From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

Farming[edit]

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.

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[edit]

Standard Field
ID2021
Max Workers6
Max Builders2


Same function as Field but the size is fixed.

Seed Output (uneducated/educated) req. temp for survival/growth
Wheat Seeds Wheat x 8 Wheat x 10 32-130 °F 35-120 °F
Oat Seeds Oats x 6 Oats x 8 32-130 °F 35-120 °F
Rice Seeds Rice x 6 Rice x 8 32-130 °F 35-120 °F
Corn Seeds Corn x 10 Corn x 12 32-130 °F 35-120 °F
Potato Seeds Potato x 6 Potato x 8 22-130 °F 25-120 °F
Pea Seeds Peas x 8 Peas x 10 32-130 °F 35-120 °F
Soybean Seeds Soybeans x 10 Soybeans x 12 32-130 °F 35-120 °F
Chickpea Seeds Chickpeas x 8 Chickpeas x 10 32-130 °F 35-120 °F
Broccoli Seeds Broccoli x 4 Broccoli x 6 32-130 °F 35-120 °F
Chili Pepper Seeds Chilli Pepper x 4 Chilli Pepper x 6 32-130 °F 35-120 °F
Pumpkin Seeds Pumpkin x 4 Pumpkin x 6 32-130 °F 35-120 °F
Cabbage Seeds Cabbage x 4 Cabbage x 6 32-130 °F 35-120 °F
Winter Squash Seeds Winter Squash x 4 Winter Squash x 6 32-130 °F 35-120 °F
Lettuce Seeds Lettuce x 4 Lettuce x 6 32-130 °F 35-120 °F
Tomato Seeds Tomato x 4 Tomato x 6 32-130 °F 35-120 °F
Flax Seeds Flax x 6 Flax x 8 32-130 °F 35-120 °F
Cotton Seeds Cotton x 6 Cotton x 8 32-130 °F 35-120 °F
Sugar Beet Seeds Sugar Beet x 4 Sugar Beet x 6 32-130 °F 35-120 °F
Sugar Cane Seeds Sugar Cane x 4 Sugar Cane x 6 32-130 °F 35-120 °F
Agave Seeds Agave x 4 Agave x 6 32-130 °F 35-120 °F

Standard Farm[edit]

Standard Farm
ID2022
Max Workers6
Max Builders2
Tech reqFood > Compost > Farm


Same function as the Farm but the size is fixed.

Seed Output (uneducated/educated) req. temp for survival/growth
Wheat Seeds Wheat x 8 Wheat x 10 32-130 °F 35-120 °F
Oat Seeds Oats x 6 Oats x 8 32-130 °F 35-120 °F
Rice Seeds Rice x 6 Rice x 8 32-130 °F 35-120 °F
Corn Seeds Corn x 10 Corn x 12 32-130 °F 35-120 °F
Potato Seeds Potato x 6 Potato x 8 22-130 °F 25-120 °F
Pea Seeds Peas x 8 Peas x 10 32-130 °F 35-120 °F
Soybean Seeds Soybeans x 10 Soybeans x 12 32-130 °F 35-120 °F
Chickpea Seeds Chickpeas x 8 Chickpeas x 10 32-130 °F 35-120 °F
Broccoli Seeds Broccoli x 4 Broccoli x 6 32-130 °F 35-120 °F
Chili Pepper Seeds Chilli Pepper x 4 Chilli Pepper x 6 32-130 °F 35-120 °F
Pumpkin Seeds Pumpkin x 4 Pumpkin x 6 32-130 °F 35-120 °F
Cabbage Seeds Cabbage x 4 Cabbage x 6 32-130 °F 35-120 °F
Winter Squash Seeds Winter Squash x 4 Winter Squash x 6 32-130 °F 35-120 °F
Lettuce Seeds Lettuce x 4 Lettuce x 6 32-130 °F 35-120 °F
Tomato Seeds Tomato x 4 Tomato x 6 32-130 °F 35-120 °F
Flax Seeds Flax x 6 Flax x 8 32-130 °F 35-120 °F
Cotton Seeds Cotton x 6 Cotton x 8 32-130 °F 35-120 °F
Sugar Beet Seeds Sugar Beet x 4 Sugar Beet x 6 32-130 °F 35-120 °F
Sugar Cane Seeds Sugar Cane x 4 Sugar Cane x 6 32-130 °F 35-120 °F
Agave Seeds Agave x 4 Agave x 6 32-130 °F 35-120 °F

Field[edit]

Field
ID2002
Max Workers12
Max Builders2


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.

