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 (fewer child-related events, skill boost to kids who grow up)
- 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
- Stranger Danger
- with Open Arms - increases faction relations and chances of recruitment success, -Fortwide Defense
- with Caution - maintains balance of relations and defense, normal recruitment chances of success, chance for slaver event to end without bad consequence
- with Hostility - increases fortwide defense, decreases recruitment success chance and faction relations, disable some event options and always make slaver event end without bad consequence
- Churches vs Bars
- Churches - Churches become 2x more effective than Bars happiness-wise
- Bars - Bars become 2x 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 - decrease 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 - slightly increased happiness at cost of 1 fuel/week
- Run generators all the time - greater increased happiness at cost of 2 fuel/week
- Having Babies
- None of our business - No bonuses or penalties
- Encourage couples to start families - Higher chance of pregnancy
- We aren't ready for children - No random pregnancies. Can cause married survivors to trigger abortion events, which require a hospital to do safely.
- Scavenging Risk
- Balance risk and reward - No bonuses or penalties
- Get the easy stuff and get out - Fewer gains, but scavenging is safer
- Scavenge everything - More gains, but scavenging takes longer
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; no bonuses or penalties
- Everyone does chores and guard duty - Increased relations with Dahlias, decreased relations with The Pharmacists; Devout get unhappiness penalty, non-devout women get happiness bonus
- Women should stay safe at home - Decreased relations with Dahlias. Increased with Last Judgement Gang; devout gain bonus happiness, non-devout women get happiness penalty
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; no more "we are not cannibals" recruitments
- 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, higher scavenging returns, lower happiness
- Some shared, some private - Normal resources and happiness
- People keep their own stuff - Fewer resources, lower scavenging returns, daily food penalty, increased happiness
- Rock the Vote - How do we structure our government?
- Leader chooses policies - regular policy system
- Leader and senate choose policies - Some policies unavailable; 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, majority are less happy, more skilled recruits
- Favor the hardest workers - Increased happiness but fewer skilled recruits
- Favor Soldiers - Happier soldiers and more soldier recruits