Fishery

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Revision as of 16:54, 17 April 2024 by Scribonius (talk | contribs) (Updated production value)
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Fishery
Got any food? No? Go fish.
Building Information
Icon
Building cost None
Category Agriculture
Sub-category Aquaculture
Produces noise? No
Components 2
Expandable? Yes
Component Requirements Crates:
  - 6 + 2
Auxiliary:
  × 1 (per tile)
  × 1 (per tile)
Production Information
Input None
Output +2.00

Fisheries (or fish farms) are agriculture establishments under the "aquaculture" sub-category, 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 in a way so that it's 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, the shallow water tiles will show different shades of cyan. The brighter the tile, the more fish that can be found there.

Placing the building over multiple tiles will give the average (rounded down) of every tile selected over. Fisheries cannot be placed on deep water. Having a settlement in a cold climate provides a +10% bonus to fishing. Fishery production can be sped up by acquiring upgrades with knowledge points.

When the season changes to winter, the water that's part of the fishery will not turn to ice, while any surrounded water just outside the fishery will.

In-game description

"Catches fish along the shoreline."

Gallery