Settlement Survival/Services

The services tab does not actively produce any products, but instead provides important services for the citizenry. This includes funerary services like the cemetery, and health services like the clinic and hospital.

Services
Your bread and butter for buildings. These buildings allow you to raise your citizens health, happiness; help repair buildings, build buildings; store dead people and much more.

Cemetery
Cemeteries are necessary structures that fill up as citizens die. If a citizen dies, and there is no available cemetery, the citizen's family suffers a happiness penalty.

Once a cemetery is full, it may be deconstructed without penalty. Doing so will keep the tombstones, which will slowly decay and the land will become available again. Having two cemeteries, alternating between active and inactive, is an effective strategy.

The number of tombstones that a cemetery can fill is dependent on its area. The number of tombstones can be determined by the following formula:

$$ Tombstones=\dfrac{(width-2)(height-2)}{2} $$

In summary, the larger a cemetery is, the more space-efficient it is.

Church
A church provides spiritual sustenance for citizens and increases happiness.

It is an important early game structure to maintain happiness and thus maintain production, along with the distillery.

Bathhouse
Citizens can enjoy a body scrub at the bathhouse. Those who keep clean will be more healthy.

Hospital
Upgraded from the clinic. Increases health.

Town Hall
Central building of the town where you can accept immigrants and recruit an administrator.

Clinic
Able to treat diseases and also increase the Citizen's Health. After unlocking the Tech, can be upgraded to Hospital.

Theater
Citizens can go to the theater to watch plays. Increases happiness.

Academy
The academy allows more students to study.

Repair Shop
Repair shops can assign repairmen to ensure that town buildings will not be damaged.

Boiler Room
The Boiler Room will consume domestic fuel and provide heat for the buildings in the area.

Contrary to its description, the boiler room instead is a checkpoint for various workers to enter and warm up. It does not improve the heating of nearby buildings, but nonetheless can be powerful if placed near workplaces. This lets citizens walk only to the nearby boiler room to regain their warmth, as opposed to walking all the way home.

Builders Cabin
Builders Cabin can assign builders, It can guarantee the construction of buildings and roads during the construction of the town.

The Builders Cabin can assign builders. Citizens assigned to the builder's cabin will dedicate themselves to building new structures and roads, and will down-prioritize other tasks.

Education
These buildings will help your tech and citizen's education level. A higher tech gives you more unlocks and a higher education generally makes your workers provide 20% more items for the same production cost.

Paper and Books can be used within schools and other buildings. When consumed by the building they provide bonus tech points. Consuming paper early game is a great way to boost your tech, and mid game starting to consume books can greatly help. You will need many to sustain more than a single Printing Factory.

School
Children between 8 to 9 will go to school for education and will graduate after finishing their class. Students who live far away from school take longer to graduate. They are more efficient in work after graduation.

Boarding School
School-age children will live and study in the boarding school and their efficiency increases after graduation. Graduated children need to move into new houses.

Paper Mill
Used to process reeds or Timber into paper.

Printing Factory
Has the same function as the paper mill. Also produces ink and books.

Research Institute
Can generate a large amount of Technology Exp. Use paper to increase output. Can be upgraded into Research Academy after unlocking corresponding technology.

Research Academy
Upgraded from the research institute. You can consume books to improve research efficiency.


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