Settlement Survival/Buildings

House
All types of buildings in this section are designed to provide a place for your workers to eat, regain their strength, keep warm, etc.

Housing
This section includes the main housing for single families only. All housing will allow citizens to repopulate over time. Of course, there are factors that can speed this up, or slow it down. A majority of your housing in early game will be simple Houses, with a few tents for remote locations. And in late game you may want to upgrade your houses into luxury houses.

Tent
The tent is the most basic housing available, but is not a starting unlock. It requires tech of Tent, under the quality of life. The cost is cheaper than a normal house. Tents do NOT require a market to be nearby and can be built far away from your main village. Fuel efficiency is only 60% of a normal house, thus requires more fuel. The tent provides housing for 1 family of up to 3 people. It can provide and store food, water and fuels; with a max storage of 300.

House
The backbone of your settlement! The house is the starting home and main home in the game. It requires no tech to unlock and will be used for a majority of your housing. Provides a -5% stress modifier to all citizens who live here.

Luxury House
Luxury houses provide the same perks as normal houses but even better! An extra person may live in the home, so a family of up to 5. This allows people to grow old, no longer work, but a child can be born and not wait for elder person to die first. Provides a -15%(?) stress modifier to all citizens who live here.

Boarding House
Boarding houses are larger than normal houses. But they allow more citizens to reside in each one. There are a few differences between them and some are better suited for different stages of the game.

Boarding House
A Boarding House will provide up to 24 citizens a place to live. There are no families within a boarding house, thus no limit. Citizens living in a boarding house will not help the population grow in any way. It is very space efficient method of housing many people. Fuel efficiency is low, for time, but per citizen it is higher than family homes.

Nursing Home
This rather large building can allow up to 36 people move in. It is not capped with a number of families. You want to use use a nursing home when possible as it makes room in your other homes for children to be born. An example would be is if your house has 4 people, with ages 12, 28, 30, and 70. A child can not be born here, as there is no room. But if you build the nursing home, the older person will move out.

Carrot
The carrot button is for buildings that tend to be agriculture and livestock related tasks.

Farming
You will find all your farming needs here. From foods to medicines to raw materials for other products. Farming cycle:
 * Month 3 starts
 * Workers sow seeds; this causes the Ripe % to drive up
 * If fertilizer is accessible and building type permits, farmers will use fertilizer on the fields at this time.
 * Once ripe % reaches 90%, the harvest cycle begins
 * The Harvest starts at 100% and slowly drops as the workers gather the crops
 * On month 10, the season is over and shortly after the harvest % will drop to 0%. The remainder of the yield is lost

Farming notes:
 * If farmers complete the harvest early, they act as temp workers.
 * If harvest % is lost, so is the fertilizer %.
 * Small and regular Supply Stations can NOT fertilize crops. Nor can farmers remove items from the supply station.
 * A crop of oats with 51% fertilizer yielded 31.8% more than a non-fertilized one.
 * In order to change crops you must do so while you do not have a ripe or harvest %. It is best to do this after you completed a harvest or right as the new season begins.

Orchard/Grove/Tree Farm cycle:
 * Farmers plant selected crop at any time
 * Crop will take up to a few years to fully mature
 * Once matured will produce their yield

Orchard Notes:
 * In order to change crops you must "harvest" the crop, and collect the timber. Then you will have a brief moment to change the crop prior to the farmers sowing seeds again
 * There is no season or timings to worry about and produce year-round

Standard Field
The most basic of farms. Click and you have your first farm! Don't even have to pick what size. Farms can plant several varieties of crops that can be used in other processes, consumed by citizens or even sold to the grocery or traded at the port.

Standard Fertile Field
This is the same as the Standard Farm, but it can accept fertilizer. During the sowing phase, workers can deliver fertilizer, which will act as a bonus to the output yield. Pending data for bonus that is provided

Field
Same as the Standard Field, but you can pick the size! The larger the size, the more crops that can be planted. But be aware, with more area, you will need more workers to complete the harvest before winter comes.

Fertile Field
This is the same as the Field, but it can accept fertilizer. During the sowing phase, workers can deliver fertilizer, which will act as a bonus to the output yield. Pending data for bonus that is provided

Orchard
The Orchard can have trees planted. Once planted, they will take up to a few years to grow to full size, but will provide their fruit year-round. To change the crop you will need to "harvest" the trees, which will also provide timber. Once the harvest is done, you will have a few moments to change crops.

