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		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12184</id>
		<title>Settlement</title>
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		<updated>2025-08-19T14:26:05Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: Reduce Consumer Electronics consumption for 0.7.8a update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;settlement&#039;&#039;&#039; is either a single standalone [[Housing]] building or, more commonly, multiple Housing buildings built immediately adjacent to each other. This is where the {{infoicon|Population|ui=yes}} lives and where the residents do almost everything: sleep, eat, maintain their hygiene, and enjoy {{infoicon|Household Goods}} and so on. The only except is work in buildings or [[:Category:Vehicles|vehicles]].&lt;br /&gt;
&lt;br /&gt;
==Services==&lt;br /&gt;
[[File:Population Overview.png|right|360px]]&lt;br /&gt;
Each settlement requests services to be provided to increase the comfort of the Population. Only {{infoicon|Food Production|new=yes|link=no|text=Food}} supply and {{infoicon|Waste|new=yes}} collection are essential services. If these services are lacking, critical population decline will occur.&lt;br /&gt;
&lt;br /&gt;
Other services are not essential, and there is no penalty for lacking services. But fulfilling these requests provides a set amount of {{infoicon|Unity|ui=yes}} and/or promotes {{infoicon|Health}} per request. They are helpful in a steady source of Unity, used for Research Lab (and its variants) and [[outposts]] such as the [[Sawmill]] or [[Oil Rig]]. They are also helpful to combat the bad influence of {{infoicon|Air Pollution}} and {{infoicon|Water Pollution}}.&lt;br /&gt;
&lt;br /&gt;
The Population Overview UI pane as seen to the right is accessed by clicking the {{infoicon|Population|ui=yes|link=no}} icon at the top-left corner of the game screen and displays the total amount of Unity received from meeting demands.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==List of services==&lt;br /&gt;
All services are shown in the following table.&lt;br /&gt;
&lt;br /&gt;
The demand for each service is directly proportional to the population. And the demand for some services and the Unity bonus also depends on the tier of [[Housing]]. The effect of the tier of Housing is shown in the table after the one for services.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ List of Services (Version 0.7.8a)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Service&lt;br /&gt;
! rowspan=2 | Demand {{time}}&amp;lt;br/&amp;gt;per 1000 pops&lt;br /&gt;
! colspan=2 | Can get when fulfilled&lt;br /&gt;
! rowspan=2 | {{infoicon|Unity|ui=yes}} Bonus&amp;lt;br/&amp;gt;by Housing Tier&lt;br /&gt;
! rowspan=2 | Note&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! {{infoicon|Unity|ui=yes}}&lt;br /&gt;
! {{infoicon|Health|ui=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} (Base)&lt;br /&gt;
| rowspan = 2 | Special || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | See &amp;quot;[[#Demand for food|Demand for food]]&amp;quot; and &amp;quot;[[#Unity and Health bonus by food|Unity and Health bonus by food]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} Variety&lt;br /&gt;
| 0.15-3.00 || 0-12&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste|new=yes}}&lt;br /&gt;
| 29.3-47.5 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See &amp;quot;[[#Amount of discharged waste|Amount of discharged waste]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}}&lt;br /&gt;
| 1.10 MW || 1.20 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}}&lt;br /&gt;
| 48.0 || rowspan=&amp;quot;2&amp;quot; | 1.00 ||  rowspan=2 | 10&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; rowspan=2 | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | Can get a Unity and Health bonus if {{infoicon|Water}} is provided, and {{infoicon|Waste Water}} is removed&lt;br /&gt;
Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste Water}}&lt;br /&gt;
| 40.0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}}&lt;br /&gt;
| 10.0 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 7.0 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}}&lt;br /&gt;
| 3.6 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 3.6 || 1.80 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Health|icononly=yes}}Hospitals ({{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}})&lt;br /&gt;
| 5.0|| 0.60-1.20|| 15-25&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Clinic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Computing|new=yes}}&lt;br /&gt;
| 57.6 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Internet Module]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Settlements quality&lt;br /&gt;
| - || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Square]]. Does not rely on population amount, only placement of the Square(s)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Other decorations ({{infoicon|Fuel Gas}})&lt;br /&gt;
| - || 0.50 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Build the [[Tomb of Captains]] and provide {{infoicon|Fuel Gas}}. Only available in the Supporter Edition. Also doesn&#039;t change based on population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of [[Housing]] Tier&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Housing Tier !! Increased Demand !! Unity Bonus || Bonus Requirement&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing II]]&lt;br /&gt;
| +10%{{infoicon|Electricity}}&amp;lt;br/&amp;gt; +5% {{infoicon|Water}} and {{infoicon|Waste Water}}&lt;br /&gt;
| +50%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +75%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +100%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing IV]]&lt;br /&gt;
| +40% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +20% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Goods}} &amp;lt;br/&amp;gt; +10% {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| +125%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Consumer Electronics|new=yes}} with [[Consumer Electronics Module]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demand for food ==&lt;br /&gt;
The demand for food depends on the type of food, and it is a bit complex to calculate the amount. As a simple example, when only a single food is provided to settlements, the demand for food will be the following value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand for Food (Version 0.7.6)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! Base Demand (A)&amp;lt;br/&amp;gt;per 100 pops per month&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || 4.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || 1.80&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || 3.35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || 4.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || 3.15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || 2.60&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || 2.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When several types of food are provided to settlements, the demand for each food will decrease, as the total food demand (in terms of population sustenance) is distributed across the available categories and food types. The monthly demand for a specific food type per 100 pops is calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
:Demand per 100 pops per month = A / (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt; × N)&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: The base demand for the food type when it is the only food provided (from the table above).&lt;br /&gt;
* &#039;&#039;&#039;N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;&#039;&#039;&#039;: The number of food categories with at least one food type provided.&lt;br /&gt;
* &#039;&#039;&#039;N&#039;&#039;&#039;: The number of food types provided within the same category as the food type being calculated.&lt;br /&gt;
&lt;br /&gt;
This formula assumes a standard &#039;&#039;&#039;consumption multiplier&#039;&#039;&#039; of 1.0, which is typical in default game settings. If the consumption multiplier is adjusted (e.g., via difficulty settings or edicts), the demand scales proportionally—for example, a consumption multiplier of 1.5 would increase the demand by 50%.&lt;br /&gt;
&lt;br /&gt;
=== Example Calculation ===&lt;br /&gt;
Consider a settlement with a population of 10,000 pops where all food types are provided:&lt;br /&gt;
* &#039;&#039;&#039;Total categories (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;)&#039;&#039;&#039;: 4 (Carbs, Protein, Vitamins, Treats).&lt;br /&gt;
* &#039;&#039;&#039;Carbs category&#039;&#039;&#039;: 3 food types (Potato, Corn, Bread).&lt;br /&gt;
* &#039;&#039;&#039;Potato demand&#039;&#039;&#039;:&lt;br /&gt;
** Base demand (A) = 4.7.&lt;br /&gt;
** Demand per 100 pops = 4.7 / (4 × 3) = 4.7 / 12 ≈ 0.3917 units per month.&lt;br /&gt;
** For 10,000 pops (100 × 100 pops): 0.3917 × 100 ≈ 39.17 units per month.&lt;br /&gt;
* This matches in-game observations (e.g., approximately 39.2 units with rounding).&lt;br /&gt;
&lt;br /&gt;
Similarly:&lt;br /&gt;
* &#039;&#039;&#039;Meat (Protein category)&#039;&#039;&#039;: 4 types (Meat, Eggs, Tofu, Sausage), A = 3.0.&lt;br /&gt;
** Demand per 100 pops = 3.0 / (4 × 4) = 3.0 / 16 = 0.1875 units.&lt;br /&gt;
** For 10,000 pops: 0.1875 × 100 = 18.75 units (≈ 18.8 in-game).&lt;br /&gt;
&lt;br /&gt;
=== Key Notes ===&lt;br /&gt;
* &#039;&#039;&#039;Total Demand Distribution&#039;&#039;&#039;: The game calculates food demand in &amp;quot;pop days&amp;quot; (e.g., population × 30 days per month), which is then evenly split among the provided food categories. Within each category, the demand is further divided equally among the provided food types. The actual quantity consumed depends on each food type’s base demand value (A).&lt;br /&gt;
