Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Chief Orders

From Whiteout Survival Wiki
Chief Orders
Game mechanic
CategoryProgression

Chief Orders are edicts issued from the Chief's House in Whiteout Survival that temporarily adjust a city's productivity, survivors and resource development. They are unlocked when the Furnace reaches Level 6, alongside the Chief's House.

In the game itself they are called Edicts, and that is the word on the Chief's House screen.

How they work

A Chief Order takes effect almost immediately when enacted and lasts for a set duration, after which it must cool down before it can be activated again. Multiple orders can be active at the same time.

Two clocks are involved, and they are not the same. The duration of an order is counted in Survivor Time — the city's own accelerated clock, the one the worksites run on. The cooldown is counted in real time. A 48-hour Urgent Mobilization is therefore not two days of waiting.

Types

The Chief's House offers six Chief Orders. Several can be active at once, and each has its own cooldown and price in Contentment.

  • Urgent Mobilization — forces survivors at every worksite to work for 48 hours of Survivor Time, at −10 Mood for all survivors. Cooldown 8h, 50,000 Contentment.
  • Productivity Day — +100% output at every resource worksite for 24 hours of Survivor Time, at −10 Mood for all survivors. Cooldown 12h, 50,000 Contentment.
  • Rush Job — yields five days' worth of resources from every worksite at once. Cooldown 24h, 150,000 Contentment.
  • Comprehensive Care — heals every sick survivor in the city. Cooldown 4h, 150,000 Contentment.
  • Double Time — speeds up new construction and upgrades by 20%, starting within the next five minutes. Cooldown 23h, 800,000 Contentment.
  • Festivities — +50 Mood and +30 Comfort for a day of city festivities. Cooldown 24h, 50,000 Contentment.

Contentment

Enacting Chief Orders costs Contentment, which is generated by keeping survivors content -- chiefly by assigning them to work, where they produce Contentment as they gather resources.

Contentment can also be bought with Gems. The six orders are not priced alike: Double Time costs 800,000, sixteen times the 50,000 of the cheapest three.

See also