Grove
Just like the Orchard but can be fertilized! The Grove can have trees planted. Once planted, they will take up to a few years to grow to full size, but will provide their fruit year-round.

Forest Farm
The Forest Farm is a very good way at good wood. You loose to effects of having natural trees, such as wild herbs growing and the Apiary. But you will get more timber for the time spent farming and your farmer will can be closer to home and not out in the wild.

Nursery
The Nursery is a special building. It is a tiny little farm. It allows you to harvest some well needed items! The major item needed early on is Herbs can be grown here, which is early game medicine! The building also can accept fertilizer. It has no upgrade path.

Plantation
This is objectively the best farm building for total yield, you get a 50% yield in crops. Just like the fertile buildings, this building accepts fertilizer. The downside may be the fixed size, cost, and you can NOT disable the fertilizer usage.

Compost Plant
Turns dung and water into awesome compost for your crops.

Pasture
Do you like cows? How about chickens? Or what about their dung or feathers? These are the buildings for you! At a Pasture you can start to ranch some animals. You can collect several different items, depending on the animal. Animals will breed, even with just 1, and create more over time. This rate varies based on the animal. The more ranchers you have, the better dung, milk and possibly some other by products, you will collect. Having more ranchers does NOT raise the meat, leather, feathers or other's yield.

Pasture
This is the base level pasture, nothing special to say.

Eco-Pasture
The new and improved pasture.... the ECO-Pasture! Here you can use fodder and increase your yields.

Corral
Like the Plantation this building provides a 50% yield. Donkeys and Horses can ONLY be raised in the Corral.

Fodder Factory
Turns 2 select crop yields into fodder, which will boost your farms.

Fishery
For all your fishing, and whaling, needs!

Fishing Dock
Starting tech for fishing. Is outclassed by a Fishpond.

Fishpond
Better than a Fishing Dock, does not cost coast line and has more worker count.

Fishing Port
Send your men out to get some good stuff!

Apiary
Don't get Stung!

Water
These items keep your citizens from dying of thirst and are used in several products.

Mine
All items within mine can provide Coal, Iron Ore, or Silver Ore.

Stone
All items within stone produce stone. None of these buildings can be destroyed once built.

Quarry
Has a limited number of items to mine.

Senior Quarry
Has more items to mine than base quarry.

Deep Quarry
Has unlimited items to mine.

Mountain Quarry
Has a limited amount of items to mine. And can NOT be upgraded or removed.

Reed Field
Used for making reeds, which can be used in clothing, and paper.

Sandpit
Used for making sand and clay. These are base items for many other recipes in the game.

Salt Workshop
Only salt can be mined for here. Salt is used in the crafting of a few simple foods.

Mill
Used for making Wheat and Flour.

Water Mill
Used for making Wheat and Flour, but more efficient at the cost of using a coast line.

Sugar Workshop
Can take in Sugar Reeds, Malt, and few other items to create sugar.

Jam Workshop
Takes in items from Orchard/Grove and works them into Jam.

Curing Workshop
Used between meats and the butcher shop.

Cannery
Can take Fish and Meats along with other items and create a Fine food.

Butcher
Takes meat (rough food) from animals and creates another type of meat (rough food) and byproducts such as fats.

Butter Workshop
Simple enough, creates butter from milk.

Bread Workshop
Creates bread from Wheat, and Sugar, Jam, or Butter.

Bakery
Like the Bread Workshop but more options!

BBQ house
Takes certain meats and other items and creates several different items, all of which are Simple foods.

Gourmet Shop
Generally takes a Simple food + Rough food and will create a Fine food.

Tea Shop
Accepts Cocoa, Coffee or Tea and turns them into Beverages, like water. Drinks may provide bonus affects stress as stress reduction or raised happiness.

Weaving Work
Takes Cotton or Flax and converts them into Cotton Cloth.

Weaving Workshop on Water
Same as the Weaving workshop, but with better efficiency at the cost of using your waterline.

Silkworm Shed
Consumes White Mulberry and provides Silkworm Cocoons, which are used to make Silk in other buildings.

Knitting Workshop
Takes Reeds or Flax and can make ropes. It also can take Ropes and create Fish Nets.

Tailor's Workshop
Uses several items to create Rough Clothing.

