or no value because it's covering only housing whose assigne laborers are at virtually zero risk of Illness, with the player having no direct control over this factor. I hope I'm wrong, but this possibility would be completely in-character to Frostpunk. On a different topic: why is this the warmest building in the game?? +5 Heat is 1 greater than what any other building is allowed to be at passively! 2 greater than most buildings cap at! And as far as I'm aware the Bath House's temperature has no mechanical relevancy! I honestly like the general idea of the Bath House, but the execution is... frustrating. Next Law! Crowded Quarters Requires: Bath House. Incompatible with Comfortable Quarters. Law Cooldown: 18 hours. Housing's capacity is permanently increased from 10 citizens to 12 citizens, but passing this Law imposes a permanent Discontent increase and immediately lowers Motivation a small amount. This is another paired Law, so let's check out its partner: Comfortable Quarters Requires: Bath House. Incompatible with Crowded Quarters. Law Cooldown: 18 hours. Housing's capacity is permanently decreased from 10 citizens to 8 citizens, but passing this Law imposes a permanent Discontent decrease and immediately raises Motivation a small amount. So do you want happy people who work hard but you spend more Wood and space on housing, or do you want angry people but you spend less Wood and space on housing? To be honest, I have difficulty imagining why you'd want Crowded Quarters. Housing in The Last Autumn never gets unavoidably more expensive than basic Tents, there are no unpredictable scenario-mandated population injections in The Last Autumn, there's far more space around the Generator than you can realistically use all of, there's plenty of Wood to cover the slight bump in expense... the main 'flaws' with Comfortable Quarters are that you'll ideally build a bunch of extra Tents before you pass it so nobody is briefly homeless, and the annoying cognitive load aspect that on Normal and Hard you can ship in 10 Workers per day fairly smoothly and Crowded Quarters breaks the easy rule of thumb of 'build one Tent after ordering more Workers'. The need to build more Tents in preparation for it is annoying, and it's a bit frustrating that Bath House gates access to this Law pair for no reason, especially since you ideally don't pass Bath House until a Strike has been resolved with it and so ideally you don't pass Crowded Quarters early when the gap between current Tent need and new Tent need will be small (If you couldd pass the Law on day 1, when you have 90 people, you'd go from needing 9 Tents to needing 12, so only 3 more Tents), but that doesn't make Comfortable Quarters bad... ... and honestly, there's a fair argument you'd want to wait a bit before passing it anyway, as at the start of the scenario trees are covering a very large portion of the ground that isn't the Generator Construction Zone. You'll ideally clearcut a fair amount of space before you add too much to your building needs, so if you could pass Comfortabl Quarters immediately, it might still be optimal to wait a bit. The fact that each Law is pretty mild contributes to the skew. Comfortable Quarters demands 50% more Tents to cover your needs than Crowded Quarters, which is a modest bump, but that's it, and compared to baseline Comfortable Quarters is just a 25% increase in your Tent needs. Also clunky for Crowded Quarters is that passing it will normally result in a bunch of empty Tents that you then slowly fill; unless you specifically pass it in response to getting the 50 Workers from the Foraging map, the expectation is tha Crowded Quarters will hit you with the penalties immediately and then take a bit to actually get the advantages. If this Law pair existed in other scenarios, Crowded Quarters would probably be the better choice in eg The Refugees, but that's not a thing. Next Law! Radical Treatment Requires: Nothing. Incompatible with Sustain Life. Law Cooldown: 18 hours. From now on, Medical Posts can now treat Gravely Ill patients, but there is a 30% chance for each such patient to become an Amputee when successfully treated in this way. Passing this Law slightly raises Discontent. It's Adaptation's Radical Treatment. The main difference is that I don't think you can get the event where an Enginer reduces the Amputee rate by half. This includes that it's paired with: Sustain Life Requires: Nothing. Incompatible with Radical Treatment. Law Cooldown: 18 hours. From now on, Medical Posts will hold Gravely Ill patients in 'palliative care', which delays death from being Gravely Ill, but does not actually cure them. Such patients consume Medical Post space, potentially blocking patients who are Ill from getting treatment. Passing this Law immeiately raises Motivation a little. Administration's version of Sustain Life. The other difference is that in Adaptation, these Laws both raise Hope and lower discontent, whereas the Addministration versions have Sustain Life clearly preferred by your people. I overall feel this is pretty skewed toward Sustain Life, but mostly by virtue of The Last Autumn having a very forgiving medical situation where you really ought to have Infirmaries online before any Gravely Ill patients can exist. (Yes, even on Extreme) Managing that in turn means the different Meical Post behaviors don't matter to you, and so Sustain Life wins by virtue of increasing Motivation vs Radical Treatment raising Discontent. I kind of wish The Last Autumn hadn't brought back this particular Law pair, but it's one of the more functional Law pairs in other scenarios, so I can understand taking a bit of an 'if it ain't broke, don't fix it' attitude to this pair; I certainly agree that eg the meal Law pair topic