Crafting: Difference between revisions
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{{main|Blacksmith}} | {{main|Blacksmith}} | ||
Blacksmithing requires [[resources]] such as [[iron]] and [[log]]s to produce [[tools]] to make your citizens more efficent. | Blacksmithing requires [[resources]] such as [[iron]] and [[log]]s to produce [[tools]] to make your citizens more efficent. | ||
=== Resource Flow === | |||
{| class="wikitable" | |||
|- | |||
! Process !! Input !! Uneducated Worker Output !! Trading Value Change (Un-edu.) !! Educated Worker Output !! Trading Value Change (Edu.) | |||
|- | |||
| Iron Tools || 1×[[Iron]] + 1×[[Logs]] || 1×[[Tools|Iron Tool]] || 1 profit || 2×[[Tools|Iron Tool]] || 9 profit | |||
|- | |||
| Steel Tools || 1×[[Iron]] + 1×[[Logs]] + 1×[[Coal]] || 1×[[Tools|Steel Tool]] || 3 {{font color|red|loss}} || 2×[[Tools|Steel Tool]] || 7 profit | |||
|} | |||
== [[Tavern|Brewing]] == | == [[Tavern|Brewing]] == | ||
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{{main|Tavern}} | {{main|Tavern}} | ||
A tavern produces [[Ale|ales]], which consumes [[resources]] such as [[Farming#Orchards|plums]]. Citizens then consume the [[ale]], which raises their happiness. | A tavern produces [[Ale|ales]], which consumes [[resources]] such as [[Farming#Orchards|plums]]. Citizens then consume the [[ale]], which raises their happiness. | ||
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{{main|Tailor}} | {{main|Tailor}} | ||
A tailor can craft [[clothing]] from [[leather]] and [[wool]] to prevent your [[Citizens]] from freezing to death in [[winter]]. | A tailor can craft [[clothing]] from [[leather]] and [[wool]] to prevent your [[Citizens]] from freezing to death in [[winter]]. | ||
=== Resource Flow === | |||
{| class="wikitable" | |||
|- | |||
! Process !! Input !! Uneducated Worker Output !! Trading Value Change (Un-edu.) !! Educated Worker Output !! Trading Value Change (Edu.) | |||
|- | |||
| Hide Coats || 2×[[Leather]] || 1×[[Clothing|Hide Coat]] || 5 {{font color|red|loss}} || 2×[[Clothing|Hide Coat]] || 10 profit | |||
|- | |||
| Wool Coats || 2×[[Wool]] || 1×[[Clothing|Wool Coat]] || 5 profit || 2×[[Clothing|Wool Coat]] || 20 profit | |||
|- | |||
| Warm Coats || 2×[[Leather]] + 2×[[Wool]] || 1×[[Clothing|Warm Coat]] || 20 {{font color|red|loss}} || 2×[[Clothing|Warm Coat]] || 10 profit | |||
|} |
Latest revision as of 03:04, 3 June 2016
In Banished, crafting serves an important role, it progresses the initial settlement into a thriving town using resources to create better goods.
Crafting is split into three sections:
Blacksmithing
- Main article: Blacksmith
Blacksmithing requires resources such as iron and logs to produce tools to make your citizens more efficent.
Resource Flow
Process | Input | Uneducated Worker Output | Trading Value Change (Un-edu.) | Educated Worker Output | Trading Value Change (Edu.) |
---|---|---|---|---|---|
Iron Tools | 1×Iron + 1×Logs | 1×Iron Tool | 1 profit | 2×Iron Tool | 9 profit |
Steel Tools | 1×Iron + 1×Logs + 1×Coal | 1×Steel Tool | 3 loss | 2×Steel Tool | 7 profit |
Brewing
- Main article: Tavern
A tavern produces ales, which consumes resources such as plums. Citizens then consume the ale, which raises their happiness.
Tailoring
- Main article: Tailor
A tailor can craft clothing from leather and wool to prevent your Citizens from freezing to death in winter.
Resource Flow
Process | Input | Uneducated Worker Output | Trading Value Change (Un-edu.) | Educated Worker Output | Trading Value Change (Edu.) |
---|---|---|---|---|---|
Hide Coats | 2×Leather | 1×Hide Coat | 5 loss | 2×Hide Coat | 10 profit |
Wool Coats | 2×Wool | 1×Wool Coat | 5 profit | 2×Wool Coat | 20 profit |
Warm Coats | 2×Leather + 2×Wool | 1×Warm Coat | 20 loss | 2×Warm Coat | 10 profit |
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