Advanced Tailor's Workshop
An upgraded version of the Tailor's Workshop but has more more and better items to build.

Chopping House
You give it Timber or Dung and get Fuel so your citizen's don't freeze to death!

Saw Mill
Same as Chopping House, but you can also convert Timber into Planks. It is also more efficient, saving worker time.

Water Sawmill
Same as the Saw Mill, but built on the coast line.

Luxurious Furniture Factory
Provides more options that the base building.

Masonry Work
You give it Stone, it gives you Laid Bricks.

Blacksmith
Input some basic items and get stone or iron tools back.

Advanced Blacksmith
Same as Blacksmith but more options and better tools to craft.

Furnace Burden
Coal or Timber > Furnace Burden

Kiln Factory
Sand & Furnace Burden > Glass Bottles or Glass. Clay & Furnace Burden > Bricks.

Smelter
Iron & Furnace Burden > Steel.

Lighting Factory
Part of the lantern making process.

Mint
Converts Silver Ore straight into Silver Coins!

Gold Miner Cabin
Converts Sand into Gold at 10 > 1 ratio.

Jade House
Converts Stone into Jade.

Distillery
Makes Regular and Fine Alcohol and Snack drinks.

Winery
Same as Distillery but can also make Premium drinks.

Candy Workshop
Make Candy from Sugar.

Pharmaceutical Workshop
Used to help create Medicines for your citizens.

Soap Workshop
Takes Fat, Blubber, or Beeswax and gives you Soap, which keeps your citizens healthier!

Leather Workshop
Makes Leather Shoes and Fine Handbags from different items.

Leather Making Workshop
You give it normal Leather and Salt (Verify?) and you get back Fine Leather.

Jewelry Workshop
Takes in a few items and crafts valuable items that you can sell or trade!

Carving Workshop
Similar to Jewelry Workshop.

Storage
Several ways to store and help get items around your village. Production buildings will attempt to deliver their items to a warehouse once their inventory is full. Having a warehouse closer will save travel time!

Open Warehouse
Custom size open lot storage for production buildings to bring their supplies to!

Small Warehouse
A fixed size building. It differs slightly than Open Warehouse as it interacts with the Transfer Station.

Warehouse
Same as Small Warehouse, but bigger!

Durable Storage
Similar to Open Warehouse. Might have slightly different properties, unconfirmed.

Cellar
Similar to Open Warehouse and Durable Storage, but a fixed size. Citizens can walk over it, as if it is a road.

Storage Center
Like Warehouse, but even bigger bigger!

Mountain Warehouse
Like Warehouse, but even bigger bigger bigger!

Market Place
Your Village starts with one. Houses and such must be built with range of a Market or Small market. Markets provide a storage place where citizens can go and pickup items to use. This includes, Tools, Clothes, Medicine, Fuel, Food, Water. With Tech of Delivery unlocked, workers within the market will deliver Food, Water and Fuel to Houses within range.

Small Market
Same as Market but less storage size. The range that houses can be built remains unchanged!

Transfer Station
Production buildings will attempt to deliver their output here, as if it was a storage yard or warehouse. This building has its own workers, which will deliver items from here, and move them only to a warehouse that is outside of the range. This keeps your production workers working instead of delivering items far away.

Supply Station
This building can have items be delivered to it. You select your item, and how many you want to be stored here. Dedicated workers will always try and keep the building supplied. The workers will also attempt to supply any production building within range whatever items they need. See page LINK on more details and examples.

Small Supply Station
Same as Supply Station, but has smaller storage.

Dock
Same as Ferry But more storage and more items on the ship. May also increase frequency of traders (verify).

Grocery Store
Allows you sell items for Silver coins See page LINK

Small Trading Post
Similar to Grocery Store (verify). See page LINK

Large Trading Post
Similar to the Small Trading Post. See page LINK

Cemetery
When your citizens die they can be buried in a cemetery, if there is space for them. If there is not space, the other members of their household will get loose some of their happiness. Overtime your map may fill up with cemeteries. But there is a trick, you can safely deconstruct them and have no ill effects. A common strategy is to build 2 cemeteries. Your citizens will use the first one completed. Once it is full, deconstruct it and promptly rebuild it. During the deconstruction and rebuild period, your citizens will use the 2nd cemetery. Then when the 2nd cemetery is full, just repeat the cycle. Note: The game is in early access and an future update may make this strategy invalid