Wharf
| Wharf | |
|---|---|
| |
| Type | Building |
| Description | Harvests Fish, Connects All Wharfs on a World |
| Placement Requirement | Can't build on aliens' claims. Can't build in aliens' jurisdiction. |
| Note | Shops determine number of processes. |
| Structural Requirements | |
| Arena | Ok |
| Auditorium | Ok |
| Battery | Ok |
| Commodity Storage | 1m³ Space Required |
| Field Area | Ok |
| Generator | No |
| Guard Post | No |
| Home, Large | Ok |
| Home, Medium | Ok |
| Home, Small | Ok |
| Livestock | Ok |
| Lounge Space | Ok |
| Office Space | 1 Office Required |
| Parking, Ground Vehicles | Ok |
| Parking, Space Vehicles | Ok |
| Parking, Water Vehicles | Ok |
| Parking, Spacecraft | No |
| Radar | No |
| Shield Generator | No |
| Shop Space | Ok |
| Space Vehicle Launchers | No |
| Space Vehicle Recovery Systems | No |
| Store Space | Ok |
| Surgery Units | No |
| Transporters | No |
| Turrets | No |
| Weapon Bays | No |
Wharves are buildings used to produce fish. They have to be built at the coast, having about half the building plot on water.
A wharf in an underwater colony is treated as being on a coast no matter where it is.
Trade Connection
A wharf forms a trade connection to other wharves on the same world, this allows all buildings connected to either wharf to fetch commodities from each other. On a ringworld the connection even goes between arcs.
For more information, see the Trade Connection page.
Production
| Building | Produces | Consumed | Required | Optional |
|---|---|---|---|---|
| Wharf | 10 Fish |
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