being revisited with a new dichotomy was a much better thing to prioritize. Next Law! Extra Rations For the Ill Requires: Radical Treatment or Sustain Life. Incompatible with Overcrowding. Law Cooldown: 18 hours. Medical Posts and Infirmaries gain the ability Extra Rations. This ability spends 10 Food Rations to raise the building's base Efficiency by 50% for the next 24 hours, and has a cooldown of 1 day. It's Adaptation's Extra Rations for the Ill, including that it's paired with: Overcrowding Requires: Radical Treatment or Sustain Life. Incompatible with Extra Rations For the Ill. Law Cooldown: 18 hours. Doubles the maximum patient capacity of Medical Posts and Infirmaries, but if any building is over its normal capacity than a modest Discontent penalty will be imposed until no building is over its default capacity. Passing this Law also immediately raises Discontent slightly. Yes, the Administration version of Overcrowding has the same icon as the Adaptation version. I'm not sure why they drew new art for other fully recycled Laws but not this one. Anyway, this choice being brought back in exactly the same form is pretty painful to me. To be entirely fair, Discontent penalties are a bit more meaningful in The Last Autumn, but Overcrowding is still a huge boost at nearly no cost, whereas Extra Rations For the Ill requires spending Food to get any benefit at all... and your Food situation in The Last Autumn is much more tightly-tuned and tightly-conrolled by the game than in most other scenarios. If you go Gruel I guess you can probably fit in Extra Rations For the Ill, but otherwis it's a dicey fit, and even with that Overcrowding is still way better at solving Illness as a problem. Next Law! Care House Requires: Radical Treatment or Sustain Life. Law Cooldown: 18 hours. Unlocks Care House, initiates a quest to build a Care House within 2 days, and immediately raises Motivation a little. The building once more! Care House Costs 25 Wood and 5 Steel. Size 5x2 or 3x3 Amputees and untreated Gravely Ill citizens will be admitted to Care Houses instead of regular housing. Care Houses have a capacity of 20 citizens, a base Heat of +2, fully count as housing for eg Chapel purposes, must be at least Chilly to function, and unlike normal housing have access to the Heater ability. Citizens in a Care House consume food at half the normal rate, and Gravely Ill patients living in a Care House will take longer to die from lack of treatment. The Care House remains the Care House. It's, uh, awkward and janky within The Last Autumn: for most of the scenario, frostbite risk doesn't exist, so that source of Amputees is gone, Automatons just plain don't exist so that source of Amputees is gone, an Radical Treatment is really easy to have totally irrelevant to your run, so that source of Amputees still exists but very possibly doesn't do anything. The main way you get Amputees is through Accidents during Generator construction, which can be potentially entirely prevented. Also awkward is that the Care House leads to our final Administration Law pair: Prostheses Shipments Requires: Care House. Incompatible with Medical Repatriation. Law Cooldown: 36 hours. Unlocks the ability to order Prosthetics from the Telegraph Station at the cost of 3 Logistical Capacity per Prosthetic. I still don't get why Prosthetics are gated behind the Care House, but this at least doesn't require researching and building a Factory: the Telegraph Station is a mandatory early structure unlocked by plot progress, so there's not really a 'double-lock' situation here. But it also has competition we should cover: Medical Repatriation Requires: Care House. Incompatible with Prostheses Shipments. Law Cooldown: 36 hours. Unlocks the Medical Repatriation ability at the Care House, which has a cooldown of 3 days and ships all Amputees out instantly. Alright, so do you want to fix up your Amputees and put them back to work, or do you want to ship them out and just replace them? I personally feel this is stacked toward Prostheses Shipments, albeit the whole thing is janky. The crux of the matter is events: if you pick Prostheses Shipments, you'll eventually get an event that provides a free Motivation boost, whereas trying to use the Medical Repatriation ability instantly fires an event where you have to either confirm you're really shipping out the Amputees, in which case you suffer a Discontent hit, or you go 'okay never mind'. If you pick that latter choice and then use Medical Repatriation again later, you'll suffer a Discontent hit and a Motivation hit for 'breaking a promise'. So, uh, if you're going to do Medical Repatriation, commit to the bit and just boot the Amputees out without question. The jank comes from the fact that probably all your Amputees in the scenario are going to be Workers, not Engineers, and Prosthetics costing 3 Logistical Capacity means they cost less than an Engineer but more than a Worker. So theoretically Prosthtics can actually save you Logistical Capacity, but in actuality this is extremely unlikely to occur due to the scenario's design, in a manner a first-time player is very unlikely to intuit. Even so, I prefer going for Prosthetics. The Logistical Capacity difference isn't very large in practice, the morale management favors it, and shipping people out instead of replacing them is only mildly advantaged at food efficiency unless you're somehow getting a lot of Amputees. Anyway, I said that Care House is awkward because it leads directly to these two Laws, and I said that because these Laws both make the Care House nearly useless. The Last Autumn probably should've just ditched the Care House entirely, honestly. -------------------------------- Next time, we cover the core Labour Laws. See you then.