* &#039;&#039;&#039;Variety Benefits&#039;&#039;&#039;: Providing multiple food types reduces the demand for each individual food type, potentially optimizing resource use or unlocking health bonuses, but the total sustenance requirement remains tied to the population size.&lt;br /&gt;
* &#039;&#039;&#039;Misconception Clarified&#039;&#039;&#039;: Earlier descriptions suggested that the total quantity of food consumed remains &amp;quot;similar&amp;quot; to the single-food case. This is inaccurate in terms of raw quantity, as different food types have varying consumption rates (e.g., 470 units of Potatoes alone vs. ~503 units with all types). Instead, the total &#039;&#039;sustenance demand&#039;&#039; (pop days) is fixed and distributed, not the total quantity.&lt;br /&gt;
&lt;br /&gt;
=== Unity and Health bonus by food ===&lt;br /&gt;
Fulfilling food demand, that is, pops do not starve, provides 1.00 of {{infoicon|Unity}}, which is boosted by Housing Tier. In addition, more {{infoicon|Unity}} will be provided when settlements receive variable food, which is NOT  boosted by Housing Tier. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unity and Health Bonus (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! {{infoicon|Unity}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.25&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:{{infoicon|Unity}} = 1.00 + 0.15 + 0.15 + 0.30 + 0.20 = 1.80&lt;br /&gt;
In addition, pops live in [[Housing III]]:&lt;br /&gt;
::{{infoicon|Unity}} = 1.00 &amp;amp;times; 200% + 0.15 + 0.15 + 0.30 + 0.20 = 2.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{infoicon|Health}} bonus depend on the number of food categories provided to the settlement:&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (Number of food categories &amp;amp;minus; 1)&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:Number of food category = 2 (Carbs and Vitamins)&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (2 &amp;amp;minus; 1) = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amount of discharged waste ===&lt;br /&gt;
The pops in the settlement discharge {{infoicon|Waste|new=yes}} depend on received services. They also discharge {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} when [[Biomass Collection]] or [[Recyclables Collection]] is connected to the settlement. The discharged {{infoicon|Waste|new=yes}}, {{infoicon|Biomass|new=yes}}, and {{infoicon|Recyclables|new=yes}} are shown in the following table if &#039;&#039;&#039;all&#039;&#039;&#039; of the three collection buildings are connected to the settlement. Note that the amount of the discharged {{infoicon|Waste|new=yes}} will also change if the amount of consumed service items changes by [[Edicts]] or disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Amount of discharged waste (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan = 2 | Received service&lt;br /&gt;
! colspan = 3 | Discharged per 1000 Pops {{time}}&lt;br /&gt;
! rowspan = 2 | Comment&lt;br /&gt;
|-&lt;br /&gt;
! {{infoicon|Waste|new=yes}} !! {{infoicon|Biomass|new=yes}} !! {{infoicon|Recyclables|new=yes}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Base || 29.3 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Discharged in any case, even if the settlement receives no services.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} || - || +1.3-6.4 || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Depending on the type of food. +4.1 if the settlement receives all types of food.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}} || - || - || +3.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}} || - || +4.3 || +6.8&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}} || - || - || +9.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}} || - || - || +6.1&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | All Service || 29.3 || 8.3 || 25.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The total amount of the above (excludes overlap)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The settlement will discharge the additional {{infoicon|Waste|new=yes}} instead of {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} if [[Biomass Collection]] or [[Recyclables Collection]] is not connected. The ratio of them are:&lt;br /&gt;
*No Biomass Collection: {{infoicon|Biomass|new=yes}} 1.0 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 1.0&lt;br /&gt;
*No Recyclable Collection: Depending on the service items&lt;br /&gt;
**{{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}}: Discharge no additional {{infoicon|Waste|new=yes}}&lt;br /&gt;
**{{infoicon|Household Goods}}: {{infoicon|Recyclables|new=yes}} 6.8 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 3.6&lt;br /&gt;
**{{infoicon|Household Appliances|new=yes}}: {{infoicon|Recyclables|new=yes}} 9.4 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 2.9&lt;br /&gt;
**{{infoicon|Consumer Electronics|new=yes}}: {{infoicon|Recyclables|new=yes}} 6.1 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 0.7&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Oil_Rig&amp;diff=12162</id>
		<title>Oil Rig</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Oil_Rig&amp;diff=12162"/>
		<updated>2025-07-29T15:42:46Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: Update output and upkeep for Update 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The {{infoicon|Oil Rig|new=yes|ui=yes}} is an [[Outposts|Outpost]] found on the {{infoicon|World Map|ui=yes}} which provides a finite (or infinite, depending on game settings) supply of {{infoicon|Crude Oil}}.&lt;br /&gt;
&lt;br /&gt;
Discovering a {{infoicon|Oil Rig|new=yes|ui=yes}} on the The {{infoicon|World Map|ui=yes}} is a requirement for [[Advanced Diesel]] research.&lt;br /&gt;
&lt;br /&gt;
==Repair and output potential==&lt;br /&gt;
After discovery on the {{infoicon|World Map|ui=yes}}, the Oil Rig must be repaired before it can be utilized. The Oil Rig extracts resources from a limited deposit (or unlimited, if selected in the world settings).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Level !! Repair Cost !! Storage Capacity !! Maximum Production&lt;br /&gt;
|-&lt;br /&gt;
|  2&lt;br /&gt;
| 120 or 240 &amp;amp;times; {{infoicon|Construction Parts II}}* || 2120 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|20|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 ||  200 &amp;amp;times; {{infoicon|Construction Parts II}}  || 4930 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|40|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|  6 ||  400 &amp;amp;times; {{infoicon|Construction Parts III}} || 5640 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|60|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 ||  600 &amp;amp;times; {{infoicon|Construction Parts III}} || 6340 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|80|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  800 &amp;amp;times; {{infoicon|Construction Parts III}} || 7040 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|100|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1000 &amp;amp;times; {{infoicon|Construction Parts III}} || 7750 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|120|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1200 &amp;amp;times; {{infoicon|Construction Parts III}} || 8450 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|140|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 1400 &amp;amp;times; {{infoicon|Construction Parts III}} || 9160 &amp;amp;times; {{infoicon|Crude Oil}} || {{time|160|20|per60=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: The nearest rig requires 120, other ones require 240.&lt;br /&gt;
&lt;br /&gt;
==Resource extraction==&lt;br /&gt;
In order to produce any output, the Oil Rig must be manned. Each outpost can support a variable amount of shifts, depending on the level of the outpost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Output (per shift) !! Upkeep cost (per shift) !! Total deposit&lt;br /&gt;
|-&lt;br /&gt;
| {{time|10|20|per60=yes}}&lt;br /&gt;
| 18x {{infoicon|Worker|plural=s}}&amp;lt;br&amp;gt;{{infoicon|Unity}} 0.40 /[[time|month]] &amp;lt;br&amp;gt;{{infoicon|Maintenance I}} 18.0 {{time}}&lt;br /&gt;
| style = &amp;quot;text-align: right&amp;quot; | 1 040 000 &amp;amp;times; 2 Rigs&amp;lt;br&amp;gt;780 000 &amp;amp;times; 2 Rigs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outposts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Flat_Conveyor&amp;diff=12090</id>
		<title>Flat Conveyor</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Flat_Conveyor&amp;diff=12090"/>
		<updated>2025-07-12T18:46:59Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Flat Conveyor&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Transports units of [[:Category:Unit products|solid products]].&lt;br /&gt;
| Recipe        =&lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 28&lt;br /&gt;
    | Input2Name  = Rubber&lt;br /&gt;
    | Input2Qty   = 28&lt;br /&gt;
  }} per 100 tiles (rounded up)&lt;br /&gt;
| Cargo         = [[:Category:Unit products|Unit products]]&lt;br /&gt;
| Throughput    = 60&lt;br /&gt;
| Designation   = Transports&lt;br /&gt;
| Variants      = [[Flat Conveyor II]]&amp;lt;/br&amp;gt;[[Flat Conveyor III]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Flat Conveyor&#039;&#039;&#039; is a better way to solve logistical tasks for [[:Category:Unit products|Unit Products]] after leaving the beginning stage of the game. It is used to transport items between buildings automatically, and continuously, without using vehicles. It can connect to [[Flat Balancer]] and [[Flat Sorter]].&lt;br /&gt;
&lt;br /&gt;
The Conveyor requires {{infoicon|Electricity}} and {{infoicon|Maintenance I}} proportional to the length of the segment.&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Electricity}} consumption for a belt segment appears to be 1 kW plus 0.20, 0.40, or 0.80 kW per tile for tier I, II, and III belts, respectively.&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Maintenance I}} consumption per 100 tiles is 1 for T1, 2 for T2, and 3.5 for T3.&lt;br /&gt;
