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
Same function as Field but the size is fixed.

Standard Farm
Same function as the Farm but the size is fixed.

Field
Can grow crops here. Farmers sow in spring and harvest in autumn.

Fixed-size fields otherwise function identically to fields with a variable size. This field cannot be fertilized using fertilizer.

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

Farms function similarly to fields, but farms can accept fertilizer from compost facilities in order to increase its efficiency.

Orchard
Can plant fruit trees here. Trees will yield fruit after several years of growth.

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

Forest Farm
Can plant trees and produce a large amount of timber. Farmers will only cut down the mature trees. Can use fertilizer to boost yield.

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

Plantation
Can grow crops with extra 50% yield.

Compost Plant
Can process 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
Can raise livestock here. Herdsman will slaughter the mature animals for food.

Eco-pasture
Same function as Pasture. Use fodder to accelerate animal maturity and increase output.

Corral
Can raise horses and donkeys here. But the yield increases by 50% if used to raise other animals.

Fodder Factory
Can process 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
Can produce fish here. The larger the water area, the higher the output. Output will further increase if there is a fishing point, but the output will decrease when there is overlaping area of multiple fishing docks.

Fishpond
An artificial fishpond with a higher and more stable output. Can be built on land.

Fishing Port
Can produce blubber, seal fur and lobsters by using fishing net.