Asylum: Difference between revisions

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==In-game description==
==In-game description==
''"Used to store goods. Significantly decreases the spoil rate and lets you keep track of storage amount.''"
''"Sometimes life in the world of Syx can be a bit too stressful and cause insanity. An asylum lets you house the deranged and cure them.''"


{{navbar_buildings}}
{{navbar_buildings}}
[[Category:Buildings]]
[[Category:Buildings]]

Revision as of 10:47, 21 October 2022

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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

"Sometimes life in the world of Syx can be a bit too stressful and cause insanity. An asylum lets you house the deranged and cure them."