&lt;br /&gt;
{{:U-shape Conveyor/Electricity Consumption of Conveyors}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=U-shape_Conveyor&amp;diff=12089</id>
		<title>U-shape Conveyor</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=U-shape_Conveyor&amp;diff=12089"/>
		<updated>2025-07-12T18:45:43Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: Update electric/maint. consumption for U3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = U-shape Conveyor&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Transports [[:Category:Loose products|loose products]]&lt;br /&gt;
| Recipe        =&lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 28&lt;br /&gt;
    | Input2Name  = Rubber&lt;br /&gt;
    | Input2Qty   = 28&lt;br /&gt;
  }} per 100 tiles (rounded up)&lt;br /&gt;
| Cargo         = [[:Category:Loose products|Loose products]]&lt;br /&gt;
| Throughput    = 60&lt;br /&gt;
| Designation   = Transports&lt;br /&gt;
| Variants      = [[U-shape Conveyor II]]&amp;lt;/br&amp;gt;[[U-shape Conveyor III]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;U-shape Conveyor&#039;&#039;&#039; is a better way to solve logistical tasks for [[:Category:Loose products|Loose Products]] after leaving the beginning stage of the game. It is used to transport items between buildings automatically, and continuously, without using vehicles. It can connect to [[U-shape Balancer]] and [[U-shape Sorter]].&lt;br /&gt;
&lt;br /&gt;
The Conveyor requires {{infoicon|Electricity}} and {{infoicon|Maintenance I}}. See [[Flat Conveyor]] for mor information.&lt;br /&gt;
&lt;br /&gt;
{{:U-shape Conveyor/Electricity Consumption of Conveyors}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Flat_Conveyor&amp;diff=12088</id>
		<title>Flat Conveyor</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Flat_Conveyor&amp;diff=12088"/>
		<updated>2025-07-12T18:43:25Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: Update electric/maint. consumption for U3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Flat Conveyor&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Transports units of [[:Category:Unit products|solid products]].&lt;br /&gt;
| Recipe        =&lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 28&lt;br /&gt;
    | Input2Name  = Rubber&lt;br /&gt;
    | Input2Qty   = 28&lt;br /&gt;
  }} per 100 tiles (rounded up)&lt;br /&gt;
| Cargo         = [[:Category:Unit products|Unit products]]&lt;br /&gt;
| Throughput    = 60&lt;br /&gt;
| Designation   = Transports&lt;br /&gt;
| Variants      = [[Flat Conveyor II]]&amp;lt;/br&amp;gt;[[Flat Conveyor III]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Flat Conveyor&#039;&#039;&#039; is a better way to solve logistical tasks for [[:Category:Unit products|Unit Products]] after leaving the beginning stage of the game. It is used to transport items between buildings automatically, and continuously, without using vehicles. It can connect to [[Flat Balancer]] and [[Flat Sorter]].&lt;br /&gt;
&lt;br /&gt;
The Conveyor requires {{infoicon|Electricity}}, and its amount depends on the length of the Conveyor segment. The required electricity is not directly proportional to the length, but to the length to the power of roughly 0.7.&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Electricity}} consumption for a belt segment appears to be 1 kW plus 0.20, 0.40, or 0.80 kW per tile for tier I, II, and III belts, respectively.&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Maintenance I}} consumption per 100 tiles is 1 for T1, 2 for T2, and 3.5 for T3.&lt;br /&gt;
&lt;br /&gt;
{{:U-shape Conveyor/Electricity Consumption of Conveyors}}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=U-shape_Conveyor/Electricity_Consumption_of_Conveyors&amp;diff=12087</id>
		<title>U-shape Conveyor/Electricity Consumption of Conveyors</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=U-shape_Conveyor/Electricity_Consumption_of_Conveyors&amp;diff=12087"/>
		<updated>2025-07-12T18:34:58Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: Update electric consumption for U3 &amp;amp; add maint. consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
This page was made for transclusion for the pages of Fluid/Loose/Unit Modules.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Electricity Consumption of [[U-shape Conveyor]]s and [[Flat Conveyor]]s (version 0.7.6)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 2 | Length &amp;lt;br/&amp;gt; (Cells)&lt;br /&gt;
! colspan = 3 | {{infoicon|Electricity}} (KW)&lt;br /&gt;
! colspan = 3 | {{infoicon|Maintenance I}}&lt;br /&gt;
|-&lt;br /&gt;
! Conveyor !! Conveyor II !! Conveyor III !! Conveyor !! Conveyor II !! Conveyor III&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 21 || 41 || 81 || 1 || 2 || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 6.4 || 13.8 || 26.6 || 0.32 || 0.64 || 1.12&lt;br /&gt;
|-&lt;br /&gt;
| 128 || 26.6 || 52.2 || 103.4 || 1.28 || 2.56 || 4.48&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Rock_Mine&amp;diff=12080</id>
		<title>Rock Mine</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Rock_Mine&amp;diff=12080"/>
		<updated>2025-07-09T16:14:44Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: Update production rates for U3/0.7.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The {{infoicon|Rock Mine|new=yes|ui=yes}} is an [[Outposts|Outpost]] found on the {{infoicon|World Map|ui=yes}} which provides an infinite supply of {{infoicon|Rock}}.&lt;br /&gt;
&lt;br /&gt;
== Repair and output potential ==&lt;br /&gt;
After discovery on the {{infoicon|World Map|ui=yes}}, the Rock Mine must be repaired before it can be utilized. The Rock Mine extracts resources from a unlimited deposit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Level !! Repair Cost !! Storage Capacity !! Maximum Production&lt;br /&gt;
|-&lt;br /&gt;
|  2 ||  200 &amp;amp;times; {{infoicon|Construction Parts III}} || 2120 &amp;amp;times; {{infoicon|Rock}} || {{time|24|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 ||  280 &amp;amp;times; {{infoicon|Construction Parts III}} || 4930 &amp;amp;times; {{infoicon|Rock}} || {{time|48|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|  6 ||  400 &amp;amp;times; {{infoicon|Construction Parts III}} || 5640 &amp;amp;times; {{infoicon|Rock}} || {{time|72|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 ||  520 &amp;amp;times; {{infoicon|Construction Parts III}} || 6340 &amp;amp;times; {{infoicon|Rock}} || {{time|96|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  640 &amp;amp;times; {{infoicon|Construction Parts III}} || 7040 &amp;amp;times; {{infoicon|Rock}} || {{time|120|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  760 &amp;amp;times; {{infoicon|Construction Parts III}} || 7750 &amp;amp;times; {{infoicon|Rock}} || {{time|144|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  880 &amp;amp;times; {{infoicon|Construction Parts III}} || 8450 &amp;amp;times; {{infoicon|Rock}} || {{time|168|20|per60=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 1000 &amp;amp;times; {{infoicon|Construction Parts III}} || 9160 &amp;amp;times; {{infoicon|Rock}} || {{time|192|20|per60=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resource extraction==&lt;br /&gt;
In order to produce any output, the Rock Mine must be manned. Each outpost can support a variable amount of shifts, depending on the level of the outpost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Output (per shift)!!Cost (per shift)!!Total deposit&lt;br /&gt;
|-&lt;br /&gt;
|{{time|12|20|per60=yes}}||25x {{infoicon|Worker|plural=s}}&amp;lt;br /&amp;gt;0.2 {{infoicon|Unity}} per [[time|month]] &amp;lt;br /&amp;gt;{{infoicon|Maintenance I}} 3.2 {{time}}|| Infinite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outposts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12079</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12079"/>
		<updated>2025-07-08T15:41:41Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: Fix food and services consumption values (original test had an erroneous -1.9-2% reduction)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;settlement&#039;&#039;&#039; is either a single standalone [[Housing]] building or, more commonly, multiple Housing buildings built immediately adjacent to each other. This is where the {{infoicon|Population|ui=yes}} lives and where the residents do almost everything: sleep, eat, maintain their hygiene, and enjoy {{infoicon|Household Goods}} and so on. The only except is work in buildings or [[:Category:Vehicles|vehicles]].&lt;br /&gt;
&lt;br /&gt;
==Services==&lt;br /&gt;
[[File:Population Overview.png|right|360px]]&lt;br /&gt;
Each settlement requests services to be provided to increase the comfort of the Population. Only {{infoicon|Food Production|new=yes|link=no|text=Food}} supply and {{infoicon|Waste|new=yes}} collection are essential services. If these services are lacking, critical population decline will occur.&lt;br /&gt;
&lt;br /&gt;
Other services are not essential, and there is no penalty for lacking services. But fulfilling these requests provides a set amount of {{infoicon|Unity|ui=yes}} and/or promotes {{infoicon|Health}} per request. They are helpful in a steady source of Unity, used for Research Lab (and its variants) and [[outposts]] such as the [[Sawmill]] or [[Oil Rig]]. They are also helpful to combat the bad influence of {{infoicon|Air Pollution}} and {{infoicon|Water Pollution}}.&lt;br /&gt;
&lt;br /&gt;
The Population Overview UI pane as seen to the right is accessed by clicking the {{infoicon|Population|ui=yes|link=no}} icon at the top-left corner of the game screen and displays the total amount of Unity received from meeting demands.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==List of services==&lt;br /&gt;
