Sawmills: Difference between revisions

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===Lumber availability===
===Lumber availability===
A mill comes with a pre-defined base output of wood. Wood is finite and a mill will eventually become depleted.  
A mill comes with a pre-defined base output of wood. Wood is finite and a mill will eventually become depleted if aggressively logged (se below).  


Expanding '''lumber plots''' provides access to additional wood and increase output/day by a small degree.
Expanding '''lumber plots''' provides access to additional wood and increase output/day by a small degree.
===Arboretum===
Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with baneclaw dung.


===Accommodations===  
===Accommodations===  
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===Burner ($150,000)===
===Burner ($150,000)===
Installing a burner will automatically convert 20% of all harvested wood into to gunpowder.  
Installing a burner will automatically convert 20% of daily harvested wood into gunpowder.


==Workers==
==Workers==
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==Security==
==Security==
Assigned workers might escape, regardless of their previous Affection and loyalty, due to the conditions and dangers associated with sawmills. Having at least 5 guards assigned to a mill will minimize escape attempts.
Assigned workers might escape, regardless of their previous Affection and loyalty, due to the conditions and dangers associated with sawmills, such as working hazards and dangerous mega-fauna. Having at least 5 guards assigned to a mill will minimize escape attempts.


==Effects==
==Effects==
* Depleting the much-needed forests surrounding Ikaanos can have devastating effects. There's a 1% daily risk of decreasing City Prosperity with one point (down to 15) if a mill has cut down 50%+ of it's available lumber.
* Depleting the much-needed forests surrounding Ikaanos can have devastating effects. There's a 1% daily risk of decreasing City Prosperity with one point (down to 15) if a mill has cut down 50%+ of it's available lumber.
* Nature-lovers (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill.
* Nature-lovers (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill.

Latest revision as of 12:15, 16 December 2024

The MC can purchase lumber rights at Town Hall in Hamilton Square.

Sawmills are used for harvesting wood and produce gunpowder (from charcoal).

Available output and extraction rate depends on a wide variety of factors:

Lumber availability

A mill comes with a pre-defined base output of wood. Wood is finite and a mill will eventually become depleted if aggressively logged (se below).

Expanding lumber plots provides access to additional wood and increase output/day by a small degree.

Arboretum

Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with baneclaw dung.

Accommodations

This factor displays the condition of your mill workers' facilities. Increasing Accommodations raises maintenance but also worker happiness (and output).

  • Bad: Workers sleep in a dilapidated barrack without real beds.
  • Poor: Workers sleep in a simple barrack but enjoy separate beds.
  • Average: A common dorm room with comfortable beds, privacy curtains and a nearby entertainment room.
  • Good: Single rooms for each worker with a comfortable bed, a chest and a closet for clothes. The entertainment room also sports a fully equipped kitchen with a coffee maker.

Production

A mill's production capacity determines its daily output. Production capacity is calculated by the foreman's skill, number of workers and level of accommodations.

Wood

A mine produces wood, which can be sold in larger batches at Redhaven market, or be used as crafting materials. Wood can also be converted to gunpowder.

Burner ($150,000)

Installing a burner will automatically convert 20% of daily harvested wood into gunpowder.

Workers

You can assign any NPC to a mill (as workers), as long as he's either a Convict, Slave or Servant. Assigning NPCs to a mill works just like donating captives to a faction. This means the NPC is PERMANENTLY removed from the game and added to the worker pool of the mill you assign him to.

  • A mill can house a total of 75 workers.

Security

Assigned workers might escape, regardless of their previous Affection and loyalty, due to the conditions and dangers associated with sawmills, such as working hazards and dangerous mega-fauna. Having at least 5 guards assigned to a mill will minimize escape attempts.

Effects

  • Depleting the much-needed forests surrounding Ikaanos can have devastating effects. There's a 1% daily risk of decreasing City Prosperity with one point (down to 15) if a mill has cut down 50%+ of it's available lumber.
  • Nature-lovers (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill.