Tavern: Difference between revisions
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|components = 3 | |components = 3 | ||
|expandable = Yes | |expandable = Yes | ||
|comp_req = '''Table:'''<br /> [[File:wood_icon.png]] × 2 <small>(per table)</small><br /> [[File:furniture_icon.png]] × 2 <small>(per table)</small><br />'''Nicknacks:'''<br /> [[File:wood_icon.png]] × 2 <small>(per tile)</small><br /> [[File:furniture_icon.png]] × 2 <small>(per tile)</small><br /> '''Carpets:'''<br /> [[File:fabric_icon.png]] × | |comp_req = '''Table:'''<br /> [[File:wood_icon.png]] × 2 <small>(per table)</small><br /> [[File:furniture_icon.png]] × 2 <small>(per table)</small><br />'''Nicknacks:'''<br /> [[File:wood_icon.png]] × 2 <small>(per tile)</small><br /> [[File:furniture_icon.png]] × 2 <small>(per tile)</small><br /> '''Carpets:'''<br /> [[File:fabric_icon.png]] × 1 <small>(per tile)</small> | ||
|input = | |input = | ||
|output = | |output = | ||
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There are three [[components]] for the tavern: the required table, and the optional nicknacks and carpets. The last two components add to the "coziness" stat, therefore increasing a citizen's happiness and overall experience during their visit. Mechanically, a tavern functions somewhat similar to an [[eatery]] or [[canteen]], with the only obvious difference being that those two aforementioned buildings serve food while taverns only serve drinks. The tavern can no longer function if drinks run out. | There are three [[components]] for the tavern: the required table, and the optional nicknacks and carpets. The last two components add to the "coziness" stat, therefore increasing a citizen's happiness and overall experience during their visit. Mechanically, a tavern functions somewhat similar to an [[eatery]] or [[canteen]], with the only obvious difference being that those two aforementioned buildings serve food while taverns only serve drinks. The tavern can no longer function if drinks run out. | ||
Taverns are unlocked when purchasing the | Taverns are unlocked when purchasing the Taverns tech at a cost of 750 knowledge points. In order to unlock the tech you also need to unlock the Rations tech at a cost of 150 knowledge points, for a cumulative cost of 900 knowledge. points. | ||
==In-game description== | ==In-game description== |
Latest revision as of 17:05, 10 March 2023
Tavern | |
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Where liquid happiness pours. | |
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 | Food |
Produces noise? | No |
Components | 3 |
Expandable? | Yes |
Component Requirements | Table: × 2 (per table) × 2 (per table) Nicknacks: × 2 (per tile) × 2 (per tile) Carpets: × 1 (per tile) |
Production Information | |
Input | None |
Output | None |
A Tavern is an unlockable civics building under the food sub-category, where citizens can grab drinks, therefore increasing their happiness. As one would expect - citizens can drink too much and become drunk, leading them to do random and silly things, causing them to eventually have to sleep it off. When this happens, they can lay in random areas anywhere in your settlement until they sober up.
There are three components for the tavern: the required table, and the optional nicknacks and carpets. The last two components add to the "coziness" stat, therefore increasing a citizen's happiness and overall experience during their visit. Mechanically, a tavern functions somewhat similar to an eatery or canteen, with the only obvious difference being that those two aforementioned buildings serve food while taverns only serve drinks. The tavern can no longer function if drinks run out.
Taverns are unlocked when purchasing the Taverns tech at a cost of 750 knowledge points. In order to unlock the tech you also need to unlock the Rations tech at a cost of 150 knowledge points, for a cumulative cost of 900 knowledge. points.
In-game description
"Where subjects can spend some time and drink. Requires drink to operate."