Fish Oil Factory is a Harbour and Production Building which produces Fish Oil. It can be built only in the New World, it requires free harbour area, no fertility is needed. It must be connected to a warehouse or a trading post by a road to enable goods transportation; adjacency to the trading post is not sufficient.
Productivity[]
It takes 30 seconds to produce 1 ton of fish oil so the production rate is 2 tons of fish oil per minute. Productivity can be changed by adjusting working conditions and using items.
Production Chains[]
All regular production chains involving the Fish Oil Factory are listed below.
Fried Plantains[]
Fried Plantains
Supplies:
• 70 Jornaleros Residences (up to 700
Jornaleros)
• or 35 Obreros Residences (up to 700
Obreros)
The High Life DLC[]
Shopping Arcades[]
Fish Oil Factories are also involved in the following Shopping Arcades patents:
Alternatives[]
Fish Oil Factories are also involved in the following production chains when particular items are equipped in a Trade Union.
Tortillas (Mole Master)[]
![]() Rare | ||
---|---|---|
He'll swear the secret to his sauce is chocolate. | ||
![]() Affects ![]() |
Effects Productivity: +30% Replaced Input Instead of ![]() ![]() |
Expedition Bonus![]() |
Tortillas
Mole Master
Notice that the green custom productivity values illustrate the optimal production ratios between the buildings, IF you want to prevent under- or overproduction.
You can choose to actually increase productivity or you can choose a different way to obtain more of the input goods.
Tortillas supply:
• 91 Obrero Residences (up to 1820 Obreros)
Items[]
Some items when equipped in trade unions or harbourmaster's offices can have an impact on fish oil factories.
Trade union items for all production buildings[]
![]() Common | ||
---|---|---|
Free money! | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Riots -40% Duration:50:00Destroyed after use |
Expedition Bonus![]() |
![]() Common | ||
---|---|---|
Puts out fires. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -40% Duration:50:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Lots of free money! | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Riots -60% Duration:01:20:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Makes it look like your premises are all above board. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -10% Chance of Fire: +20% |
![]() Uncommon | ||
---|---|---|
A volatile source of electric power. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +100% Explosion Chance: +70% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Uncommon | ||
---|---|---|
Fewer fires, for little cost. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +5% Chance of Fire: -30% |
![]() Uncommon DLC Required
The Anarchist | ||
---|---|---|
The people own what they produce! They should be free to join a great queue to collect their quota! | ||
![]() Affects All Production Buildings |
Effects Productivity: -10% Maintenance Cost: -15% |
![]() Uncommon | ||
---|---|---|
Reduces the risk of fire. | ||
![]() Affects All Production Buildings |
Effects Chance of Fire: -30% |
![]() Uncommon | ||
---|---|---|
The old toll of toil. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
![]() Uncommon | ||
---|---|---|
Puts out fires well. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -60% Duration:01:20:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon DLC Required
The Anarchist | ||
---|---|---|
Workers are enthused by the new system of written labour notes to reward their efforts. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
![]() Rare DLC Required
The Anarchist | ||
---|---|---|
The people need somewhere they feel comfortable sharing ideas to help economise during production! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -20% |
![]() Rare | ||
---|---|---|
You can make everything on the cheap, and no-one has to know. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Chance of Fire: +30% |
![]() Rare DLC Required
The Anarchist | ||
---|---|---|
A new and better printing machine helps distribute labour notes to workers at no maintenance cost! | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
![]() Rare | ||
---|---|---|
Reduces the risk of fire, and looks nice. | ||
![]() Affects All Production Buildings |
Effects Attractiveness: +2 Chance of Fire: -40% |
![]() Rare | ||
---|---|---|
An investment that provides your people with the ways and means to combat a blaze. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Chance of Fire: -50% |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
This unpredictable prototype was originally built to gain an unfair advantage at steam car races. | ||
![]() Affects All Production Buildings |
Effects Productivity: +15% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
---|---|---|
Very good at putting out fires. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -90% Duration:02:00:00Destroyed after use |
Expedition Bonus![]() |
![]() Rare | ||
---|---|---|
Life-changing sums of free money! | ||
![]() Affects All Production Buildings when activated |
When activated Workforce Needed -15% Duration:02:00:00Chance of Riots -90% Destroyed after use |