All services are shown in the following table.&lt;br /&gt;
&lt;br /&gt;
The demand for each service is directly proportional to the population. And the demand for some services and the Unity bonus also depends on the tier of [[Housing]]. The effect of the tier of Housing is shown in the table after the one for services.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ List of Services (Version 0.7.6)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Service&lt;br /&gt;
! rowspan=2 | Demand {{time}}&amp;lt;br/&amp;gt;per 1000 pops&lt;br /&gt;
! colspan=2 | Can get when fulfilled&lt;br /&gt;
! rowspan=2 | {{infoicon|Unity|ui=yes}} Bonus&amp;lt;br/&amp;gt;by Housing Tier&lt;br /&gt;
! rowspan=2 | Note&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! {{infoicon|Unity|ui=yes}}&lt;br /&gt;
! {{infoicon|Health|ui=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} (Base)&lt;br /&gt;
| rowspan = 2 | Special || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | See &amp;quot;[[#Demand for food|Demand for food]]&amp;quot; and &amp;quot;[[#Unity and Health bonus by food|Unity and Health bonus by food]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} Variety&lt;br /&gt;
| 0.15-3.00 || 0-12&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste|new=yes}}&lt;br /&gt;
| 29.3-47.5 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See &amp;quot;[[#Amount of discharged waste|Amount of discharged waste]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}}&lt;br /&gt;
| 1.10 MW || 1.20 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}}&lt;br /&gt;
| 48.0 || rowspan=&amp;quot;2&amp;quot; | 1.00 ||  rowspan=2 | 10&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; rowspan=2 | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | Can get a Unity and Health bonus if {{infoicon|Water}} is provided, and {{infoicon|Waste Water}} is removed&lt;br /&gt;
Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste Water}}&lt;br /&gt;
| 40.0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}}&lt;br /&gt;
| 10.0 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 7.0 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}}&lt;br /&gt;
| 3.6 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 5.0 || 1.80 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Health|icononly=yes}}Hospitals ({{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}})&lt;br /&gt;
| 5.0|| 0.60-1.20|| 15-25&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Clinic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Computing|new=yes}}&lt;br /&gt;
| 57.6 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Internet Module]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Settlements quality&lt;br /&gt;
| - || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Square]]. Does not rely on population amount, only placement of the Square(s)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Other decorations ({{infoicon|Fuel Gas}})&lt;br /&gt;
| - || 0.50 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Build the [[Tomb of Captains]] and provide {{infoicon|Fuel Gas}}. Only available in the Supporter Edition. Also doesn&#039;t change based on population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of [[Housing]] Tier&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Housing Tier !! Increased Demand !! Unity Bonus || Bonus Requirement&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing II]]&lt;br /&gt;
| +10%{{infoicon|Electricity}}&amp;lt;br/&amp;gt; +5% {{infoicon|Water}} and {{infoicon|Waste Water}}&lt;br /&gt;
| +50%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +75%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +100%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing IV]]&lt;br /&gt;
| +40% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +20% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Goods}} &amp;lt;br/&amp;gt; +10% {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| +125%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Consumer Electronics|new=yes}} with [[Consumer Electronics Module]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demand for food ==&lt;br /&gt;
The demand for food depends on the type of food, and it is a bit complex to calculate the amount. As a simple example, when only a single food is provided to settlements, the demand for food will be the following value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand for Food (Version 0.7.6)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! Base Demand (A)&amp;lt;br/&amp;gt;per 100 pops per month&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || 4.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || 1.80&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || 3.35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || 4.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || 3.15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || 2.60&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || 2.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When several types of food are provided to settlements, the demand for each food will decrease, as the total food demand (in terms of population sustenance) is distributed across the available categories and food types. The monthly demand for a specific food type per 100 pops is calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
:Demand per 100 pops per month = A / (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt; × N)&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: The base demand for the food type when it is the only food provided (from the table above).&lt;br /&gt;
* &#039;&#039;&#039;N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;&#039;&#039;&#039;: The number of food categories with at least one food type provided.&lt;br /&gt;
* &#039;&#039;&#039;N&#039;&#039;&#039;: The number of food types provided within the same category as the food type being calculated.&lt;br /&gt;
&lt;br /&gt;
This formula assumes a standard &#039;&#039;&#039;consumption multiplier&#039;&#039;&#039; of 1.0, which is typical in default game settings. If the consumption multiplier is adjusted (e.g., via difficulty settings or edicts), the demand scales proportionally—for example, a consumption multiplier of 1.5 would increase the demand by 50%.&lt;br /&gt;
&lt;br /&gt;
=== Example Calculation ===&lt;br /&gt;
Consider a settlement with a population of 10,000 pops where all food types are provided:&lt;br /&gt;
* &#039;&#039;&#039;Total categories (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;)&#039;&#039;&#039;: 4 (Carbs, Protein, Vitamins, Treats).&lt;br /&gt;
* &#039;&#039;&#039;Carbs category&#039;&#039;&#039;: 3 food types (Potato, Corn, Bread).&lt;br /&gt;
* &#039;&#039;&#039;Potato demand&#039;&#039;&#039;:&lt;br /&gt;
** Base demand (A) = 4.7.&lt;br /&gt;
** Demand per 100 pops = 4.7 / (4 × 3) = 4.7 / 12 ≈ 0.3917 units per month.&lt;br /&gt;
** For 10,000 pops (100 × 100 pops): 0.3917 × 100 ≈ 39.17 units per month.&lt;br /&gt;
* This matches in-game observations (e.g., approximately 39.2 units with rounding).&lt;br /&gt;
&lt;br /&gt;
Similarly:&lt;br /&gt;
* &#039;&#039;&#039;Meat (Protein category)&#039;&#039;&#039;: 4 types (Meat, Eggs, Tofu, Sausage), A = 3.0.&lt;br /&gt;
** Demand per 100 pops = 3.0 / (4 × 4) = 3.0 / 16 = 0.1875 units.&lt;br /&gt;
** For 10,000 pops: 0.1875 × 100 = 18.75 units (≈ 18.8 in-game).&lt;br /&gt;
&lt;br /&gt;
=== Key Notes ===&lt;br /&gt;
* &#039;&#039;&#039;Total Demand Distribution&#039;&#039;&#039;: The game calculates food demand in &amp;quot;pop days&amp;quot; (e.g., population × 30 days per month), which is then evenly split among the provided food categories. Within each category, the demand is further divided equally among the provided food types. The actual quantity consumed depends on each food type’s base demand value (A).&lt;br /&gt;
* &#039;&#039;&#039;Variety Benefits&#039;&#039;&#039;: Providing multiple food types reduces the demand for each individual food type, potentially optimizing resource use or unlocking health bonuses, but the total sustenance requirement remains tied to the population size.&lt;br /&gt;
* &#039;&#039;&#039;Misconception Clarified&#039;&#039;&#039;: Earlier descriptions suggested that the total quantity of food consumed remains &amp;quot;similar&amp;quot; to the single-food case. This is inaccurate in terms of raw quantity, as different food types have varying consumption rates (e.g., 470 units of Potatoes alone vs. ~503 units with all types). Instead, the total &#039;&#039;sustenance demand&#039;&#039; (pop days) is fixed and distributed, not the total quantity.&lt;br /&gt;
&lt;br /&gt;
=== Unity and Health bonus by food ===&lt;br /&gt;
Fulfilling food demand, that is, pops do not starve, provides 1.00 of {{infoicon|Unity}}, which is boosted by Housing Tier. In addition, more {{infoicon|Unity}} will be provided when settlements receive variable food, which is NOT  boosted by Housing Tier. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unity and Health Bonus (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! {{infoicon|Unity}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.25&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:{{infoicon|Unity}} = 1.00 + 0.15 + 0.15 + 0.30 + 0.20 = 1.80&lt;br /&gt;
In addition, pops live in [[Housing III]]:&lt;br /&gt;
::{{infoicon|Unity}} = 1.00 &amp;amp;times; 200% + 0.15 + 0.15 + 0.30 + 0.20 = 2.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{infoicon|Health}} bonus depend on the number of food categories provided to the settlement:&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (Number of food categories &amp;amp;minus; 1)&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:Number of food category = 2 (Carbs and Vitamins)&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (2 &amp;amp;minus; 1) = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amount of discharged waste ===&lt;br /&gt;
