Fruit Gatherer
Everything it needs is in the game.
Pickers gather olive / date-palm fruit within 32 m, spring to autumn for food
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 | All fruit | nothing | 1 Food |
| 2 | Apples and pears | Apples and pears: pick only the apple and pear trees. | |
| 3 | Stone fruit | Stone fruit: pick only the plum and cherry trees. | |
| 4 | Mushrooms | Mushrooms: forage the woods for mushrooms instead of fruit. | |
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
Already counts live fruit trees within 32 m, but only olive and date palm, and makes generic food.
Modes
Makes
Its job
Wild fruit: early food, later cider.
Food notes
- More species: apple, pear, plum, cherry, chestnut, walnut, hazel, olive, date; each fruit its own good.
- The forester's fruit modes exist: Orchard keeps fruit trees and plants more; Convert fells the rest and plants fruit around the gatherer.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- farm mill
- Footprint
- 7.5 x 7.5 m
- 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
- 28 ticks (1.4 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- fruit trees within 32 m
- Yield per source
- 3.156 units
- Months
- 0, 1, 2, 3, 4, 5, 6, 7, 8
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 fruit gatherer | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Fruit Gatherer you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Fruit Gatherer | 1 Fruit Gatherer |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Fruit Gatherer walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Fruit Gatherer | 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 |