Expedition Bonus![]() |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
Some say there's a tiny boy inside pulling the levers... | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -15% |
Crafting Cost![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
---|---|---|
Once heard, cannot be unheard. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
![]() Rare | ||
---|---|---|
A safe source of electric power. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +75% Explosion Chance: +50% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Epic DLC Required
The Anarchist | ||
---|---|---|
A man with an infectious, impetuous and impassioned urge for action. | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% Maintenance Cost: -20% Workforce Needed: -25% |
Expedition Bonus![]() |
![]() Epic | ||
---|---|---|
A worker's gift. "Just in case you have to wake us up, boss. We can be bunch of sleepyheads sometimes..." | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -50% |
![]() Epic | ||
---|---|---|
Feras' voice puts people in a comforting trance, letting them lead happier, more focused and productive lives. | ||
![]() Affects All Production Buildings |
Effects Productivity: +50% Maintenance Cost: -10% Workforce Needed: -10% Chance of Riots: -20% |
Expedition Bonus![]() Trait: Hypnotist |
![]() Epic | ||
---|---|---|
Better factory materials cost more money, but it's bound to be worth it in the end, argues Lord Fizgig. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +15% Chance of Fire: -70% |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
A reinforced variant, which in spite of the minor combustion risk, takes all the labour out of warehouse work. | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic DLC Required
The Anarchist | ||
---|---|---|
An airy space, not at all empty, but brimming with ideas for economisation! Self-sufficiency; over-abundance! Those are the topics for discussion at this venue's very functional table. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -40% |
![]() Epic | ||
---|---|---|
Reduces the risk of fire, and looks divine. | ||
![]() Affects All Production Buildings |
Effects Attractiveness: +3 Chance of Fire: -50% |
![]() Epic | ||
---|---|---|
Shirkers begone! The shrill cry of a new day has sounded! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -20% Workforce Needed: -40% |
![]() Epic | ||
---|---|---|
A highly-efficient and safe source of electrical power! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +50% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Epic DLC Required
The Anarchist | ||
---|---|---|
The labour notes are now so beautifully typeset and presented, they really look like they're worth something! A sign of the wonders of anarchy to come! | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% Workforce Needed: -40% |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
Compensates for its faithfulness in performing simple human tasks by being wilfully blind. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
Crafting Cost![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic | ||
---|---|---|
Von Malching fought hard at the council to ensure children might also enjoy supervisory roles in factories. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -50% Chance of Fire: +40% |
![]() Legendary | ||
---|---|---|
Angela has an astonishing intellect, but it's her capacity to improvise that makes her really sparkle. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -20% Provides electricity |
Expedition Bonus![]() ![]() Trait: Diver |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
Old Nate's baby. Prone to the odd tantrum, but provides the lift everyone needs in times of logistical disconsolation. | ||
![]() Affects All Production Buildings |
Effects Productivity: +35% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
The nearest thing Nate has to a companion. Unlike a human servant, it won't complain when he kicks it for setting things on fire. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -50% |
Crafting Cost![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
Specific harbourmaster's office items[]
![]() Common | ||
---|---|---|
She's an early riser. | ||
![]() Affects Fisheries ![]() ![]() ![]() ![]() |
Effects Productivity: +10% |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Nothing slips past the net. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +25% |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Knows his nightcrawlers from his lobworms. | ||
![]() Affects Fisheries ![]() ![]() ![]() ![]() |
Effects Maintenance Cost: -75% |
Expedition Bonus![]() |
![]() Rare | ||
---|---|---|
Originating on the "crab coast," this whopper of a net is a treat for fishermen. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +35% |
Expedition Bonus![]() |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
Buckets of fun. | ||
![]() Affects All Coastal Production Buildings ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +15% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
Clever use of water's potential energy to generate electricity. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Chance of Fire: +150% Explosion Chance: +70% Provides electricity |