The pops in the settlement discharge {{infoicon|Waste|new=yes}} depend on received services. They also discharge {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} when [[Biomass Collection]] or [[Recyclables Collection]] is connected to the settlement. The discharged {{infoicon|Waste|new=yes}}, {{infoicon|Biomass|new=yes}}, and {{infoicon|Recyclables|new=yes}} are shown in the following table if &#039;&#039;&#039;all&#039;&#039;&#039; of the three collection buildings are connected to the settlement. Note that the amount of the discharged {{infoicon|Waste|new=yes}} will also change if the amount of consumed service items changes by [[Edicts]] or disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Amount of discharged waste (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan = 2 | Received service&lt;br /&gt;
! colspan = 3 | Discharged per 1000 Pops {{time}}&lt;br /&gt;
! rowspan = 2 | Comment&lt;br /&gt;
|-&lt;br /&gt;
! {{infoicon|Waste|new=yes}} !! {{infoicon|Biomass|new=yes}} !! {{infoicon|Recyclables|new=yes}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Base || 29.3 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Discharged in any case, even if the settlement receives no services.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} || - || +1.3-6.4 || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Depending on the type of food. +4.1 if the settlement receives all types of food.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}} || - || - || +3.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}} || - || +4.3 || +6.8&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}} || - || - || +9.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}} || - || - || +6.1&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | All Service || 29.3 || 8.3 || 25.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The total amount of the above (excludes overlap)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The settlement will discharge the additional {{infoicon|Waste|new=yes}} instead of {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} if [[Biomass Collection]] or [[Recyclables Collection]] is not connected. The ratio of them are:&lt;br /&gt;
*No Biomass Collection: {{infoicon|Biomass|new=yes}} 1.0 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 1.0&lt;br /&gt;
*No Recyclable Collection: Depending on the service items&lt;br /&gt;
**{{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}}: Discharge no additional {{infoicon|Waste|new=yes}}&lt;br /&gt;
**{{infoicon|Household Goods}}: {{infoicon|Recyclables|new=yes}} 6.8 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 3.6&lt;br /&gt;
**{{infoicon|Household Appliances|new=yes}}: {{infoicon|Recyclables|new=yes}} 9.4 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 2.9&lt;br /&gt;
**{{infoicon|Consumer Electronics|new=yes}}: {{infoicon|Recyclables|new=yes}} 6.1 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 0.7&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12078</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12078"/>
		<updated>2025-07-07T17:10:11Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: /* List of services */ Updated settlement consumption base values (v0.7.6) for all goods/services except waste/recycle/biomass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;settlement&#039;&#039;&#039; is either a single standalone [[Housing]] building or, more commonly, multiple Housing buildings built immediately adjacent to each other. This is where the {{infoicon|Population|ui=yes}} lives and where the residents do almost everything: sleep, eat, maintain their hygiene, and enjoy {{infoicon|Household Goods}} and so on. The only except is work in buildings or [[:Category:Vehicles|vehicles]].&lt;br /&gt;
&lt;br /&gt;
==Services==&lt;br /&gt;
[[File:Population Overview.png|right|360px]]&lt;br /&gt;
Each settlement requests services to be provided to increase the comfort of the Population. Only {{infoicon|Food Production|new=yes|link=no|text=Food}} supply and {{infoicon|Waste|new=yes}} collection are essential services. If these services are lacking, critical population decline will occur.&lt;br /&gt;
&lt;br /&gt;
Other services are not essential, and there is no penalty for lacking services. But fulfilling these requests provides a set amount of {{infoicon|Unity|ui=yes}} and/or promotes {{infoicon|Health}} per request. They are helpful in a steady source of Unity, used for Research Lab (and its variants) and [[outposts]] such as the [[Sawmill]] or [[Oil Rig]]. They are also helpful to combat the bad influence of {{infoicon|Air Pollution}} and {{infoicon|Water Pollution}}.&lt;br /&gt;
&lt;br /&gt;
The Population Overview UI pane as seen to the right is accessed by clicking the {{infoicon|Population|ui=yes|link=no}} icon at the top-left corner of the game screen and displays the total amount of Unity received from meeting demands.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==List of services==&lt;br /&gt;
All services are shown in the following table.&lt;br /&gt;
&lt;br /&gt;
The demand for each service is directly proportional to the population. And the demand for some services and the Unity bonus also depends on the tier of [[Housing]]. The effect of the tier of Housing is shown in the table after the one for services.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ List of Services (Version 0.7.6)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Service&lt;br /&gt;
! rowspan=2 | Demand {{time}}&amp;lt;br/&amp;gt;per 1000 pops&lt;br /&gt;
! colspan=2 | Can get when fulfilled&lt;br /&gt;
! rowspan=2 | {{infoicon|Unity|ui=yes}} Bonus&amp;lt;br/&amp;gt;by Housing Tier&lt;br /&gt;
! rowspan=2 | Note&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! {{infoicon|Unity|ui=yes}}&lt;br /&gt;
! {{infoicon|Health|ui=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} (Base)&lt;br /&gt;
| rowspan = 2 | Special || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | See &amp;quot;[[#Demand for food|Demand for food]]&amp;quot; and &amp;quot;[[#Unity and Health bonus by food|Unity and Health bonus by food]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} Variety&lt;br /&gt;
| 0.15-3.00 || 0-12&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste|new=yes}}&lt;br /&gt;
| 29.3-47.5 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See &amp;quot;[[#Amount of discharged waste|Amount of discharged waste]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}}&lt;br /&gt;
| 1.08 MW || 1.20 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}}&lt;br /&gt;
| 47.23 || rowspan=&amp;quot;2&amp;quot; | 1.00 ||  rowspan=2 | 10&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; rowspan=2 | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | Can get a Unity and Health bonus if {{infoicon|Water}} is provided, and {{infoicon|Waste Water}} is removed&lt;br /&gt;
Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste Water}}&lt;br /&gt;
| 39.36&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}}&lt;br /&gt;
| 9.84 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 6.89 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}}&lt;br /&gt;
| 3.54 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 4.92 || 1.80 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Health|icononly=yes}}Hospitals ({{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}})&lt;br /&gt;
| 5|| 0.60-1.20|| 15-25&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Clinic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Computing|new=yes}}&lt;br /&gt;
| 56.7 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Internet Module]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Settlements quality&lt;br /&gt;
| - || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Square]]. Does not rely on population amount, only placement of the Square(s)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Other decorations ({{infoicon|Fuel Gas}})&lt;br /&gt;
| - || 0.50 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Build the [[Tomb of Captains]] and provide {{infoicon|Fuel Gas}}. Only available in the Supporter Edition. Also doesn&#039;t change based on population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of [[Housing]] Tier&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Housing Tier !! Increased Demand !! Unity Bonus || Bonus Requirement&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing II]]&lt;br /&gt;
| +10%{{infoicon|Electricity}}&amp;lt;br/&amp;gt; +5% {{infoicon|Water}} and {{infoicon|Waste Water}}&lt;br /&gt;
| +50%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +75%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +100%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing IV]]&lt;br /&gt;
| +40% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +20% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Goods}} &amp;lt;br/&amp;gt; +10% {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| +125%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Consumer Electronics|new=yes}} with [[Consumer Electronics Module]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demand for food ==&lt;br /&gt;
