GUIDE · SURVIVAL & MANAGEMENT
Frozen Ship Base Building
Your ship isn't just transport — it's a rolling city you transform from a bare hull into a functioning survival machine. Build order matters more than build count.
Your Structure Toolkit
| Structure | Job | Build when |
|---|---|---|
| Boiler / Heating | Lifeline vs the ~600 wood/day cold | First |
| Kitchen | Feeds 20 crew at 3 meals/day | First |
| Housing | Rest & recovery; cuts fatigue | Early |
| Workshop | Crafts gear & repairs from loot | After basics |
| Infirmary | Treats illness/injury; morale firewall | When sickness appears |
| Research Lab | Unlocks compounding tech | Stable colonies |
The Optimal Build Order
- Boiler + Kitchen. Warmth and food first. Nothing else matters if the crew freezes or starves.
- Housing. Cut fatigue before it cascades into illness.
- Workshop. Turn loot into usable gear and repairs so runs get safer.
- Infirmary. The moment illness appears, this pays for itself instantly.
- Research Lab. A luxury that accelerates everything once the basics are stable.
Layout & Efficiency
- Cluster production. Kitchen ↔ housing ↔ workshop close together shrinks idle travel time.
- Keep the boiler central. Warmth should reach every station without long cold corridors.
- Don't sprawl. A compact ship is easier to defend and heat.
- Plan for upgrades. Leave room near key structures for tier-2 footprints.
Laws & Restrictions
Beyond buildings, you can enact laws and impose restrictions. Use them when morale or resources dip: enforce rest cycles to fight fatigue, or rationing to stretch food and wood through a bad stretch. Laws are a blunt tool — wield them before a crisis, not during one, or you'll trade one problem for a faith collapse.
Common Build Mistakes
| Mistake | Fix |
|---|---|
| Building workshop before boiler | Warmth always precedes production |
| Sprawling layout | Compact, clustered, boiler-centered |
| Skipping housing | Fatigue → illness spiral; build it early |
| Over-expanding too fast | Upgrade existing tiers before adding new structures |
Frequently Asked Questions
What should I build first?
Boiler and kitchen, in that order of priority. Warmth and food are the only things that matter for your first nights.
Should I build wide or tall?
Tall (upgrade) before wide (expand). A compact, upgraded ship is cheaper to heat and defend than a sprawling one.
When do laws help vs hurt?
Laws help as preventive tools (rest cycles, rationing) and hurt when sprung mid-crisis, which can tank faith. Act early, gently.
Is the ship mobile?
Yes — it's a "mobile city." You scavenge the wastes by day and return to the ship, which is both your base and your transport between sites.