Seed Output (uneducated/educated) req. temp for survival/growth
Wheat Seeds Wheat x 8 Wheat x 10 32-130 °F 35-120 °F
Oat Seeds Oats x 6 Oats x 8 32-130 °F 35-120 °F
Rice Seeds Rice x 6 Rice x 8 32-130 °F 35-120 °F
Corn Seeds Corn x 10 Corn x 12 32-130 °F 35-120 °F
Potato Seeds Potato x 6 Potato x 8 22-130 °F 25-120 °F
Pea Seeds Peas x 8 Peas x 10 32-130 °F 35-120 °F
Soybean Seeds Soybeans x 10 Soybeans x 12 32-130 °F 35-120 °F
Chickpea Seeds Chickpeas x 8 Chickpeas x 10 32-130 °F 35-120 °F
Broccoli Seeds Broccoli x 4 Broccoli x 6 32-130 °F 35-120 °F
Chili Pepper Seeds Chilli Pepper x 4 Chilli Pepper x 6 32-130 °F 35-120 °F
Pumpkin Seeds Pumpkin x 4 Pumpkin x 6 32-130 °F 35-120 °F
Cabbage Seeds Cabbage x 4 Cabbage x 6 32-130 °F 35-120 °F
Winter Squash Seeds Winter Squash x 4 Winter Squash x 6 32-130 °F 35-120 °F
Lettuce Seeds Lettuce x 4 Lettuce x 6 32-130 °F 35-120 °F
Tomato Seeds Tomato x 4 Tomato x 6 32-130 °F 35-120 °F
Flax Seeds Flax x 6 Flax x 8 32-130 °F 35-120 °F
Cotton Seeds Cotton x 6 Cotton x 8 32-130 °F 35-120 °F
Sugar Beet Seeds Sugar Beet x 4 Sugar Beet x 6 32-130 °F 35-120 °F
Sugar Cane Seeds Sugar Cane x 4 Sugar Cane x 6 32-130 °F 35-120 °F
Agave Seeds Agave x 4 Agave x 6 32-130 °F 35-120 °F


Farm[edit]

Farm
ID2014
Max Workers12
Max Builders2
Tech reqFood > Compost > 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.

Seed Output (uneducated/educated) req. temp for survival/growth
Wheat Seeds Wheat x 8 Wheat x 10 32-130 °F 35-120 °F
Oat Seeds Oats x 6 Oats x 8 32-130 °F 35-120 °F
Rice Seeds Rice x 6 Rice x 8 32-130 °F 35-120 °F
Corn Seeds Corn x 10 Corn x 12 32-130 °F 35-120 °F
Potato Seeds Potato x 6 Potato x 8 22-130 °F 25-120 °F
Pea Seeds Peas x 8 Peas x 10 32-130 °F 35-120 °F
Soybean Seeds Soybeans x 10 Soybeans x 12 32-130 °F 35-120 °F
Chickpea Seeds Chickpeas x 8 Chickpeas x 10 32-130 °F 35-120 °F
Broccoli Seeds Broccoli x 4 Broccoli x 6 32-130 °F 35-120 °F
Chili Pepper Seeds Chilli Pepper x 4 Chilli Pepper x 6 32-130 °F 35-120 °F
Pumpkin Seeds Pumpkin x 4 Pumpkin x 6 32-130 °F 35-120 °F
Cabbage Seeds Cabbage x 4 Cabbage x 6 32-130 °F 35-120 °F
Winter Squash Seeds Winter Squash x 4 Winter Squash x 6 32-130 °F 35-120 °F
Lettuce Seeds Lettuce x 4 Lettuce x 6 32-130 °F 35-120 °F
Tomato Seeds Tomato x 4 Tomato x 6 32-130 °F 35-120 °F
Flax Seeds Flax x 6 Flax x 8 32-130 °F 35-120 °F
Cotton Seeds Cotton x 6 Cotton x 8 32-130 °F 35-120 °F
Sugar Beet Seeds Sugar Beet x 4 Sugar Beet x 6 32-130 °F 35-120 °F
Sugar Cane Seeds Sugar Cane x 4 Sugar Cane x 6 32-130 °F 35-120 °F
Agave Tequila Seeds Agave Tequila x 4 Agave Tequila x 6 32-130 °F 35-120 °F

Orchard[edit]