The demand for food depends on the type of food, and it is a bit complex to calculate the amount. As a simple example, when only a single food is provided to settlements, the demand for food will be the following value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand for Food (Version 0.7.6)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! Base Demand (A)&amp;lt;br/&amp;gt;per 100 pops per month&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || 4.12&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || 2.94&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || 1.96&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || 2.65&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || 2.94&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || 1.76&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || 3.28&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || 4.12&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || 3.09&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || 2.55&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || 2.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When several types of food are provided to settlements, the demand for each food will decrease, as the total food demand (in terms of population sustenance) is distributed across the available categories and food types. The monthly demand for a specific food type per 100 pops is calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
:Demand per 100 pops per month = A / (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt; × N)&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: The base demand for the food type when it is the only food provided (from the table above).&lt;br /&gt;
* &#039;&#039;&#039;N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;&#039;&#039;&#039;: The number of food categories with at least one food type provided.&lt;br /&gt;
* &#039;&#039;&#039;N&#039;&#039;&#039;: The number of food types provided within the same category as the food type being calculated.&lt;br /&gt;
&lt;br /&gt;
This formula assumes a standard &#039;&#039;&#039;consumption multiplier&#039;&#039;&#039; of 1.0, which is typical in default game settings. If the consumption multiplier is adjusted (e.g., via difficulty settings or edicts), the demand scales proportionally—for example, a consumption multiplier of 1.5 would increase the demand by 50%.&lt;br /&gt;
&lt;br /&gt;
=== Example Calculation ===&lt;br /&gt;
Consider a settlement with a population of 10,000 pops where all food types are provided:&lt;br /&gt;
* &#039;&#039;&#039;Total categories (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;)&#039;&#039;&#039;: 4 (Carbs, Protein, Vitamins, Treats).&lt;br /&gt;
* &#039;&#039;&#039;Carbs category&#039;&#039;&#039;: 3 food types (Potato, Corn, Bread).&lt;br /&gt;
* &#039;&#039;&#039;Potato demand&#039;&#039;&#039;:&lt;br /&gt;
** Base demand (A) = 4.7.&lt;br /&gt;
** Demand per 100 pops = 4.7 / (4 × 3) = 4.7 / 12 ≈ 0.3917 units per month.&lt;br /&gt;
** For 10,000 pops (100 × 100 pops): 0.3917 × 100 ≈ 39.17 units per month.&lt;br /&gt;
* This matches in-game observations (e.g., approximately 39.2 units with rounding).&lt;br /&gt;
&lt;br /&gt;
Similarly:&lt;br /&gt;
* &#039;&#039;&#039;Meat (Protein category)&#039;&#039;&#039;: 4 types (Meat, Eggs, Tofu, Sausage), A = 3.0.&lt;br /&gt;
** Demand per 100 pops = 3.0 / (4 × 4) = 3.0 / 16 = 0.1875 units.&lt;br /&gt;
** For 10,000 pops: 0.1875 × 100 = 18.75 units (≈ 18.8 in-game).&lt;br /&gt;
&lt;br /&gt;
=== Key Notes ===&lt;br /&gt;
* &#039;&#039;&#039;Total Demand Distribution&#039;&#039;&#039;: The game calculates food demand in &amp;quot;pop days&amp;quot; (e.g., population × 30 days per month), which is then evenly split among the provided food categories. Within each category, the demand is further divided equally among the provided food types. The actual quantity consumed depends on each food type’s base demand value (A).&lt;br /&gt;
* &#039;&#039;&#039;Variety Benefits&#039;&#039;&#039;: Providing multiple food types reduces the demand for each individual food type, potentially optimizing resource use or unlocking health bonuses, but the total sustenance requirement remains tied to the population size.&lt;br /&gt;
* &#039;&#039;&#039;Misconception Clarified&#039;&#039;&#039;: Earlier descriptions suggested that the total quantity of food consumed remains &amp;quot;similar&amp;quot; to the single-food case. This is inaccurate in terms of raw quantity, as different food types have varying consumption rates (e.g., 470 units of Potatoes alone vs. ~503 units with all types). Instead, the total &#039;&#039;sustenance demand&#039;&#039; (pop days) is fixed and distributed, not the total quantity.&lt;br /&gt;
&lt;br /&gt;
=== Unity and Health bonus by food ===&lt;br /&gt;
Fulfilling food demand, that is, pops do not starve, provides 1.00 of {{infoicon|Unity}}, which is boosted by Housing Tier. In addition, more {{infoicon|Unity}} will be provided when settlements receive variable food, which is NOT  boosted by Housing Tier. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unity and Health Bonus (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! {{infoicon|Unity}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.25&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:{{infoicon|Unity}} = 1.00 + 0.15 + 0.15 + 0.30 + 0.20 = 1.80&lt;br /&gt;
In addition, pops live in [[Housing III]]:&lt;br /&gt;
::{{infoicon|Unity}} = 1.00 &amp;amp;times; 200% + 0.15 + 0.15 + 0.30 + 0.20 = 2.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{infoicon|Health}} bonus depend on the number of food categories provided to the settlement:&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (Number of food categories &amp;amp;minus; 1)&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:Number of food category = 2 (Carbs and Vitamins)&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (2 &amp;amp;minus; 1) = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amount of discharged waste ===&lt;br /&gt;
The pops in the settlement discharge {{infoicon|Waste|new=yes}} depend on received services. They also discharge {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} when [[Biomass Collection]] or [[Recyclables Collection]] is connected to the settlement. The discharged {{infoicon|Waste|new=yes}}, {{infoicon|Biomass|new=yes}}, and {{infoicon|Recyclables|new=yes}} are shown in the following table if &#039;&#039;&#039;all&#039;&#039;&#039; of the three collection buildings are connected to the settlement. Note that the amount of the discharged {{infoicon|Waste|new=yes}} will also change if the amount of consumed service items changes by [[Edicts]] or disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Amount of discharged waste (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan = 2 | Received service&lt;br /&gt;
! colspan = 3 | Discharged per 1000 Pops {{time}}&lt;br /&gt;
! rowspan = 2 | Comment&lt;br /&gt;
|-&lt;br /&gt;
! {{infoicon|Waste|new=yes}} !! {{infoicon|Biomass|new=yes}} !! {{infoicon|Recyclables|new=yes}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Base || 29.3 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Discharged in any case, even if the settlement receives no services.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} || - || +1.3-6.4 || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Depending on the type of food. +4.1 if the settlement receives all types of food.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}} || - || - || +3.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}} || - || +4.3 || +6.8&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}} || - || - || +9.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}} || - || - || +6.1&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | All Service || 29.3 || 8.3 || 25.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The total amount of the above (excludes overlap)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The settlement will discharge the additional {{infoicon|Waste|new=yes}} instead of {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} if [[Biomass Collection]] or [[Recyclables Collection]] is not connected. The ratio of them are:&lt;br /&gt;
*No Biomass Collection: {{infoicon|Biomass|new=yes}} 1.0 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 1.0&lt;br /&gt;
*No Recyclable Collection: Depending on the service items&lt;br /&gt;
**{{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}}: Discharge no additional {{infoicon|Waste|new=yes}}&lt;br /&gt;
**{{infoicon|Household Goods}}: {{infoicon|Recyclables|new=yes}} 6.8 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 3.6&lt;br /&gt;
**{{infoicon|Household Appliances|new=yes}}: {{infoicon|Recyclables|new=yes}} 9.4 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 2.9&lt;br /&gt;
**{{infoicon|Consumer Electronics|new=yes}}: {{infoicon|Recyclables|new=yes}} 6.1 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 0.7&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12077</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12077"/>
		<updated>2025-07-07T16:44:53Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: /* Demand for food */ Updated food base consumption for Update 3 (ver 0.7.6)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;settlement&#039;&#039;&#039; is either a single standalone [[Housing]] building or, more commonly, multiple Housing buildings built immediately adjacent to each other. This is where the {{infoicon|Population|ui=yes}} lives and where the residents do almost everything: sleep, eat, maintain their hygiene, and enjoy {{infoicon|Household Goods}} and so on. The only except is work in buildings or [[:Category:Vehicles|vehicles]].&lt;br /&gt;
&lt;br /&gt;
==Services==&lt;br /&gt;
[[File:Population Overview.png|right|360px]]&lt;br /&gt;
Each settlement requests services to be provided to increase the comfort of the Population. Only {{infoicon|Food Production|new=yes|link=no|text=Food}} supply and {{infoicon|Waste|new=yes}} collection are essential services. If these services are lacking, critical population decline will occur.&lt;br /&gt;
&lt;br /&gt;
Other services are not essential, and there is no penalty for lacking services. But fulfilling these requests provides a set amount of {{infoicon|Unity|ui=yes}} and/or promotes {{infoicon|Health}} per request. They are helpful in a steady source of Unity, used for Research Lab (and its variants) and [[outposts]] such as the [[Sawmill]] or [[Oil Rig]]. They are also helpful to combat the bad influence of {{infoicon|Air Pollution}} and {{infoicon|Water Pollution}}.&lt;br /&gt;
