Housing: Difference between revisions
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| Name = Housing | | Name = Housing | ||
| Tier = 1 | | Tier = 1 | ||
| Description = Primitive housing for | | Description = Primitive housing for 80 [[Population|people]] made of shipping containers. | ||
| Recipe = | | Recipe = | ||
{{Machine Recipe | {{Machine Recipe | ||
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| Research = None | | Research = None | ||
| Designation = Housing & Services | | Designation = Housing & Services | ||
| Variants = [[Housing II]]<br/>[[Housing III]]<br/>[[Housing IV]] | | Variants = [[Housing II]]<br/>[[Housing III]]<br/>[[Housing IV]] | ||
}} | }} | ||
'''Housing''' is a cluster of buildings which provides housing for a {{infoicon|Population|ui=yes}} of up to | '''Housing''' is a cluster of buildings which provides housing for a {{infoicon|Population|ui=yes}} of up to 80. Two Housing units and an accompanying [[Food Market]] housing module are pre-built for the player upon arrival to the island. As a result, Housing is one of few buildings which does not require any [[research]]. | ||
When building additional sets of Housing, they will attempt to automatically "snap" to each other (as indicated by a lime green border during placement). Housing placed adjacent in this manner can then share the use of any housing modules. In that case of this basic variant of Housing, the only module typically utilized is the previously mentioned Food Market. | When building additional sets of Housing, they will attempt to automatically "snap" to each other (as indicated by a lime green border during placement). Housing placed adjacent in this manner can then share the use of any housing modules. In that case of this basic variant of Housing, the only module typically utilized is the previously mentioned Food Market. | ||
==Upgrades== | ==Upgrades== | ||
Each tier of housing provides | Each tier of housing provides more capacity than the previous tier. In addition, higher tier housing also adds new optional demands to gain increased {{infoicon|Unity}}. If these needs are met, a % boost is given to the {{infoicon|Unity}} growth rate. There is no penalty for not providing these modules. | ||
==Settlements== | ==Settlements== | ||
If Housing buildings are not "snapped" to each other so they are perfectly adjacent along the length of any one side, each will be considered its own {{infoicon|Settlement}}. Both will still be able to independently of each other, but without the ability to share housing modules. | If Housing buildings are not "snapped" to each other so they are perfectly adjacent along the length of any one side, each will be considered its own {{infoicon|Settlement}}. Both will still be able to exist independently of each other, but without the ability to share housing modules. | ||
==Services== | ==Services== | ||
Fulfilling requested services provides a set amount of {{infoicon|Unity}} and {{infoicon|Health}} bonus. The bonus is prorated to account for any days where the demand is not met. See [[Settlement]] for details. | |||
{{Footer Infobox}} | {{Footer Infobox}} |
Latest revision as of 18:03, 16 June 2025
Construction | |
Workers | None |
Electricity | None |
Maintenance | None |
Footprint | 28x28 |
Required Research | None |
Designation | Housing & Services ![]() |
Variants | Housing II Housing III Housing IV |
Housing is a cluster of buildings which provides housing for a Population of up to 80. Two Housing units and an accompanying Food Market housing module are pre-built for the player upon arrival to the island. As a result, Housing is one of few buildings which does not require any research.
When building additional sets of Housing, they will attempt to automatically "snap" to each other (as indicated by a lime green border during placement). Housing placed adjacent in this manner can then share the use of any housing modules. In that case of this basic variant of Housing, the only module typically utilized is the previously mentioned Food Market.
Upgrades
Each tier of housing provides more capacity than the previous tier. In addition, higher tier housing also adds new optional demands to gain increased Unity. If these needs are met, a % boost is given to the Unity growth rate. There is no penalty for not providing these modules.
Settlements
If Housing buildings are not "snapped" to each other so they are perfectly adjacent along the length of any one side, each will be considered its own Settlement. Both will still be able to exist independently of each other, but without the ability to share housing modules.
Services
Fulfilling requested services provides a set amount of Unity and Health bonus. The bonus is prorated to account for any days where the demand is not met. See Settlement for details.