Hunter: Difference between revisions
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|components = 2 | |components = 2 | ||
|expandable = Yes | |expandable = Yes | ||
|noise = No | |||
|comp_req = '''Workbench:'''<br /> [[File:wood_icon.png]] × 2<br />'''Auxiliary:'''<br /> [[File:wood_icon.png]] × 1 <small>(per tile)</small> | |comp_req = '''Workbench:'''<br /> [[File:wood_icon.png]] × 2<br />'''Auxiliary:'''<br /> [[File:wood_icon.png]] × 1 <small>(per tile)</small> | ||
|input = {{color|Animal corpse|#fff}} | |input = {{color|Animal corpse|#fff}} |
Revision as of 16:12, 31 July 2021
Hunter | |
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Where deaths feed people. | |
Building Information | |
Icon | |
Building cost | Wood: × 1 + 1 (every 3-6 tiles) Stone: × 1 + 1 (every 3-6 tiles) Grand: × 2 + 1 (every 3-6 tiles) |
Category | Agriculture |
Sub-category | {{{subtype}}} |
Produces noise? | No |
Components | 2 |
Expandable? | Yes |
Component Requirements | Workbench: × 2 Auxiliary: × 1 (per tile) |
Production Information | |
Input | Animal corpse |
Output |
Hunters are agriculture buildings where citizens take the role of hunting nearby animals to get the following resources from them: meat, leather, eggs and cotton. Once built, hunters will search within the radius of the hunter building they work at and constantly scout for animals to hunt.
Hunters will carefully attempt to stalk animals and kill them, but if they fail, the hunter will return to the building and try again. If they succeed, they will drag the animal to the building, butcher it thus turning the animal carcass into resources. Food can only be in the building for so long before it spoils, so a warehouse should be built nearby to greatly slow the spoiling process.
Having a settlement in a cold climate provides a +10% bonus to hunting.
In-game description
"Hunters will sneak out into the wilderness, stalk and kill prey to bring back to butcher for meat and resources."
Gallery
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A hunter walking away from an onx because he failed to catch it.
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One hunter working on a cadaver, with another carting resources away.
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A hunter placed in a carved mountain.