Frostpunk

Frostpunk

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Dan Niton Jul 9, 2019 @ 10:47am
Order vs faith
Is order a more difficult run than faith?
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Aturchomicz Jul 9, 2019 @ 10:59am 
Originally posted by Dan Niton:
Is order a more difficult run than faith?
Its more moral for sure
XombieRocker Jul 9, 2019 @ 11:27am 
I found Order to be slightly more difficult. Faith gives you a lot of bonuses right off the bat with no downside (increased efficiency from altars, heat from field kitchens) and the prayer action is free, whereas patrols cost food.
Last edited by XombieRocker; Jul 9, 2019 @ 11:27am
stevasaur Jul 9, 2019 @ 11:51am 
The basic Order buildings also cost manpower, while Churches don't.

The flip side is that Order gets two productivity boost laws (Agitators AND Foremen), while the rough equivalent of Foremen in Faith is the House of Healing, which just lets you use Workers for pseudo-infirmaries. You SHOULD have plenty of Engineers by the mid-end game, so I generally pass on the House of Healing.
Electronic_Bunny Jul 9, 2019 @ 1:48pm 
I always found faith to be easier. Order keeps your two population bars satisfied while giving % efficiency increases. Faith though can keep your people hardier for the harsh cold with things like a better hospital and a free +1 heat from field kitchens (and trust me when the weather turns your buildings into -5> temperature that extra 1 bit can be a life savior).
SpiffyGonzales Jul 18, 2019 @ 5:14pm 
*ahem* Praise our Glorious Leader! NOW MARCH TO WORK!!!
Apocalypstic Jul 18, 2019 @ 10:08pm 
I can't speak too indepth because I like to keep my Laws "within the line" (So no propaganda centers or public penance, etc.), but generally Faith is more useful in "harder" playthroughs where problems early quickly compound into no future.

Order is great once you get your facilities and tech up, being able to dramatically boost efficiency with their Foreman, and their Morning Gatherings are good for keeping morale up if you're having trouble fulfilling promises. HOWEVER, Order comes with the huge caveat that their Guard Stations need to be manned, and they generally have poor insulation compared to the Faith buildings. This means in harder playthroughs, people who man Guard Stations frequently get sick during hard drops and especially during storms, and you probably won't have the tech or infrastructure to support them being manned during early storms in a harder run.

Faith is extremely potent because of their Field Kitchens. It consumes a fair amount of food, but generally Food is one of the easier resources to accrue. However, the power of Field Kitchens is that it can easily negate the need for early coal expensive technologies such as steamhubs and heaters, which is very important in difficult scenarios where storms hit fast and hard, and in addition Field Kitchens have pretty good insulation. Temples and Shrines do not need to be manned and as such provide valuable passive benefits without sacrificing early manpower, and Houses of Healing are extremely powerful because it means you can put off researching Infirmaries and consuming valuable Steamcores for a good chunk of time, as well as letting you reallocate engineers into more workshops for quicker tech.

TLDR; I find that Faith is powerful in supplementing early-to-mid game, whereas Order is good post-mid game, and in more difficult scenarios, you can't count on making it into mid game in the first place to start reaping the benefits of Order.
Last edited by Apocalypstic; Jul 18, 2019 @ 10:11pm
Ash//Fox Jul 20, 2019 @ 7:22pm 
Depends on the scenario, just did Fall of Winterhome scenario and found faith was way better at getting the hope levels I needed to complete the scenario.
Das Boot Jul 20, 2019 @ 11:18pm 
Originally posted by Dan Niton:
Is order a more difficult run than faith?
Faith has the advantage of taking up fewer jobs, but Order allows your workplaces to produce more resources.
snuggleform Jul 21, 2019 @ 12:23am 
The main draw of faith is the house of healing - it heals faster than a medical tent and has no steam core/research requirement as an infirmary does (big point: it saves you from having to research medical post upgrade/infirmary/medical insulation, that's a crazy amount of research saved).

It allows you to use children as healers and then you can put all your engineers on research, holy bananas.

The draw of Order is the almighty foreman ability, which allows you to squeeze extra research/resources at the cost of food.

IMO faith usually beats order out because of the insane amount of research saved not to mention freeing up all your engineers to do research.
HINA <3 Jul 23, 2019 @ 10:31am 
I personally prefer order more (...and child labor). Its like boom resources, boom researched point, and boom 130% automaton.
bigdadyrabbit Jul 23, 2019 @ 1:30pm 
I actually have found order to be easier than faith
snuggleform Jul 23, 2019 @ 3:18pm 
Originally posted by Handsome Jack:
I personally prefer order more (...and child labor). Its like boom resources, boom researched point, and boom 130% automaton.

But faith gives more research overall because of all the engineers you can devote to research now they they don't need to be in tents/infirmaries.



Originally posted by bigdadyrabbit:
I actually have found order to be easier than faith


Reasoning?
aragonbattlebone Jul 23, 2019 @ 5:42pm 
I found Faith to be better overall. (especially for extreme.) But I really like the Order tree. I just love tossing the public enemies in the prison even though I get a lot of bad events...

"you eat your food with your left hand?" Off with his Head!!!! :P

But usually I just like the look of the Guard Towers with their Searchlights.

But if your going "Morally Right." then Faith is the way to go.

this game does it really well to let people make their own decision of what law/purpose is better... even if someone else has entirely different opinions or "why" this should happen.

it's these choices that what defines right and wrong as a blurry gray line then black and white...

Like the Super-Villain in most movies/shows. they don't believe they are doing whats wrong only what they think is right....

Gahh look at me I'm rambling... :P

Anyways I prefer Order mostly cause it looks cooler on my city. ^_^
bgork14 Jul 23, 2019 @ 6:48pm 
For me, I always thought that Order was better--mostly bc Im OCD with city planning and everything just fits easier hehe.

I've use it with every scenario and the compromise mix of lower discontent/slightly higher hope skills make it easier for industry (except for Fall of WInterhome, lawwwdyyy the hope situation there).

Tbh, I've always found that if you stick to New Home basics like warm housing, few sick, everyone fed, thats literally all you need. How do you get that? More 24 hour shifts with key research/resources (lowered by Patrol). Better industry with foreman, agitator, etc.

The only weakness to Order is that 1) it takes hella book of law levels so its more late game and 2) its labor intensive with the guard towers.

For me, I got "converted" to hope when I couldn't beat Fall of Winterhome for the first time. Reaching even 50% hope boost is hard for Order, but Faith is literally big hope boosts with small industry and discontent passives.

Now, I see Order = discontent management + hella production boost (40% ish). Faith = Hope for days + extra heat with Field Kitchens.


Last edited by bgork14; Jul 23, 2019 @ 6:50pm
snuggleform Jul 23, 2019 @ 7:31pm 
Reaching 50% hope winterhome is about equally difficult; you have to get prop center/temple both of which are the same amount of law points I think.

Yes it's true order is better at discontent management but in order to do so you have to get prisons which is way out of line with production laws and just not necessary. Again, faith's main draw is not hope or field ktichens, but house of healing.
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Date Posted: Jul 9, 2019 @ 10:47am
Posts: 18