Orchard
ID2003
Max Workers4
Max Builders2


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

Seed Output (uneducated/educated) req. temp for output Days to grow
Apple Tree Apple x 5 Apple x 5 -5-100 °F 90
Cherry Tree Cherry x 5 Cherry x 5 -5-100 °F 125
Chestnut Tree Chestnut x 6 Chestnut x 6 -5-100 °F 90
Peach Tree Peach x 6 Peach x 6 -5-100 °F 90
Pear Tree Pear x 5 Pear x 5 -5-100 °F 90
Pecan Tree Pecans x 6 Pecans x 6 -5-100 °F 90
Plum Tree Plum x 5 Plum x 5 -5-100 °F 90
Grape Vine Grape x 5 Grape x 5 -5-100 °F 90
Maple Tree Maple Sap x 5 Maple Sap x 5 -5-100 °F 90
Mulberry Mulberry Leaf x 5 Mulberry Leaf x 5 -5-100 °F 90


Grove[edit]

Grove
ID2015
Max Workers4
Max Builders2
Tech reqFood > Apiary > Grove


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

Seed Output (uneducated/educated) req. temp for output Days to grow
Apple Tree Timber x 4 Timber x 5 -5-100 °F 90
Cherry Tree Timber x 4 Timber x 5 -5-100 °F 125
Chestnut Tree Timber x 5 Timber x 6 -5-100 °F 90
Peach Tree Timber x 5 Timber x 6 -5-100 °F 90
Pear Tree Timber x 4 Timber x 5 -5-100 °F 90
Pecan Tree Timber x 5 Timber x 6 -5-100 °F 90
Plum Tree Timber x 4 Timber x 5 -5-100 °F 90
Grape Vine Timber x 4 Timber x 5 -5-100 °F 90
Maple Tree Timber x 4 Timber x 5 -5-100 °F 90
Mulberry Timber x 4 Timber x 5 -5-100 °F 90

Forest Farm[edit]

Forest Farm
ID2018
Cost Clay x 1 per tile
Max Workers4
Max Builders2
Tech reqFood > Nursery > 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.

Seed Output (uneducated/educated) req. temp for survival/growth
Tree Seeds Timber x 4 Timber x 5 None None

Nursery[edit]

Nursery
ID2009
Cost Timber x 15, Stone x 15, Timber x 80, Clay x 40
Size5x7
Max Workers1
Max Builders2
Tech reqFood > Grove > Nursery


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

Seed Output (uneducated/educated) req. temp for survival/growth
Coffee Seeds Coffee Beans x 6 Coffee Beans x 8 32-130 °F 35-120 °F
Tobacco Seeds Tobacco x 8 Tobacco x 10 32-130 °F 35-120 °F
Tea Seeds Tea x 6 Tea x 8 32-130 °F 35-120 °F
Cocoa Seeds Cocoa Beans x 6 Cocoa Beans x 8 32-130 °F 35-120 °F
Herb Seeds Herb x 6 Herb x 8 32-130 °F 35-120 °F
Sapling Seeds Saplings x 1 Saplings x 1 -5-130 °F -5-100 °F

Plantation[edit]

Plantation
ID2026
Cost Plank x 20, Brick x 20, Steel x 20, Plank x 60, Brick x 60, Glass x 60
Size8x10
Max Workers3
Max Builders2
Tech reqFood > Farming Efficiency > Plantation


Can grow crops with extra 50% yield.

Seed Output (uneducated/educated) req. temp for survival/growth
Wheat Seeds Wheat x 8 Wheat x 10 32-130 °F 35-120 °F
Oat Seeds Oats x 6 Oats x 8 32-130 °F 35-120 °F
Rice Seeds Rice x 6 Rice x 8 32-130 °F 35-120 °F
Corn Seeds Corn x 10 Corn x 12 32-130 °F 35-120 °F
Potato Seeds Potato x 6 Potato x 8 22-130 °F 25-120 °F
Pea Seeds Peas x 8 Peas x 10 32-130 °F 35-120 °F
Soybean Seeds Soybeans x 10 Soybeans x 12 32-130 °F 35-120 °F
Chickpea Seeds Chickpeas x 8 Chickpeas x 10 32-130 °F 35-120 °F
Broccoli Seeds Broccoli x 4 Broccoli x 6 32-130 °F 35-120 °F
Chili Pepper Seeds Chilli Pepper x 4 Chilli Pepper x 6 32-130 °F 35-120 °F
Pumpkin Seeds Pumpkin x 4 Pumpkin x 6 32-130 °F 35-120 °F
Cabbage Seeds Cabbage x 4 Cabbage x 6 32-130 °F 35-120 °F
Winter Squash Seeds Winter Squash x 4 Winter Squash x 6 32-130 °F 35-120 °F
Lettuce Seeds Lettuce x 4 Lettuce x 6 32-130 °F 35-120 °F
Tomato Seeds Tomato x 4 Tomato x 6 32-130 °F 35-120 °F
Flax Seeds Flax x 6 Flax x 8 32-130 °F 35-120 °F
Cotton Seeds Cotton x 6 Cotton x 8 32-130 °F 35-120 °F
Sugar Beet Seeds Sugar Beet x 4 Sugar Beet x 6 32-130 °F 35-120 °F
Sugar Cane Seeds Sugar Cane x 4 Sugar Cane x 6 32-130 °F 35-120 °F
Agave Seeds Agave x 4 Agave x 6 32-130 °F 35-120 °F

