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38
docs/buildings/_index.md
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docs/buildings/_index.md
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# Buildings
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All production, service, and infrastructure buildings in Anno 117.
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## Categories
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### Raw Materials Production
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- [Woodcutter Hut](./woodcutter-hut.md) - Produces Logs from forest
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- [Oat Farm](./oat-farm.md) - Produces Oats
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- [Hemp Farm](./hemp-farm.md) - Produces Hemp
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- [Flax Farm (Albion)](./flax-farm-albion.md) - Produces Flax
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### Fisheries
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- [Fishing Hut (Latium)](./fishing-hut-latium.md) - Produces Sardines
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- [Mackerel Fishing Hut (Latium)](./mackerel-fishing-hut-latium.md) - Produces Mackerel
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- [Cockle Picker (Albion)](./cockle-picker-albion.md) - Produces Cockles
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- [Eel Grabber (Albion)](./eel-grabber-albion.md) - Produces Eels
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### Processing
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- [Sawmill](./sawmill.md) - Logs to Timber
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- [Porridge Stand](./porridge-stand.md) - Oats to Porridge
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- [Spinner](./spinner.md) - Hemp to Tunics
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- [Salt Gardens (Latium)](./salt-gardens-latium.md) - Produces Salt
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- [Garum Maker (Latium)](./garum-maker-latium.md) - Produces Garum
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### Food Production (Tier II)
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- [Bakery](./bakery.md) - Produces Bread
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## Placement Rules
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Most buildings require:
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- **Road connection** for goods transport
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- **Warehouse in range** for storage access
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- Some have **special constraints** (coast, marsh, forest, fields, fertility)
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## Schema Reference
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See [Building Schema](../schemas/building.md) for the complete field definitions.
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39
docs/buildings/bakery.md
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docs/buildings/bakery.md
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# Bakery
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Category | Production / Food (Tier II) |
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| Required Tier | [Tier II](../population-tiers/tier-ii.md) |
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| Cycle Time | 60 seconds |
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## Description
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Produces Bread (Tier II staple); high upkeep.
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## Costs
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**Build Cost:** Unknown in supplied snippets
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**Maintenance:** -14 gold/min, 3 Tier II workers
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## Production
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**Input:** Flour + Charcoal (implied by chain text)
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**Output:** Bread
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## Production Chain
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[Bread Chain](../production-chains/bread.md)
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## Usage Patterns
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Only scale to actual consumption; bakeries are a common cashflow killer.
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## Common Pitfalls
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Overbuilding bakeries leads to negative income swings; missing charcoal leads to "mystery" bread shortages.
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docs/buildings/cockle-picker-albion.md
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docs/buildings/cockle-picker-albion.md
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# Cockle Picker (Albion)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Albion |
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| Category | Production / Food (Fishery analogue) |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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## Description
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Coastal gatherer producing Cockles for Waders.
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## Costs
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**Build Cost:** Unknown (research says "similar to Fishing Hut")
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**Maintenance:** Unknown
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Coast (Albion) |
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## Usage Patterns
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Albion starter food option.
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## Common Pitfalls
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Confusing coast vs marsh producers in Albion.
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docs/buildings/eel-grabber-albion.md
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docs/buildings/eel-grabber-albion.md
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# Eel Grabber (Albion)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Albion |
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| Category | Production / Food (Marsh fishery) |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Cycle Time | Unknown (likely 60s per research wording; not asserted) |
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## Description
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Marshland fish producer (Eels).
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## Costs
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**Build Cost:** Unknown
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**Maintenance:** Unknown
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Marshland placement required (Albion-specific) |
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## Usage Patterns
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Place in marsh; pair with coastal cockles early.
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## Common Pitfalls
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Trying to place on coast; this is a marsh-only building.
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docs/buildings/fishing-hut-latium.md
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docs/buildings/fishing-hut-latium.md
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# Fishing Hut (Latium)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Latium |
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| Category | Production / Fishery |
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| Required Tier | [Liberti](../population-tiers/tier-i.md) |
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| Dimensions | 3x8 (base), 4x11 (with roads) |
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| Cycle Time | 60 seconds |
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## Description
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Coastal fishery producing Sardines.
