Settlement Survival/Production: Difference between revisions

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{{Header Nav|game=Settlement Survival}}
{{Header Nav|game=Settlement Survival}}


'''Efficieny:''' Generally means that a worker will produce more output in the same amount of time. YOu will see several buildings that have this ability. They are normally placed on along the edge of water and have a water wheel attached the building. The tooltip also will state that the building is more efficient.
'''Efficiency:''' Generally means that a worker will produce more output in the same amount of time. You will see several buildings that have this ability. They are normally placed on along the edge of water and have a water wheel attached the building. The tooltip also will state that the building is more efficient.


'''Tech req:''' If a building requires a technology unlocked, it will be listed here. A missing field means you start with it.
'''Tech req:''' If a building requires a technology unlocked, it will be listed here. A missing field means you start with it.
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'''Input:''' Pretty simple in most cases. This is the items that it requires to get the output.
'''Input:''' Pretty simple in most cases. This is the items that it requires to get the output.


'''Output (uneducated/educated:''' In most production buildings, an educated worker will produce 20% more of the same item for the same cost of material. Example: it takes 10 fish and 3 salt to make 5 cured fish with an educated work. But an uncated worker will only produce 4 cured fish. Having educated citizens will greatly increase the output of many of the buildings.
'''Output (uneducated/educated:''' In most production buildings, an educated worker will produce 20% more of the same item for the same cost of material. Example: it takes 10 fish and 3 salt to make 5 cured fish with an educated work. But an uneducated worker will only produce 4 cured fish. Having educated citizens will greatly increase the output of many of the buildings.


'''req. technology:''' Recipes require a tech unlock prior to being able to produce the specific item.
'''req. technology:''' Recipes require a tech unlock prior to being able to produce the specific item.


==Food==
==Food==
Buildings here will help create '''Food''' Items for your citizens to eat, trade and sell.  There are 3 main groupings of food. ''Rough'', ''Simple'', and ''Fine''. Different buildings may produce different quality of food, some giving different effects than others. Remember that uneducated workers produce less output than shown on the ingame tooltip.
Buildings here will help create '''Food''' Items for your citizens to eat, trade and sell.  There are 3 main groupings of food. ''Rough'', ''Simple'', and ''Fine''. Different buildings may produce different quality of food, some giving different effects than others. Remember that uneducated workers produce less output than shown on the in-game tooltip.




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==Ore==
==Ore==
A variety of items will be built within these buildings. It is fairly common to keep some of these buildings grouped together near your coal source and clay/sand pits, as they all feed off each other. View the recipies below for more details.
A variety of items will be built within these buildings. It is fairly common to keep some of these buildings grouped together near your coal source and clay/sand pits, as they all feed off each other. View the recipes below for more details.


===Masonry Workshop===
===Masonry Workshop===
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==Treasure==
==Treasure==
A mix of different things in the Treasure buildings. From the alochols, which help happiness, health and stress of citizens, to trade items that you can sell for good money at the {{s|Storage|Trading post}}, and even your good old boots so citizens can walk faster.
A mix of different things in the Treasure buildings. From the alcohols, which help happiness, health and stress of citizens, to trade items that you can sell for good money at the {{s|Storage|Trading post}}, and even your good old boots so citizens can walk faster.


===Distillery===
===Distillery===
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