Compost Plant[edit]

Compost Plant
ID3031
Cost Timber x 40, Stone x 20, Iron Ore x 10
Size6x6
Max Workers4
Max Builders2
Tech reqFood > Compost


Can process dried animal dung into fertilizer.

Input Output (uneducated/educated) req. technology
Dried Animal Dung x 10, Water x 10 Fertilizer x 8 Fertilizer x 10

Dense Forest Farm[edit]

Dense Forest Farm
ID2039
Cost Bamboo x 125, Brick x 125, Glass x 125
Size15x15
Max Workers4
Max Builders2


Can plant trees here, and trees can be planted at lower spacing.

Seed Output (uneducated/educated) req. temp for survival/growth
Tree Seeds Timber x 4 Timber x 5 None None
Bamboo Seeds Bamboo x 4 Bamboo x 5 None None

Hardwood Nursery[edit]

Hardwood Nursery
ID2040
Cost Plank x 25, Clay x 225
Size15x15
Max Workers4
Max Builders2


Can plant hardwood trees here and produce plenty of hardwood. Farmers in Hardwood Nursery will cut down mature trees. Can use fertilizer to increase output.

Seed Output (uneducated/educated) req. temp for survival/growth
Hardwood Seeds Hardwood x 4 Hardwood x 5 None None

Water Nursery[edit]

Water Nursery
ID2044
Cost Plank x 40, Clay x 80
Size9x9
Max Workers1
Max Builders2


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

Seed Output (uneducated/educated) req. temp for survival/growth
Coffee Seeds Coffee Beans x 6 Coffee Beans x 8 32-130 °F 35-120 °F
Tobacco Seeds Tobacco x 8 Tobacco x 10 32-130 °F 35-120 °F
Tea Seeds Tea x 6 Tea x 8 32-130 °F 35-120 °F
Cocoa Seeds Cocoa Beans x 6 Cocoa Beans x 8 32-130 °F 35-120 °F
Herb Seeds Herb x 6 Herb x 8 32-130 °F 35-120 °F
Sapling Seeds Saplings x 1 Saplings x 1 -5-130 °F -5-100 °F

Dense Farm[edit]

Dense Farm
ID2037
Cost Bamboo x 60, Brick x 60, Glass x 60
Size8x8
Max Workers3
Max Builders2


Can grow crops here, and two crops can be planted per grid.

Seed Output (uneducated/educated) req. temp for survival/growth
Wheat Seeds Wheat x 8 Wheat x 10 32-130 °F 35-120 °F
Oat Seeds Oats x 6 Oats x 8 32-130 °F 35-120 °F
Rice Seeds Rice x 9 Rice x 12 32-130 °F 35-120 °F
Corn Seeds Corn x 10 Corn x 12 32-130 °F 35-120 °F
Potato Seeds Potato x 6 Potato x 8 22-130 °F 25-120 °F
Pea Seeds Peas x 8 Peas x 10 32-130 °F 35-120 °F
Soybean Seeds Soybeans x 10 Soybeans x 12 32-130 °F 35-120 °F
Chickpea Seeds Chickpeas x 8 Chickpeas x 10 32-130 °F 35-120 °F
Broccoli Seeds Broccoli x 4 Broccoli x 6 32-130 °F 35-120 °F
Chili Pepper Seeds Chilli Pepper x 4 Chilli Pepper x 6 32-130 °F 35-120 °F
Pumpkin Seeds Pumpkin x 4 Pumpkin x 6 32-130 °F 35-120 °F
Cabbage Seeds Cabbage x 4 Cabbage x 6 32-130 °F 35-120 °F
Winter Squash Seeds Winter Squash x 4 Winter Squash x 6 32-130 °F 35-120 °F
Lettuce Seeds Lettuce x 4 Lettuce x 6 32-130 °F 35-120 °F
Tomato Seeds Tomato x 4 Tomato x 6 32-130 °F 35-120 °F
Flax Seeds Flax x 6 Flax x 8 32-130 °F 35-120 °F
Cotton Seeds Cotton x 6 Cotton x 8 32-130 °F 35-120 °F
Sugar Beet Seeds Sugar Beet x 4 Sugar Beet x 6 32-130 °F 35-120 °F
Sugar Cane Seeds Sugar Cane x 4 Sugar Cane x 6 32-130 °F 35-120 °F
Agave Seeds Agave x 4 Agave x 6 32-130 °F 35-120 °F
Cactus Seeds Cactus x 6 Cactus x 8 32-130 °F 35-120 °F

