Grocery: Difference between revisions
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A grocery is used to remove a negative morale effect, and you can also buy any kind of food or drink from it. | A grocery is used to remove a negative morale effect, and you can also buy any kind of food or drink from it. | ||
=Trade= | ==Morale== | ||
One grocery is required for every 100 population in a [[city]] in order to avoid [[morale]] penalties. | |||
==Trade== | |||
The city imports once every 6 minutes. Each type of building takes a turn at importing materials. | The city imports once every 6 minutes. Each type of building takes a turn at importing materials. | ||
The number of levels of each building determines what % of the other city's materials it imports. | The number of levels of each building determines what % of the other city's materials it imports. | ||
Revision as of 07:59, 18 April 2016
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A grocery is used to remove a negative morale effect, and you can also buy any kind of food or drink from it.
Morale
One grocery is required for every 100 population in a city in order to avoid morale penalties.
Trade
The city imports once every 6 minutes. Each type of building takes a turn at importing materials. The number of levels of each building determines what % of the other city's materials it imports.
- Grocery - 1% per level of grocery in the city, max 40%
Each building type imports from every connected city. Connection type determines amount.
- Space - Import % divided by 4, min 1
- Air - Import % divided by 3, min 1
- Water - Import % divided by 2, min 1
- Land - Import %
See the City Trade page for more information.
