Fishery: Difference between revisions

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[[File:fish_arrows_preview.gif|thumb|128px|left|Fish availability.<br />Yellow = average.<br />Green = high.]]
[[File:fish_arrows_preview.gif|thumb|128px|left|Fish availability.<br />Yellow = average.<br />Green = high.]]
{{navbar_buildings}}
[[Category:Buildings]]
[[Category:Buildings]]
[[Category:Farms]]
[[Category:Farms]]

Revision as of 17:29, 31 May 2021

Fishery
Got any food? No? Go fish.
Building Information
Icon
Building cost None
Category Agriculture
Sub-category {{{subtype}}}
Produces noise? {{{noise}}}
Components 2
Expandable? Yes
Component Requirements - 6+2 - Crates
× 1 - Auxiliary (per tile)
× 1 - Auxiliary (per tile)
Production Information
Input {{{input}}}
Output {{{output}}}

Fisheries (or fish farms) are agriculture establishments that are set up along a coastline to a body of water, be it a river, lake, sea, ocean or even an artificial body of water made up by digging canals. Auxiliary equipment is set up for the fishermen to be able to go and fish from the body of water. Like all resource-related buildings, employees must be recruited to fish there, with the capacity of the potential workforce increasing the bigger the fishery is.

As one could already assume, the fishery must be built encompassing both land and water. Obviously over the water for the fish, and also over the land so that the storage and auxiliaries have room to be placed. When in the process of building a fishery, water tiles will have either yellow or green arrows, which explain the amount of fish that can be caught there.

Having a settlement in a cold climate provides a +10% bonus to fishing.

In-game description

"Catches fish along the shoreline."

Fish availability.
Yellow = average.
Green = high.