|Required Technology:||Advanced Masonary|
|Build Cost:||5,000 Coins|
|Base Upkeep Cost Per Day:||1,000 Coins|
|Limit Per Town:||Unlimited|
Overview[edit | edit source]
The cottage is a tile improvement that provides shelter for your residents and generates coins. The cottage consumes food items that are stored in the Granary, and in return provides large profits of coins every hour. If the Granary runs out of food, the cottage will decrease its current level and not generate coins, so it's important to keep the Granary stocked at all times. Also, cottages income is affected by Happiness levels.
Modifiers and Effects[edit | edit source]
|Coins||Generates extra coins as cottage levels up|
Important! War and cottages[edit | edit source]
If a cottage is destroyed during war time it's level will be reduced to 1. Protecting your cottages during War is very important.
Cottage Levels & Consumption Rate[edit | edit source]
The following is telling you the items required to feed cottages daily. Note that the base coins per hour is if your Happiness rate was Content, which is 100% return profit.
|Level:||Consumption/Hour:||Base Coins/Hour:||Hours Until Level Up:|
|1||1||1||0||0||0||150||24 (1 Day)|
|2||2||1||1||1||0||300||48 (2 Days)|
|3||2||2||2||2||0||450||96 (4 Days)|
|4||3||3||3||3||0||600||120 (5 Days)|
|5||4||4||4||4||0||750||144 (6 Days)|
|6||5||5||5||5||1||900||288 (12 Days)|
How does it work?[edit | edit source]
The cottage produces coins by consuming bread, carrots, potatoes, and raw pork from the Granary every hour. If the required food is in the granary when the cottage attempts to use it the cottage will gain 1 point towards its next level. If the granary is empty and the cottage can't withdraw food from it then the cottage will lose 1 point towards the next level and not generate any coins. After the hours listed above it will level up and increase the consumption of bread, carrots, potato, and raw pork accordingly as well as its profit in coins.
Preservatives & Fishing[edit | edit source]
The Preservative buff from Trade Goods will reduce the amount of food every cottage needs to consume. While goods with this buff generate less money than other goods, it can save you significant amounts of food growth. At present, a level 5 cottage with the Preservative buff will require 2 Bread, 3 Carrots, and 2 Potatoes (amount required is halved, then rounded up). Preservative does not "stack," meaning multiple trade goods with this bonus will not increase the effect.
The Fishing buff from Trade Goods will exchange your need for bread for RAW fish. When you have the Fishing buff every one RAW Fish is equivalent to two Bread. As it stands, a level 5 cottage with the Fishing buff will require 2 RAW Fish, 5 Carrots, and 4 Potatoes (amount of bread required is halved, then converted to fish). Fishing does not "stack", meaning multiple trade goods with this bonus will not increase the effect.
Fishing & Preservative can stack together. This will cause a level 5 cottage to consume 1 RAW Fish, 3 Carrots, and 2 Potatoes. Adding these two buffs together can be very beneficial.
Government[edit | edit source]
Placement Considerations[edit | edit source]
Like all Tile Improvements, cottages can be built anywhere inside your town's culture borders. If they are not built on a protected town plots, they can be utilized by anyone as a place to live, and can be griefed. They will still function unless destroyed during war.
Special Commands[edit | edit source]
- /town info cottage
This command will display information with every cottage inside a town, whether the cottage was fed last tick, or if it is starving. It also displays the ticks until it will next level up.
See Also[edit | edit source]
|Tutorials||Town Mechanics||Civ Mechanics||Defensive Structures||Town Structures||Tile Improvements||Wonders||Units||Command Reference|