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## Costs
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**Build Cost:** 2 Planks
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**Maintenance:** -6 gold, 4 Liberti workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Harbor Area required |
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## Production
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**Input:** None
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**Output:** [Sardines](../goods/sardines.md)
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## Attributes Provided
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| Attribute | Value |
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|-----------|-------|
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| Population | +1 |
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| Income | +1 |
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## Production Chain
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[Tier I Food Chain](../production-chains/tier-i-food.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Servia Bellia | +25% productivity, +1 income area effect |
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| Netzangler | +10% productivity |
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| Umdenkerin | -25% workforce |
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| Venator der Artemis | -33% workforce, -66% maintenance |
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| Uiscarix | +1.5 income area effect |
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## Usage Patterns
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Cluster fisheries for specialist + area-effect stacking.
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## Common Pitfalls
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Overbuilt fisheries lead to gold bleed; also "need flicker" if storage/transport dips.
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docs/buildings/flax-farm-albion.md
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docs/buildings/flax-farm-albion.md
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# Flax Farm (Albion)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Albion |
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| Category | Production / Farm |
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| Required Tier | Nobles (Tier 5 Celtic) |
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| Dimensions | 4x5 (base), 6x7 (with roads) |
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| Cycle Time | 90 seconds |
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| Aqueduct Support | Yes |
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## Description
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Produces Flax for clothing production chains.
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## Costs
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**Build Cost:** 1 Planks, 2 Bricks, 2 Concrete
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**Maintenance:** -8 gold, 3 Waders workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Fields required |
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## Production
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**Input:** None
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**Output:** [Flax](../goods/flax.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Irrigator | -50% water consumption |
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| Excellent Hair Artist | +20% productivity for Wigs chain |
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| Princeps of Porphyry | +20% productivity for Togas chain |
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| Tullus Caecilius Cornutus | -40% workforce, -80% maintenance |
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| Casponia Casta | +25% productivity, +1 Flax every 10 cycles, +1 Faith area effect (requires Ceres as island god) |
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docs/buildings/garum-maker-latium.md
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docs/buildings/garum-maker-latium.md
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# Garum Maker (Latium)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Latium |
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| Category | Production / Food Processing |
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| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
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## Description
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Produces Garum fish sauce from Mackerel and Salt.
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## Production
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**Input:** [Mackerel](../goods/mackerel.md), [Salt](../goods/salt.md)
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**Output:** [Garum](../goods/garum.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Fischdozentin | +10% productivity for Garum chain |
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docs/buildings/hemp-farm.md
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docs/buildings/hemp-farm.md
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# Hemp Farm
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Category | Production / Agriculture |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Cycle Time | 60 seconds |
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## Description
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Produces Hemp for Tunics; uses fields; aqueduct optional.
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## Costs
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**Build Cost:** 2 Timber
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**Maintenance:** -4 gold/min, 3 Tier I workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Road Required | Yes |
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| Warehouse Required | Yes |
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| Constraints | Fields + correct fertility |
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## Production
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**Input:** None
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**Output:** [Hemp](../goods/hemp.md)
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## Production Chain
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[Tunics Chain](../production-chains/tunics.md)
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## Usage Patterns
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Keep close to Spinner; reduce hauling delays.
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## Common Pitfalls
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Too few fields or long hauling times leads to spinner starvation.
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45
docs/buildings/mackerel-fishing-hut-latium.md
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docs/buildings/mackerel-fishing-hut-latium.md
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# Mackerel Fishing Hut (Latium)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Latium |
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| Category | Production / Fishery |
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| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
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| Dimensions | 4x9 (base), 6x13 (with roads) |
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| Cycle Time | 60 seconds |
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## Description
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Coastal fishery producing Mackerel for Garum production.
