Hunting Cabin is a Production Building which produces
Furs from undeveloped tiles within a small radius of influence around itself. The building requires these tiles to be wooded, but the hunting cabin will seed its own trees if there are none. It can be built in
The Old World (and Cape Trelawney), where it requires the fur fertility, or in
The Arctic, where the building is called a Prime Hunting Cabin that requires the fur fertility alongside heating.
When hunting cabins are placed in a lush forest they can start operating immediately. Otherwise trees have to be planted first, which can take from 15 seconds up to 5 minutes based on how many trees are in the influence radius. The exact waiting time is shown when placing the building, after which time the cabin will begin to produce furs while planting new trees at the same time - thus never running out of trees (if no new buildings or roads are built in the influence radius).
Productivity[]
The Old World and The Arctic versions of this building are different:
- In the Old World it takes 60 seconds to produce 1 ton of furs so the production rate is 1 ton of furs per minute.
- In The Arctic it takes 15 seconds to produce 1 ton of furs so the production rate is 4 tons of furs per minute.
Productivity can be changed by adjusting working conditions (not in The Arctic) and using items. Electricity has no effect on hunting cabins.
Hunting cabins do not need their whole influence radius to be free of other buildings and roads, only 227 tiles (out of 352 in the whole radius) have to be free to achieve 100% productivity. If less number of tiles is free, the productivity drops according to the amount of occupied space.
Production Chains[]
All regular production chains involving the Hunting Cabin are listed below.
Fur Coats[]
Fur Coats
Supplies:
• 75
Artisans Residences (up to 2250
Artisans)
• or 37,5
Engineers Residences (up to 1500
Engineers)
• or 2
Hotels (up to 1000
Tourists)
Alternatives[]
Hunting Cabins are also involved in the following production chains when particular items are equipped in a
Trade Union.
Fur Coats (Costume Designer)[]
Rare | ||
|---|---|---|
| Dresses extremely well for the theatre. | ||
Affects |
Effects Replaced Input Instead of Substitute Workforce Instead of its usual workforce, the building employs Worker Workforce. |
Expedition Bonus |
Fur Coats
Costume Designer
Supplies:
• 75
Artisans Residences (up to 2250
Artisans)
• or 37,5
Engineers Residences (up to 1500
Engineers)
• or 2
Hotels (up to 1000
Tourists)
Items[]
Some items when equipped in trade unions or arctic lodges can have an impact on hunting cabins.
Specific trade union items[]
Common | ||
|---|---|---|
| Sly as a fox. | ||
Affects |
Effects Productivity: +10% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Watch your step if you travel in tow! | ||
Affects |
Effects Maintenance Cost: -40% |
|
Uncommon | ||
|---|---|---|
| Sharpens up your resource gathering. | ||
Affects |
Effects Productivity: +20% Forest Density: +10% Reduces the number of trees needed to reach optimal productivity by 10% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Might catch the odd furry critter with this. | ||
Affects |
Effects Productivity: +25% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Watch your step if you travel in tow! | ||
Affects |
Effects Maintenance Cost: -40% |
Expedition Bonus |
Rare | ||
|---|---|---|
| Keeping the pruning tradition alive. | ||
Affects |
Effects Productivity: +30% Forest Density: +20% Reduces the number of trees needed to reach optimal productivity by 20% |
Expedition Bonus |
Rare | ||
|---|---|---|
| "Take only what you need, and make sure to waste nothing." | ||
Affects |
Effects Productivity: +30% Extra Goods Occasionally produces extra |
Expedition Bonus |
Rare | ||
|---|---|---|
| This'll certainly make sure they won't get away. | ||
Affects |
Effects Productivity: +35% Workforce Needed: -25% |
Expedition Bonus |
Epic | ||
|---|---|---|
| A particularly clean and efficient dispatcher of mink. | ||
Affects |
Effects Productivity: +40% Workforce Needed: -50% |
Expedition Bonus |
Epic | ||
|---|---|---|
| A springy, yet safe clipper of clippables from the near-future! | ||
Affects |
Effects Productivity: +40% Forest Density: +30% Reduces the number of trees needed to reach optimal productivity by 30% |
Expedition Bonus |
Epic | ||
|---|---|---|
| Smothered in snake skin, he infiltrated their nest and stole all their rattles. | ||
Affects |
Effects Productivity: +40% Extra Goods Occasionally produces extra |
Expedition Bonus |
Legendary | ||
|---|---|---|
| "The continued survival of our forests depends least of all on the trees." | ||
Affects |
Effects Productivity: +50% Forest Density: +10% Reduces the number of trees needed to reach optimal productivity by 10% Attractiveness: +8 |
Expedition Bonus |
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 arctic lodge items[]
Epic DLC Required
The Passage | ||
|---|---|---|
| Ten times ice fishing champion and trainer of some of the best sled dogs in the artic - you'll have to get up very early if you want to earn his seal of approval. | ||
Affects |
Effects Productivity: +25% Maintenance Cost: +150% New Input The building now processes Extra Goods Occasionally produces extra |
Expedition Bonus |
Arctic lodge items for all production buildings[]
Rare DLC Required
The Passage | ||
|---|---|---|
| Irritate coworkers by cranking out the same tunes over and over and over again. | ||
Affects All Arctic Production Buildings |
Effects Productivity: +20% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in the Arctic | ||