&lt;br /&gt;
The Population Overview UI pane as seen to the right is accessed by clicking the {{infoicon|Population|ui=yes|link=no}} icon at the top-left corner of the game screen and displays the total amount of Unity received from meeting demands.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==List of services==&lt;br /&gt;
All services are shown in the following table.&lt;br /&gt;
&lt;br /&gt;
The demand for each service is directly proportional to the population. And the demand for some services and the Unity bonus also depends on the tier of [[Housing]]. The effect of the tier of Housing is shown in the table after the one for services.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ List of Services (Version 0.7.5)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Service&lt;br /&gt;
! rowspan=2 | Demand {{time}}&amp;lt;br/&amp;gt;per 1000 pops&lt;br /&gt;
! colspan=2 | Can get when fulfilled&lt;br /&gt;
! rowspan=2 | {{infoicon|Unity|ui=yes}} Bonus&amp;lt;br/&amp;gt;by Housing Tier&lt;br /&gt;
! rowspan=2 | Note&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! {{infoicon|Unity|ui=yes}}&lt;br /&gt;
! {{infoicon|Health|ui=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} (Base)&lt;br /&gt;
| rowspan = 2 | Special || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | See &amp;quot;[[#Demand for food|Demand for food]]&amp;quot; and &amp;quot;[[#Unity and Health bonus by food|Unity and Health bonus by food]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} Variety&lt;br /&gt;
| 0.15-3.00 || 0-12&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste|new=yes}}&lt;br /&gt;
| 29.3-47.5 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See &amp;quot;[[#Amount of discharged waste|Amount of discharged waste]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}}&lt;br /&gt;
| 1.44 MW || 1.20 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}}&lt;br /&gt;
| 65.5 || rowspan = 2 | 1.00 ||  rowspan=2 | 10&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; rowspan=2 | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | Can get a Unity and Health bonus if {{infoicon|Water}} is provided, and {{infoicon|Waste Water}} is removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste Water}}&lt;br /&gt;
| 54.8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}}&lt;br /&gt;
| 10.7 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 7.8 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}}&lt;br /&gt;
| ~3.5? || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 3.9 || 1.80 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Health|icononly=yes}}Hospitals ({{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}})&lt;br /&gt;
| 5.5|| 0.60-1.20|| 15-25&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Clinic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Computing|new=yes}}&lt;br /&gt;
| 70 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Internet Module]]. Approximated from in-game demand, may not be accurate value&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Settlements quality&lt;br /&gt;
| - || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Square]]. Does not rely on population amount, only placement of the Square(s)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Other decorations ({{infoicon|Fuel Gas}})&lt;br /&gt;
| - || 0.50 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Build the [[Tomb of Captains]] and provide {{infoicon|Fuel Gas}}. Only available in the Supporter Edition. Also doesn&#039;t change based on population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of [[Housing]] Tier&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Housing Tier !! Increased Demand !! Unity Bonus || Bonus Requirement&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing II]]&lt;br /&gt;
| +10%{{infoicon|Electricity}}&amp;lt;br/&amp;gt; +5% {{infoicon|Water}} and {{infoicon|Waste Water}}&lt;br /&gt;
| +50%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +75%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +100%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing IV]]&lt;br /&gt;
| +40% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +20% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Goods}} &amp;lt;br/&amp;gt; +10% {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| +125%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Consumer Electronics|new=yes}} with [[Consumer Electronics Module]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demand for food ==&lt;br /&gt;
The demand for food depends on the type of food, and it is a bit complex to calculate the amount. As a simple example, when only a single food is provided to settlements, the demand for food will be the following value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand for Food (Version 0.7.6)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! Base Demand (A)&amp;lt;br/&amp;gt;per 100 pops per month&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || 4.12&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || 2.94&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || 1.96&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || 2.65&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || 2.94&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || 1.76&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || 3.28&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || 4.12&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || 3.09&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || 2.55&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || 2.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When several types of food are provided to settlements, the demand for each food will decrease, as the total food demand (in terms of population sustenance) is distributed across the available categories and food types. The monthly demand for a specific food type per 100 pops is calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
:Demand per 100 pops per month = A / (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt; × N)&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: The base demand for the food type when it is the only food provided (from the table above).&lt;br /&gt;
* &#039;&#039;&#039;N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;&#039;&#039;&#039;: The number of food categories with at least one food type provided.&lt;br /&gt;
* &#039;&#039;&#039;N&#039;&#039;&#039;: The number of food types provided within the same category as the food type being calculated.&lt;br /&gt;
&lt;br /&gt;
This formula assumes a standard &#039;&#039;&#039;consumption multiplier&#039;&#039;&#039; of 1.0, which is typical in default game settings. If the consumption multiplier is adjusted (e.g., via difficulty settings or edicts), the demand scales proportionally—for example, a consumption multiplier of 1.5 would increase the demand by 50%.&lt;br /&gt;
&lt;br /&gt;
=== Example Calculation ===&lt;br /&gt;
Consider a settlement with a population of 10,000 pops where all food types are provided:&lt;br /&gt;
* &#039;&#039;&#039;Total categories (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;)&#039;&#039;&#039;: 4 (Carbs, Protein, Vitamins, Treats).&lt;br /&gt;
* &#039;&#039;&#039;Carbs category&#039;&#039;&#039;: 3 food types (Potato, Corn, Bread).&lt;br /&gt;
* &#039;&#039;&#039;Potato demand&#039;&#039;&#039;:&lt;br /&gt;
** Base demand (A) = 4.7.&lt;br /&gt;
** Demand per 100 pops = 4.7 / (4 × 3) = 4.7 / 12 ≈ 0.3917 units per month.&lt;br /&gt;
** For 10,000 pops (100 × 100 pops): 0.3917 × 100 ≈ 39.17 units per month.&lt;br /&gt;
* This matches in-game observations (e.g., approximately 39.2 units with rounding).&lt;br /&gt;
&lt;br /&gt;
Similarly:&lt;br /&gt;
* &#039;&#039;&#039;Meat (Protein category)&#039;&#039;&#039;: 4 types (Meat, Eggs, Tofu, Sausage), A = 3.0.&lt;br /&gt;
** Demand per 100 pops = 3.0 / (4 × 4) = 3.0 / 16 = 0.1875 units.&lt;br /&gt;
** For 10,000 pops: 0.1875 × 100 = 18.75 units (≈ 18.8 in-game).&lt;br /&gt;
&lt;br /&gt;
=== Key Notes ===&lt;br /&gt;
* &#039;&#039;&#039;Total Demand Distribution&#039;&#039;&#039;: The game calculates food demand in &amp;quot;pop days&amp;quot; (e.g., population × 30 days per month), which is then evenly split among the provided food categories. Within each category, the demand is further divided equally among the provided food types. The actual quantity consumed depends on each food type’s base demand value (A).&lt;br /&gt;
* &#039;&#039;&#039;Variety Benefits&#039;&#039;&#039;: Providing multiple food types reduces the demand for each individual food type, potentially optimizing resource use or unlocking health bonuses, but the total sustenance requirement remains tied to the population size.&lt;br /&gt;
* &#039;&#039;&#039;Misconception Clarified&#039;&#039;&#039;: Earlier descriptions suggested that the total quantity of food consumed remains &amp;quot;similar&amp;quot; to the single-food case. This is inaccurate in terms of raw quantity, as different food types have varying consumption rates (e.g., 470 units of Potatoes alone vs. ~503 units with all types). Instead, the total &#039;&#039;sustenance demand&#039;&#039; (pop days) is fixed and distributed, not the total quantity.&lt;br /&gt;
&lt;br /&gt;
=== Unity and Health bonus by food ===&lt;br /&gt;
Fulfilling food demand, that is, pops do not starve, provides 1.00 of {{infoicon|Unity}}, which is boosted by Housing Tier. In addition, more {{infoicon|Unity}} will be provided when settlements receive variable food, which is NOT  boosted by Housing Tier. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unity and Health Bonus (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! {{infoicon|Unity}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.25&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:{{infoicon|Unity}} = 1.00 + 0.15 + 0.15 + 0.30 + 0.20 = 1.80&lt;br /&gt;
