Settlement Survival/Food (buildings)

Farming
Farms operate on monthly cycles, and only produce food during the autumn harvest. The rest of the year has farms either growing (in spring) or having farmers operate as temporary labourers until the next sowing and harvesting cycles.

Fields can grow a wide variety of plants, for food as well as raw materials for processing.

Fields begin growing on month 3 (March). Workers begin to sow seeds, causing the Ripe percentage of the field to increase. Fertilizer will be used at this stage as well.

Once the field reaches 90% ripeness, the harvest cycle begins. It starts at 100% and slowly drops as workers gather crops.

Once month 10 (October) arrives, the season is over. Any remaining crops will wither and die, yielding no materials.

Orchards function slightly differently. Once a tree type is selected, the farmers will plant saplings at any time of the year. However, the trees do not begin producing resources until several years after planting. Orchards thus require notably more forethought into their placement.

Unlike fields, orchards cannot change what kind of resource they produce. To change, the trees must be chopped down and converted to timber, then the whole field must be regrown.

Orchards produce resources year-round.

Standard Field
Has the same function as the field but the size is fixed.

Standard Fertile Field
Has the same function as the fertile field but the size is fixed.

Field
Used to grow crops. The farmers sow in March and harvest in September.

Fertile Field
Has the same function as the field. Can be fertilized to boost yield.

Orchard
Used to grow fruit trees. It may take several years of growth before the trees produce any yield.

Grove
Has the same function as the orchard. Can be fertilized to boost yield.

Forest Farm
Used to plant trees and produce a large amount of Timber. Farmers will only cut down the mature trees. Can be fertilized to boost yield.

Nursery
Farmers will grow herbs and special crops in the field area.

Plantation
Can be used to grow crops with extra 50% yield.

Compost Plant
Place that processes dried animal dung into fertilizer.

Pasture
Houses animals. All animals reproduce through binary fission, so even a single animal can create a herd given enough time. Animals can be found as cubs via the hunting cabin, and bytrade. For information on available animals, see the Resource page.

Providing any pasture type will fill the Fodder % bar, which will help with the output of all items. The extact value gain is not yet known.

All animals will provide their meat once slaughtered. The animals will be slaughtered once they grow beyond the slaughter limit (generally set at the max size of the pasture). Animals by products will produced over X time, some byproducts would be Dung, Milk, Feathers, Eggs, etc...

Having more workers will help raise the by products in a given year. More workers can raise the meat produced, but not directly. An example would be if your max pasture size is 12, and your slaughter limit is at 12, once a baby animal is in queue to be born, one of the older parents must be slaughtered first. If all your worker is away, or gathering a by product, he will not be slaughtering the parent at that time. So having a second worker may help with your meat production. This is generally more true on larger size pastures.

The best output per land area will be Eco-pasture on a bonus title, but these are very limited. The 2nd best is just a Corral, as it has a 50% yield boost for each tile it covers.

Pasture
Used to raise livestock. The herdsmen sometimes slaughter mature animals for food.

Eco-pasture
Has the same function as the pasture. Use fodder to accelerate animal maturity and increase output.

Corral
Can be used to raise horses and donkeys. When it is used to raise other animals, the yield increases by 50%.

Fodder Factory
Place that processes corn and beans into fodder.

Fishery
Fome of the fishery buildings are slightly unique. The fishing port requires you to supply it with nets and workers in order to get the outputs. While a fishing dock you may supply it with nets for extra production.

Fishing Dock
Building that can produce fish, the larger the water area in the area, the higher the output. Output will increase if there are fishing spots, but the output will decrease when multiple areas overlap.

Fishpond
An artificial fishpond with a higher and more stable yield than a fishing boat. Can be built on land.

Fishing Port
Use fishing nets to produce blubber, seal fur and lobsters.