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## Costs
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**Build Cost:** 2 Planks, 1 Bricks
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**Maintenance:** -8 gold, 4 Liberti workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Harbor Area required, Fish Population required |
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## Production
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**Input:** None
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**Output:** [Mackerel](../goods/mackerel.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Servia Bellia | +25% productivity |
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| Fischdozentin | +10% productivity for Garum chain |
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| Umdenkerin | -25% workforce, changes to Plebeian workforce |
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| Venator der Artemis | -33% workforce, -66% maintenance |
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| Uiscarix | +1.5 income area effect |
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48
docs/buildings/oat-farm.md
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docs/buildings/oat-farm.md
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# Oat Farm
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Category | Production / Agriculture |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Construction Time | Instant |
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| Cycle Time | 60 seconds |
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## Description
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Produces Oats; uses field modules; aqueduct optional.
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## Costs
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**Build Cost:** 3 Timber
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**Maintenance:** -4 gold/min, 3 Tier I workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Road Required | Yes |
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| Warehouse Required | Yes |
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| Constraints | Requires fields; requires relevant fertility (oat/grain) |
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## Production
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**Input:** None
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**Output:** [Oats](../goods/oats.md)
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## Production Chain
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[Porridge Chain](../production-chains/porridge.md)
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## Usage Patterns
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Keep fields compact; warehouse nearby; consider aqueduct support.
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## Common Pitfalls
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|
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Insufficient fields/fertility leads to low output; long travel distance leads to apparent underproduction.
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48
docs/buildings/porridge-stand.md
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docs/buildings/porridge-stand.md
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# Porridge Stand
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**Entity Type:** Building
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## Properties
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| Field | Value |
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||||
|-------|-------|
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| Category | Production / Food |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Construction Time | Instant |
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| Cycle Time | 60 seconds |
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## Description
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Converts Oats to Porridge.
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## Costs
|
||||
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**Build Cost:** 2 Timber
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**Maintenance:** -8 gold/min, 2 Tier I workers
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||||
|
||||
## Placement
|
||||
|
||||
| Requirement | Value |
|
||||
|-------------|-------|
|
||||
| Road Required | Yes |
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||||
| Warehouse Required | Yes |
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||||
| Constraints | Needs road/warehouse |
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## Production
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**Input:** [Oats](../goods/oats.md)
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**Output:** [Porridge](../goods/porridge.md)
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## Production Chain
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||||
|
||||
[Porridge Chain](../production-chains/porridge.md)
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## Usage Patterns
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|
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Pair 1:1 with Oat Farms for balanced flow (both 60s).
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## Common Pitfalls
|
||||
|
||||
Oats delivered too slowly leads to porridge "flicker" and population drops.
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34
docs/buildings/salt-gardens-latium.md
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docs/buildings/salt-gardens-latium.md
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# Salt Gardens (Latium)
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**Entity Type:** Building
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||||
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||||
## Properties
|
||||
|
||||
| Field | Value |
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||||
|-------|-------|
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||||
| Region | Latium |
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||||
| Category | Production / Raw Materials |
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||||
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
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||||
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||||
## Description
|
||||
|
||||
Coastal salt extraction facility.
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||||
## Placement
|
||||
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||||
| Requirement | Value |
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||||
|-------------|-------|
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||||
| Constraints | Harbor Area required |
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||||
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## Production
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||||
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||||
**Input:** None
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||||
**Output:** [Salt](../goods/salt.md)
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||||
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||||
## Specialists
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||||
|
||||
| Specialist | Effects |
|
||||
|------------|---------|
|
||||
| Servia Bellia | +25% productivity |
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||||
| Fischdozentin | +10% productivity for Garum chain |
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48
docs/buildings/sawmill.md
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docs/buildings/sawmill.md
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# Sawmill
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||||
|
||||
**Entity Type:** Building
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||||
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||||
## Properties
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Category | Production / Construction Materials |
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||||
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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||||
| Construction Time | Instant |
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||||
| Cycle Time | 30 seconds |
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||||
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||||
## Description
|
||||
|
||||
Converts Logs to Timber planks.
