Difference between revisions of "Food Market"

From Captain of Industry Wiki
Jump to: navigation, search
m (: +navbox)
m (-link)
Line 16: Line 16:
| Storage      = 200
| Storage      = 200
| Designation  = Housing & Services
| Designation  = Housing & Services
| Variants      = [[Water Facility]]<br/>[[Transformer]]<br/>[[Household Goods Module]]<br/>{{infoicon|Household Electronics}}
| Variants      = [[Water Facility]]<br/>[[Transformer]]<br/>[[Household Goods Module]]<br/>[[Household Electronics Module]]
}}
}}
The '''Food Market''' is a housing module which allows for the storage of {{infoicon|Food}} and its automatic distribution to the {{infoicon|Population|ui=yes}}. The Food Market must be placed adjacent to [[Housing]] (or one of its variants) and the available locations are outlined in lime green during placement.
The '''Food Market''' is a housing module which allows for the storage of {{infoicon|Food}} and its automatic distribution to the {{infoicon|Population|ui=yes}}. The Food Market must be placed adjacent to [[Housing]] (or one of its variants) and the available locations are outlined in lime green during placement.

Revision as of 08:14, 22 January 2022

Housing & Services.png
Food Market
Food Market.png
Provides Food for attached settlement. A settlement needs to have at least one Food Market attached otherwise its population will starve.
Construction
Construction Parts.png
20
WorkersWorker.png 6
ElectricityNone
MaintenanceNone
Footprint11x7
Cargo Food
Storage200
Required ResearchNone
DesignationHousing & Services Housing & Services.png
VariantsWater Facility
Transformer
Household Goods Module
Household Electronics Module

The Food Market is a housing module which allows for the storage of Food and its automatic distribution to the Population. The Food Market must be placed adjacent to Housing (or one of its variants) and the available locations are outlined in lime green during placement.

While placing multiple Food Markets does not make Food distribution any faster or more efficient, it does allow for more Food to be stockpiled as well allow for larger crop harvests to be stored without overflowing which can be required when operating a higher Population levels. As Food does stays fresh and edible indefinitely, building and filling additional Food Markets is highly recommended to provide a safety buffer before experimenting with new crop rotations.