Fishing Hut
Everything it needs is in the game.
Fishers catch fish from water within 24 m; site needs water within 8 m (pier)
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
| Recipe | Mode | Uses | Makes |
|---|---|---|---|
| 1 | Boat | Boat: fish the water from a boat. Uses no goods, makes 1 fish. | |
| 2 | Shore rods | nothing | 1 Fish |
| 3 | Shore nets | nothing | 2 Fish |
Its goods are used by:
Open from the founding.
Planned design Planned
Its planned design is built.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the food group.
Today
Fishers catch fish from water within 24 m; needs water within 8 m.
Modes
Makes
Food notes
- The hut sits on a jetty and owns ONE boat; two fishers row out and fish only inside the hut's range.
- Shore fishing (rods and nets from land) stays as a mode with a lower yield.
- Fish stocks: overfishing lowers the catch, a closed season lets the water recover.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Needed by
Needed by
Needed by
Needed by
All stats Game data
- Model
- house 2
- Footprint
- 7.5 x 6 m
- Water footprint
- Width m: 4; Depth m: 6
- Placement mask
- pier hut
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 5 stone
- Build work
- 2,000
- Builders at once
- 3
- Storage
- 150 food
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- food
- Work per batch
- 25 ticks (1.25 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- waters within 24 m
- Yield per source
- 0.4 units
- At source
- Carry: 30; Hop m: 0; Sources per trip: 1; Work ticks: 19; Anim: fish
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Stopped until haulers take the output away.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 3 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +4 m reach | Wider reach |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +4 m reach | Wider reach |
| 8 | Better yield | +5 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master fishing hut | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Fishing Hut you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Fishing Hut | 1 Fishing Hut |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Fishing Hut walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Fishing Hut | 4 of them |
| V | Master builders | Upgrades cost 15 % less | one at level 5 |
| VI | Apprentices | +1 worker place from level 5 | 6 of them |
| VII | Food charter | +10 % food | two at level 7 |
| VIII | All-season work | No slowdown outside the peak season | 8 of them |
| IX | Guild halls | Card effects here +10 % | one at level 9 |
| X | Royal food works | +15 % food, -15 % upkeep | one at level 10, 10 in the realm |