Policy

General Policies
Policies can be altered anytime in the info menu once they appeared.


 * Assigning Equipment
 * Manually equip items - Equipment will not be automatically equipped
 * Equip skilled survivors first - New equipment is optimally distributed, causes unhappiness (The optimal here is far from perfect though.)
 * Equip people at random - New equipment is randomly assigned to anyone who doesn't have one


 * Children
 * Let kids be kids - (Increased happiness)
 * Kids help their guardians at work (both positive and dangerous events)
 * Kids should go to school - Kids goof off less (effect?)


 * Rations
 * Regular rations - Survivors each eat 1 food per day
 * Decreased Rations - Survivors eat 25% less food per day; happiness decreases
 * Increased Rations - Survivors eat 25% more food per day; happiness increases


 * Shower Rationing
 * Let People Shower as Much as they Want - Receives positive feedback from the Pharmacists, increased happiness. Mission to repair the water purification station happens occasionally (Until the mission is completed, the happiness bonus is negated)
 * Limit Showers to Once a Week - Minor happiness loss on a regular basis. Mission to repair the water purification station happens every so often
 * Limit water use to bare necessities - Bigger Happiness loss on a regular basis


 * Ammo Use
 * Balanced Ammo Use - Keeps ammo use and gun power the same
 * Spray and Pray - Increases usage of ammo, +1 defense bonus from guns
 * Conserve ammo as much as possible - halved ammo use rate, -1 Defense from Guns


 * Foreign Policy
 * with Open Arms - increases faction relations and chances of recruitment success, -Fortwide Defense
 * with Caution - maintains balance of relations and defense
 * with Hostility - increases fortwide defense, decreases recruitment success chance and faction relations


 * Churches vs Bars
 * Churches - Churches become more effective than Bars happiness-wise
 * Bars - Bars become more effective than Churches happiness-wise
 * Evenly on Churches and Bars


 * Mandatory Guard Duty
 * No, volunteer Guards are enough - Positive feedback from The Pharmacists, only those who are on Guard Duty contribute to fort defense
 * Yes, all people go on guard duty - -happiness for non-soldiers, everyone contributes to Fort defense and gains Defense skill with attacks


 * Democracy
 * Leader choose policies - allows you to choose the decisions on policies
 * Leader and senate pick policies
 * Yes, the people should vote - +happiness. Creates a new option, "Let the People Vote" and disables all other options for policies.
 * Generators
 * Never run the generators - no change in happiness
 * Run them in the morning & evening - (probably nothing, not tested)
 * Run generators all the time - Increased happiness at cost of 2 fuel/week

Faction-based Policies

 * Cannibalism
 * Decide during situations
 * Reject Cannibalism and those who do it - decreases relations with Pig Farmers
 * Eat all dead bodies - increases relations with Pig Farmers, Increases food count everytime someone dies


 * Bath Salts
 * Allow them - People consume Bath Salts automatically.
 * Ban them - People doesn't consume Bath Salts. You can still buy and sell them.


 * Gender Roles
 * People can do what they want - increased relations with Dahlias and The Pharmacists
 * Everyone does chores and guard duty - Increased relations with Dahlias, decreased relations with The Pharmacists
 * Women should stay safe at home - Decreased relations with Dahlias. Increased with Last Judgement Gang.

Governance Policies
In story mode, these policies become available as soon as you build a Town Hall.


 * Crime and Punishment - What should be our most severe punishment for murderers and treasoners?
 * Take away their luxuries - No time off, low order: Crimes are more likely to happen
 * Put criminals in jail - Criminals jailed, normal order: Crimes occasionally happens, but when it does, that survivor can't do anything for a few days
 * Kick them out of the fort - Criminals exiled, high order: Crimes rarely happens, but when it does, you'll lose a survivor
 * Capital cannibal punishment - Criminals eaten, high order: Crimes rarely happens, and when it does, you'll gain some food. but happiness may decrease, and you'll lose a survivor


 * Nationalism - What is our attitude towards outsiders?
 * Take care of our own: increased defense
 * Help our allies: Friendly factions will like us more
 * Help anyone who needs it: More survivors will come to us


 * Our Highest Priority - What do we value most?
 * Repopulating the world - More new recruits
 * Keeping people safe - Increased defense
 * Providing a religious moral center - Churches are more effective, more devouts?
 * Trading and prospering - Better trade deals


 * Private Property - Should people own their own things?
 * People share all resources - Produce more resources, lower happiness
 * Some shared, some private - Normal resources and happiness
 * People keep their own stuff - Fewer resources, increased happiness


 * Rock the Vote - How do we structure our government?
 * Leader chooses policies - regular policy system
 * Leader and senate choose policies - Occasional government conflicts; happiness increases
 * All survivors vote - Random policies will be chosen; happiness increases


 * Wealth Distribution - Who gets the best stuff?
 * Randomly assign luxuries - Normal happiness
 * Favor skilled workers - Happier high level survivors
 * Favor the hardest workers - Increased happiness but fewer skilled recruits
 * Favor Soldiers - Happier soldiers and more soldier recruits