Asylum: Difference between revisions

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(Created page with "{{construction}} {{Infobox_building |title = Asylum |image = File:asylum_preview.png |caption = The "I'm not crazy, I'm eccentric!" location... |icon = File:asylum_icon.png |cost = '''Wood:'''<br /> File:wood_icon.png × 1<br> File:stone_icon.png + 1 <small>(every 5 tiles)</small><br>'''Stone:'''<br> File:stone_icon.png × 1<br> File:stone_icon.png + 1 <small>(every 5 tiles)</small><br>'''Grand:'''<br> File:cut_stone_ico...")
 
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}}'''Warehouses''' are [[logistics]] [[building]]s that allow [[resources]] to be [[Storage|stored]] inside them. Any resource stored in a warehouse can be easily tracked by the player. When other buildings have finished goods that won't be used right away, they will be taken to the nearest warehouse that allows that specific resource to be stored. Warehouses only require one [[component]] to be finished, and that's the crate. The more crates added to a warehouse, the more it can store. Once a warehouse is fully built, the player must choose which resources can be stored there.
}}'''Asylums''' are an unlockable [[civics]] [[building]] under the "health" sub-category that allow mentally-ill [[citizens]] to be treated. Whether citizens' mental health is slipping due to trauma or just bad genetics, asylums must be built to revert the mental anguish they may suffer. Citizens can be completely cured after spending enough time in this building. Citizens left in a bad mental state for too long can drain a [[settlement|settlement's]] economy. The building only has one required [[component]], the cells that the citizens stay in. Each cell adds one to the "deranged" aspect of the building, while adding 0.25 to the "wards" aspect.


Employees must be recruited through the warehouse, in which said employees will be tasked with carrying things in and out of that particular building. Resources can be stored in multiples of 128. Every 128 units of resources require one crate each. Warehouses can also be configured to have a customized circular radius size, which means that anything within that radius is allowed in that warehouse, and anything ''not'' within that radius isn't allowed to be stored there.
The building requires 700 [[knowledge]] points to unlock, and contains no further upgrades.
 
The carrying capacity can be increased for warehouse workers with upgrades purchased via [[knowledge]] points.


==In-game description==
==In-game description==
''"Used to store goods. Significantly decreases the spoil rate and lets you keep track of storage amount.''"
''"Sometimes life in the world of Syx can be a bit too stressful and cause insanity. An asylum lets you house the deranged and cure them.''"


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[[Category:Buildings]]
[[Category:Buildings]]

Latest revision as of 08:54, 24 October 2022

Asylum
The "I'm not crazy, I'm eccentric!" location...
Building Information
Icon
Building cost Wood:
  × 1
  + 1 (every 5 tiles)
Stone:
  × 1
  + 1 (every 5 tiles)
Grand:
  × 2
  + 1 (every 5 tiles)
Category Civics
Sub-category Health
Produces noise? No
Components 1
Expandable? Yes
Component Requirements Cells:
  × 2
  × 10
  × 5
  × 5
Production Information
Input None
Output None

Asylums are an unlockable civics building under the "health" sub-category that allow mentally-ill citizens to be treated. Whether citizens' mental health is slipping due to trauma or just bad genetics, asylums must be built to revert the mental anguish they may suffer. Citizens can be completely cured after spending enough time in this building. Citizens left in a bad mental state for too long can drain a settlement's economy. The building only has one required component, the cells that the citizens stay in. Each cell adds one to the "deranged" aspect of the building, while adding 0.25 to the "wards" aspect.

The building requires 700 knowledge points to unlock, and contains no further upgrades.

In-game description

"Sometimes life in the world of Syx can be a bit too stressful and cause insanity. An asylum lets you house the deranged and cure them."