In addition, pops live in [[Housing III]]:&lt;br /&gt;
::{{infoicon|Unity}} = 1.00 &amp;amp;times; 200% + 0.15 + 0.15 + 0.30 + 0.20 = 2.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{infoicon|Health}} bonus depend on the number of food categories provided to the settlement:&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (Number of food categories &amp;amp;minus; 1)&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:Number of food category = 2 (Carbs and Vitamins)&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (2 &amp;amp;minus; 1) = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amount of discharged waste ===&lt;br /&gt;
The pops in the settlement discharge {{infoicon|Waste|new=yes}} depend on received services. They also discharge {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} when [[Biomass Collection]] or [[Recyclables Collection]] is connected to the settlement. The discharged {{infoicon|Waste|new=yes}}, {{infoicon|Biomass|new=yes}}, and {{infoicon|Recyclables|new=yes}} are shown in the following table if &#039;&#039;&#039;all&#039;&#039;&#039; of the three collection buildings are connected to the settlement. Note that the amount of the discharged {{infoicon|Waste|new=yes}} will also change if the amount of consumed service items changes by [[Edicts]] or disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Amount of discharged waste (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan = 2 | Received service&lt;br /&gt;
! colspan = 3 | Discharged per 1000 Pops {{time}}&lt;br /&gt;
! rowspan = 2 | Comment&lt;br /&gt;
|-&lt;br /&gt;
! {{infoicon|Waste|new=yes}} !! {{infoicon|Biomass|new=yes}} !! {{infoicon|Recyclables|new=yes}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Base || 29.3 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Discharged in any case, even if the settlement receives no services.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} || - || +1.3-6.4 || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Depending on the type of food. +4.1 if the settlement receives all types of food.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}} || - || - || +3.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}} || - || +4.3 || +6.8&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}} || - || - || +9.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}} || - || - || +6.1&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | All Service || 29.3 || 8.3 || 25.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The total amount of the above (excludes overlap)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The settlement will discharge the additional {{infoicon|Waste|new=yes}} instead of {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} if [[Biomass Collection]] or [[Recyclables Collection]] is not connected. The ratio of them are:&lt;br /&gt;
*No Biomass Collection: {{infoicon|Biomass|new=yes}} 1.0 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 1.0&lt;br /&gt;
*No Recyclable Collection: Depending on the service items&lt;br /&gt;
**{{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}}: Discharge no additional {{infoicon|Waste|new=yes}}&lt;br /&gt;
**{{infoicon|Household Goods}}: {{infoicon|Recyclables|new=yes}} 6.8 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 3.6&lt;br /&gt;
**{{infoicon|Household Appliances|new=yes}}: {{infoicon|Recyclables|new=yes}} 9.4 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 2.9&lt;br /&gt;
**{{infoicon|Consumer Electronics|new=yes}}: {{infoicon|Recyclables|new=yes}} 6.1 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 0.7&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Recyclables&amp;diff=12071</id>
		<title>Recyclables</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Recyclables&amp;diff=12071"/>
		<updated>2025-07-01T17:19:27Z</updated>

		<summary type="html">&lt;p&gt;SpeedDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Recyclables&lt;br /&gt;
| Type1         = Crafted material&lt;br /&gt;
| State         = Loose&lt;br /&gt;
| OtherStorage  = [[Recyclables Collection]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Recyclables&#039;&#039;&#039; are a [[:Category:Loose products|loose]] product created by the [[Recyclables Collection]], [[Research Lab II]]•[[Research Lab III|III]]•[[Research Lab IV|IV]]•[[Research Lab V|V]], and all variants of [[Maintenance Depot]]s.&lt;br /&gt;
&lt;br /&gt;
The product is generated from machines consuming [[Iron]], [[Steel]], [[Copper]], [[Glass]], and [[Gold]], offering a way to reduce usage of [[:Category:Natural_resources|Natural Resources]] by reprocessing recycled materials in the [[Waste Sorting Plant]]. Efficiency can reach up to 90%, depending on the &#039;&#039;&#039;Recycling Efficiency&#039;&#039;&#039; modifier.&lt;br /&gt;
&lt;br /&gt;
== Recycling Efficiency ==&lt;br /&gt;
&#039;&#039;&#039;Recycling Efficiency&#039;&#039;&#039; determines the percentage of used materials that can be recovered and reused through recycling. It starts at 25% and can be increased to 90% via [[Edicts]] and [[Research]].&lt;br /&gt;
&lt;br /&gt;
At 25% efficiency, for every 100 [[Iron]] consumed, 25 [[Iron]] is recovered from Recyclables processed in the [[Waste Sorting Plant]]. Higher efficiencies amplify this reuse dramatically:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Efficiency Levels and Total Usage&#039;&#039;&#039; (from 100 units of material):&lt;br /&gt;
  - &#039;&#039;&#039;25%&#039;&#039;&#039;: 132 uses (132% of original)&lt;br /&gt;
  - &#039;&#039;&#039;50%&#039;&#039;&#039;: 196 uses (196%)&lt;br /&gt;
  - &#039;&#039;&#039;60%&#039;&#039;&#039;: 247 uses (247%)&lt;br /&gt;
  - &#039;&#039;&#039;70%&#039;&#039;&#039;: 328 uses (328%)&lt;br /&gt;
  - &#039;&#039;&#039;75%&#039;&#039;&#039;: 395 uses (395%) - Max for ver 0.7.5 with all edicts and max recycling focus&lt;br /&gt;
  - &#039;&#039;&#039;80%&#039;&#039;&#039;: 494 uses (494%)&lt;br /&gt;
  - &#039;&#039;&#039;90%&#039;&#039;&#039;: 989 uses (989%)&lt;br /&gt;
&lt;br /&gt;
Each “use” represents the material being cycled through production and recycling, where 90% efficiency means 100 units act like 989 units over time due to repeated recovery. For example, jumping from 80% (494 uses) to 90% (989 uses)—a 10% increase—doubles the effective usage, much like how 80% to 90% damage reduction in ARPGs doubles survivability.&lt;br /&gt;
&lt;br /&gt;
=== Storage and Overproduction ===&lt;br /&gt;
Recycling at high efficiency (e.g., 90%) floods the system with recovered materials—like [[Gold]]—faster than they’re consumed. With limited storage ([[Recyclables Collection]], internal buffers, belts), over-smelting raw ore during startup can clog the system, as recycled products loop back before space clears. Adding buffers or reducing initial smelting helps balance this overcapacity.&lt;br /&gt;
&lt;br /&gt;
== Scrap Production ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Scrap values for consumables and subcomponents at 60% recycling efficiency. (Ver 0.7.5)&lt;br /&gt;
! Resource&lt;br /&gt;
! {{infoicon|Iron Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Copper Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Gold Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Aluminum Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Broken Glass|new=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Steel|new=yes}}&lt;br /&gt;
| 1.2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Mechanical Parts|new=yes}}&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|PCB|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Microchips|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Household Goods|new=yes}}&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Equipment|new=yes}}&lt;br /&gt;
| 0.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Anesthetics|new=yes}}&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Morphine|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Electronics|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Electronics2|text=Electronics II|link=Electronics II||new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 1.35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Electronics3|text=Electronics III|link=Electronics III|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 3.1&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0&lt;br /&gt;
| 0.6&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment1|text=Lab Equipment|link=Lab Equipment|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment2|text=Lab Equipment II|link=Lab Equipment II|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment3|text=Lab Equipment III|link=Lab Equipment III|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.425&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.25&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment4|text=Lab Equipment IV|link=Lab Equipment IV|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.8125&lt;br /&gt;
| 0.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0.325&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Office Supplies|new=yes}}&lt;br /&gt;
| 0.05&lt;br /&gt;
| 0.225&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.1&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 1.0333...&lt;br /&gt;
| 0.1333...&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.2&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Luxury Goods|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Supplies|new=yes}}&lt;br /&gt;
| 0.36&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}}&lt;br /&gt;
| 0.36&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}}&lt;br /&gt;
| 0.435&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.075&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>SpeedDaemon</name></author>
	</entry>
</feed>