Crafting Cost![]() ![]() ![]() |
This item can provide electricity only to buildings that can normally be affected by power plants Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
---|---|---|
You'll never see this old dog blubbing in the cold. | ||
![]() Affects Fisheries ![]() ![]() ![]() ![]() |
Effects Extra Goods Occasionally produces extra ![]() Maintenance Cost: -25% |
Expedition Bonus![]() ![]() Trait: Diver |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
Grab even more with each fell swoop. | ||
![]() Affects All Coastal Production Buildings ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +25% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic | ||
---|---|---|
Drifts about looking for extra fish. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +40% Workforce Needed: -50% |
Expedition Bonus![]() |
![]() Epic | ||
---|---|---|
Her fellow sailors swear once she's underwater, she grows gills. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +40% Extra Goods Occasionally produces extra ![]() |
Expedition Bonus![]() ![]() Trait: Diver |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
This advanced hydroelectric paddlewheel is immune to rust and corrosion, if not the odd explosion. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Chance of Fire: +100% Explosion Chance: +50% Provides electricity |
Crafting Cost![]() ![]() ![]() ![]() |
This item can provide electricity only to buildings that can normally be affected by power plants Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Legendary | ||
---|---|---|
A man who will pursue his underwater prey to the ends of the earth, even if it costs him his own life. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +50% Extra Goods Occasionally produces extra ![]() Occasionally produces extra ![]() |
Expedition Bonus![]() ![]() ![]() Trait: Zoologist |
![]() Legendary DLC Required
New World Rising | ||
---|---|---|
Pedro is a leading expert at avoiding swerving seagulls, and serves some of the best fried squid this side of the sea. You might say he's quite the catch. | ||
![]() Affects All Fisheries ![]() ![]() ![]() ![]() |
Effects Workforce Needed: -20% Maintenance Cost: +75% Extra Goods Occasionally produces extra ![]() Occasionally produces extra ![]() Occasionally produces extra ![]() |
Expedition Bonus![]() |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
This unique hydroelectric generator has a gold plaque inscribed with its inventor's motto: "Consequences be dammed! Ha! — N8" | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Chance of Fire: +50% Explosion Chance: +30% Provides electricity |
Crafting Cost![]() ![]() ![]() ![]() |
This item can provide electricity only to buildings that can normally be affected by power plants Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
These tricky lobster nippers could sneak mice out from their slippers, or tip some salted kippers on some drippy tallship skippers. | ||
![]() Affects All Coastal Production Buildings ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +35% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
Harbourmaster's office items for all harbour buildings[]
![]() Common | ||
---|---|---|
Good for repairing buildings. | ||
![]() Affects Harbour Buildings when activated |
When activated Self-Repair +200% Duration:00:45Active Healing Your buildings constantly repair themselves, even during combat. Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Excellent for repairing buildings. | ||
![]() Affects Harbour Buildings when activated |
When activated Self-Repair +300% Duration:01:00Active Healing Your ship constantly repairs itself, even during combat. Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Helps your harbour recover fast! | ||
![]() Affects Harbour Buildings |
Effects Maintenance Cost: +15% Self-Repair: +50% |
Expedition Bonus![]() |
![]() Rare | ||
---|---|---|
Helps your harbour recover even faster! | ||
![]() Affects Harbour Buildings |
Effects Self-Repair: +75% |
Expedition Bonus![]() |
![]() Epic | ||
---|---|---|
Wow, there's actually a system for keeping the dockyard running smooth now. | ||
![]() Affects Harbour Buildings |
Effects Self-Repair: +100% Active Healing Your buildings constantly repair themselves, even during combat. |
Expedition Bonus![]() |
![]() Legendary | ||
---|---|---|
A chest any salty sailor would be proud of, filled with things to keep your dockyard running whatever the weather. | ||
![]() Affects Harbour Buildings |
Effects Maintenance Cost: -25% Self-Repair: +150% Active Healing Your buildings constantly repair themselves, even during combat. |
Expedition Bonus![]() |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
Joined after you helped the Queen at Trelawney. Was in charge of logistics during the war, so expect military efficiency at the docks! | ||
![]() Affects Harbour Buildings |
Effects Harbour Activity: +30% Every time passive trade happens at the trading post, there is a chance of gaining 5t of ![]() ![]() ![]() ![]() ![]() Loading Speed: +100% |
Expedition Bonus![]() |
Available from The Queen quest: Tribute to a Legend Unique: you can have only one such item in the game |