Dense Orchard[edit]

Dense Orchard
ID2038
Cost Bamboo x 125, Brick x 125, Glass x 125
Size15x15
Max Workers4
Max Builders2


Can plant fruit trees here, and trees can be planted at lower spacing..

Seed Output (uneducated/educated) req. temp for output Days to grow
Apple Tree Apple x 5 Apple x 5 -5-100 °F 90
Cherry Tree Cherry x 5 Cherry x 5 -5-100 °F 125
Chestnut Tree Chestnut x 6 Chestnut x 6 -5-100 °F 90
Peach Tree Peach x 6 Peach x 6 -5-100 °F 90
Pear Tree Pear x 5 Pear x 5 -5-100 °F 90
Pecan Tree Pecans x 6 Pecans x 6 -5-100 °F 90
Plum Tree Plum x 5 Plum x 5 -5-100 °F 90
Grape Vine Grape x 5 Grape x 5 -5-100 °F 90
Maple Tree Maple Sap x 5 Maple Sap x 5 -5-100 °F 90
Mulberry Mulberry Leaf x 5 Mulberry Leaf x 5 -5-100 °F 90
Date Seeds Date x 5 Date x 5 -5-100 °F 90

Pasture[edit]

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[edit]

Pasture
ID2004
Cost Timber x 1 per tile
Max Workers7
Max Builders2


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

Eco-pasture[edit]

Eco-Pasture
ID2020
Cost Plank x 1, Rope x 1 per tile
Max Workers7
Max Builders2
Tech reqFood > Feed Mill > Eco-pasture


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



Corral[edit]

Corral
ID2025
Cost Plank x 80, Brick x 60, Rope x 60
Size8x10
Max Workers2
Max Builders2
Tech reqFood > Animal Slaughter > Corral


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


Fodder Factory[edit]

Fodder Factory
ID3032
Cost Timber x 40, Stone x 20, Iron Ore x 10
Size6x6
Max Workers4
Max Builders2
Tech reqFood > Feed Mill


Can process corn and beans into fodder.

Input Output (uneducated/educated) req. technology
Peas x 10, Corn x 10 Fodder x 8 Fodder x 10
Soybeans x 10, Corn x 10 Fodder x 8 Fodder x 10
Chickpeas x 10, Corn x 10 Fodder x 8 Fodder x 10

Hardwood Pasture[edit]

Hardwood Pasture
ID2041
Cost Hardwood x 1, Rope x 1 per tile
Max Workers4
Max Builders2


Same function as Eco-Pasture, but doubles the max capacity for raising animals.


Fishery[edit]

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[edit]

Fishing Dock
ID2016
Cost Timber x 30, Stone x 20, Plank x 30
Size8x4
Max Workers4
Max Builders2


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.

Input Output (uneducated/educated) req. technology
Fish x 6 Fish x 8
Fishing Net x 1 Fish x 6 Fish x 8 Fishing Net

Fishpond[edit]

Fishpond
ID2019
Cost Brick x 25, Cut Stone x 25, Sand x 40
Size5x7
Max Workers2
Max Builders2
Tech reqFood > Fishing Net > Fishpond


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

Input Output (uneducated/educated) req. technology
Fish x 5 Fish x 6


Fishing Port[edit]

Fishing Port
ID2030
Cost Plank x 120, Steel x 40, Rope x 180
Size7x8
Max Workers4
Max Builders2
Tech reqFood > Fishpond > Fishing


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

Input Output (uneducated/educated) req. technology
Fishing Net x 1 Lobster x 8,Blubber x 4,Seal Fur x 1 Lobster x 10,Blubber x 5,Seal Fur x 1