Asylum: Difference between revisions
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}}''' | }}'''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. | ||
The building requires 700 [[knowledge]] points to unlock, and contains no further upgrades. | |||
==In-game description== | ==In-game description== |
Revision as of 09:27, 21 October 2022
This page is currently incomplete and/or under construction. Please wait for it to be completed or edit it to aid in finishing it. |
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
"Used to store goods. Significantly decreases the spoil rate and lets you keep track of storage amount."