Furniture: Difference between revisions

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|is_for_building = Yes
|is_for_building = Yes
|is_renewable = Yes
|is_renewable = Yes
|spoil = 25%
}}[[File:furniture_large_icon.png|left]]'''Furniture''' is a resource in ''[[Songs of Syx]]''. It's obtained when [[wood]] is processed through a [[carpenter]] building, and from [[trading]]. Much like [[wood]], [[stone]], [[cut stone]] and [[metal]]; furniture is a resource when constructing buildings, albeit not as common as wood and stone. Buildings that would realistically need furniture, such as a [[dormitory]] or a [[flathouse]], is when you'll see furniture be a requirement. Also, [[components]] that ''are'' the furniture, will obviously cost furniture.
}}[[File:furniture_large_icon.png|left]]'''Furniture''' is a resource in ''[[Songs of Syx]]''. It's obtained when [[wood]] is processed through a [[carpenter]] building, and from [[trading]]. Much like [[wood]], [[stone]], [[cut stone]] and [[metal]]; furniture is a resource when constructing buildings, albeit not as common as wood and stone. Buildings that would realistically need furniture, such as a [[dormitory]] or a [[flathouse]], is when you'll see furniture be a requirement. Also, [[components]] that ''are'' the furniture, will obviously cost furniture.



Revision as of 22:04, 5 August 2021

Furniture
Ready to be sat on and slept in.
Resource Information
Icon
Cost Below average
Extra Information
Used for building? Yes
Spoil rate 25%

Furniture is a resource in Songs of Syx. It's obtained when wood is processed through a carpenter building, and from trading. Much like wood, stone, cut stone and metal; furniture is a resource when constructing buildings, albeit not as common as wood and stone. Buildings that would realistically need furniture, such as a dormitory or a flathouse, is when you'll see furniture be a requirement. Also, components that are the furniture, will obviously cost furniture.

Because wood is a renewable resource, furniture is technically renewable too by extension. Managing furniture production can be tricky, because if it's not monitored well, your citizens will use up all of a settlement's wood for furniture. It would be in the player's best interest to make sure that both wood and furniture are in high amounts in storage. One way to manage this is to deactivate carpenter buildings when more furniture is not needed.

Carpenter buildings require double the amount of wood relative to how much furniture is being produced, further adding the importance of carefully managing wood, and also making sure to manage that there's always more than enough stored away.

Furniture has a relatively low cost, so receiving it through trading is an easy option if it can't be produced in your settlement for some reason.

In-game description

"Furniture is used in constructing and maintaining most rooms."