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.

Fixed-size fields otherwise function identically to fields with a variable size. As with non-fertile fields, this field cannot be fertilized using fertilizer.

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

Fixed-size fields otherwise function identically to fields with a variable size. This field variant can accept fertilizer from compost plants to increase its efficiency.

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

Fixed-size fields otherwise function identically to fields with a variable size. As with non-fertile fields, this field cannot be fertilized using fertilizer.

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

Fertile fields function similarly to non-fertile counterparts, but these fields can accept fertilizer from compost facilities in order to increase the field's efficiency.

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 by trade. For information on available animals, see the Resource page.

Having additional workers on pastures can raise the amount of meat produced, but not through direct means, only by slaughtering animals faster. Having additional workers raises the amount of byproducts (such as animal dung) per year.

Meat is only yielded when the animals are slaughtered, and you can set the maximum number of animals in a pasture. Additional animals beyond that point will be slaughtered for meat, which can be eaten as a rough food or processed into higher quality food.

Providing any pasture type will fill the Fodder % bar, which will help with the output of all items. The exact value gain is not yet known, but believed to be 300%, per a Foddered tile.

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. The Bonus area only provides per a "workable" tile on the bonus. All pasture and eco-pasture tiles are "workable" while the corral has a dead zone, the building. So if you choose to use a corral over the bonus, you can build it in such a way that the building overhangs the bonus section. This is the way to min/max the bonuses.

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.