Sites
A site is a place your company builds on the map. It makes, stores or sells something, and it is the home of your vehicles. The game has 30 site types. Site types lists each with its numbers.
The six kinds
Section titled The six kinds| Kind | What it does | Types |
|---|---|---|
| Producers | Makes a good from land and time alone. | |
| Processors | Turns the goods that vehicles unload into another good. | |
| Depots | Stores any good and holds the most vehicles. | |
| Workshops | Sells services to its town through mechanics. | |
| Housing | Holds homes that pay rent every day. | |
| Maintenance and construction | Earns fees from its town and supports your housing. |
Building a site
Section titled Building a siteYou pick a site type and a point on the map. The game moves the point to the nearest road.
- Most sites stand anywhere on land. A workshop, housing, a bakery and a few others stand in a town: within 3 km of its center, or 6 km in a town above 100,000 inhabitants.
- Two sites never stand closer than 50 m.
- You hold one workshop, one maintenance company and one construction company per town.
- Some site types are built in certain areas alone: a
vineyard stands in a wine area.
The price and the upkeep of a site follow its place. Land near a town costs more, and open country grows more. The build dialog shows the price you pay before you confirm. See Location.
Storage
Section titled StorageA producer makes its good around the clock and stores it. When the storage is full, it stops and loses nothing. Nothing is collected by hand: a vehicle loads what is there.
A site makes less at night and more by day. The rate on its card is the mean of a day. See Day, night and upgrades.
Garage slots
Section titled Garage slotsEvery vehicle has a home site and takes one garage slot there. A
farm holds 2 vehicles, a
depot many more. When your garages are full, you build a depot or a larger site before you buy the next vehicle.
Sizes
Section titled SizesA class of sites comes in sizes, such as
small farm,
farm and
large farm. A small type costs less to enter and more per ton. A large type does twice the work or more for less than twice the price.
A site is not enlarged in place. You build the larger type beside it.
Recipes
Section titled RecipesA processor works by a recipe: it takes its inputs and makes the same weight of output. A
mill turns 1 t of grain into 1 t of flour.
Some recipes need two inputs. A
furniture factory makes furniture from planks and a little
machine parts. Each input has a store of its own, and a vehicle unloads each one there. The site stands still when one input is used up, and its card names the missing good.
Boosts
Section titled BoostsA boost is a good a site may use up to work faster. Without it the site works at its own rate and loses nothing. A vehicle unloads the boost at the site like an input.
| Site | Boost | Effect | Use per t made | Node |
|---|---|---|---|---|
| +30% | 40 kg | Fertilizer | ||
| +30% | 40 kg | Fertilizer | ||
| +30% | 40 kg | Fertilizer | ||
| +50% | 0.5 t | Feed | ||
| +30% | 40 kg | Fertilizer | ||
| +20% | 2 kg | Spare parts | ||
| +20% | 2 kg | Spare parts | ||
| +20% | 2 kg | Spare parts | ||
| +20% | 2 kg | Spare parts |
Growth and seasons
Section titled Growth and seasonsA producer that you keep emptied grows. When its storage was below half at 5 of the last 7 settlements, its rate rises by 5%, up to +50%. A producer that stood full at 7 settlements in a row loses 5%, down to -25%.
Producers also follow the seasons: +30% in August and September, -30% in January and February.
Demolishing a site
Section titled Demolishing a siteYou can demolish a site once no vehicle is homed there and no route stops there. Nothing is refunded, and its stock is lost.