|
||||
|
||||
## Costs
|
||||
|
||||
**Build Cost:** 2 Timber
|
||||
|
||||
**Maintenance:** -5 gold/min, 2 Tier I workers
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||||
|
||||
## Placement
|
||||
|
||||
| Requirement | Value |
|
||||
|-------------|-------|
|
||||
| Road Required | Yes |
|
||||
| Warehouse Required | Yes |
|
||||
| Constraints | None special (but requires logistics) |
|
||||
|
||||
## Production
|
||||
|
||||
**Input:** Logs
|
||||
|
||||
**Output:** [Timber](../goods/timber.md)
|
||||
|
||||
## Production Chain
|
||||
|
||||
[Timber Chain](../production-chains/timber.md)
|
||||
|
||||
## Usage Patterns
|
||||
|
||||
Pair 1:1 with Woodcutters (matching 30s cycles).
|
||||
|
||||
## Common Pitfalls
|
||||
|
||||
Too many sawmills leads to upkeep drain without benefit.
|
||||
45
docs/buildings/spinner.md
Normal file
45
docs/buildings/spinner.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# Spinner
|
||||
|
||||
**Entity Type:** Building
|
||||
|
||||
## Properties
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Category | Production / Clothing |
|
||||
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
|
||||
| Cycle Time | 30 seconds |
|
||||
|
||||
## Description
|
||||
|
||||
Converts Hemp to Tunics; provides local income area effect.
|
||||
|
||||
## Costs
|
||||
|
||||
**Build Cost:** 2 Timber
|
||||
|
||||
**Maintenance:** -8 gold/min, 3 Tier I workers
|
||||
|
||||
## Production
|
||||
|
||||
**Input:** [Hemp](../goods/hemp.md)
|
||||
|
||||
**Output:** [Tunics](../goods/tunics.md)
|
||||
|
||||
## Area Effects
|
||||
|
||||
| Type | Value | Target |
|
||||
|------|-------|--------|
|
||||
| Income Area Effect | +1 | Nearby buildings (incl residences) |
|
||||
|
||||
## Production Chain
|
||||
|
||||
[Tunics Chain](../production-chains/tunics.md)
|
||||
|
||||
## Usage Patterns
|
||||
|
||||
Place near residences to maximize income area effect.
|
||||
|
||||
## Common Pitfalls
|
||||
|
||||
Spinner output can be fine while income effect is wasted if placed far from housing.
|
||||
48
docs/buildings/woodcutter-hut.md
Normal file
48
docs/buildings/woodcutter-hut.md
Normal file
@@ -0,0 +1,48 @@
|
||||
# Woodcutter Hut
|
||||
|
||||
**Entity Type:** Building
|
||||
|
||||
## Properties
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Category | Production / Raw Materials |
|
||||
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
|
||||
| Construction Time | Instant |
|
||||
| Cycle Time | 30 seconds |
|
||||
|
||||
## Description
|
||||
|
||||
Produces Logs from forest density.
|
||||
|
||||
## Costs
|
||||
|
||||
**Build Cost:** 2 Timber
|
||||
|
||||
**Maintenance:** -5 gold/min, 2 Tier I workers
|
||||
|
||||
## Placement
|
||||
|
||||
| Requirement | Value |
|
||||
|-------------|-------|
|
||||
| Road Required | Yes |
|
||||
| Warehouse Required | Yes |
|
||||
| Constraints | Forest overlap required; low density reduces productivity |
|
||||
|
||||
## Production
|
||||
|
||||
**Input:** None
|
||||
|
||||
**Output:** Logs (Unknown Good entry)
|
||||
|
||||
## Production Chain
|
||||
|
||||
[Timber Chain](../production-chains/timber.md)
|
||||
|
||||
## Usage Patterns
|
||||
|
||||
Place deep in dense forest, keep a warehouse in range.
|
||||
|
||||
## Common Pitfalls
|
||||
|
||||
Sparse forest leads to "mystery" timber shortages downstream.
|
||||
Reference in New Issue
Block a user