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A cottage.
Structure Information
Chunk Area: 1x1
Required Technology: Advanced Masonary
Build Cost: 5,000 Coins
Base Upkeep Cost Per Day: 1,000 Coins
Hammer Cost: 1,400
Civ Points: 1,000
Hit Points: 100
Limit Per Town: Unlimited
Special: Produces Coins

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 do lose money from Happiness levels the lower they are, but also produce more money the higher it is. For example, a cottage giving 100 coins at 95% Happiness will return 150 coins to your town, while a cottage giving 100 coins at 15% Happiness will return 20 coins to your town.

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:
Bread.png Carrot.png Potato.png Beetroot Raw Porkchop.png
1 1 1 0 0 0 75 24 (1 Day)
2 2 1 1 1 0 150 48 (2 Days)
3 2 2 2 2 0 225 96 (4 Days)
4 3 3 3 3 0 300 120 (5 Days)
5 4 4 4 4 0 375 144 (6 Days)
6 5 5 5 5 1 450 288 (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. If the Granary has been poisoned by a Spy, the cottages will starve but still take food out of the Granary. It is advised that you should take food out of the granary until the effects have worn off. Once the cottage has the required Points(tick/hours) it will level up. Once it has leveled up it will increase the consumption of bread, carrots, potato, and raw pork accordingly as well as its profit generation percentage. Without food, the cottage will not generate coins and continue losing levels until reaching level 1.

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]

Your Civilization's Government type will affect the income generated by a percentage. Monarchy will increase your outcome to 150%, while some other governments may reduce it.

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 Granary structure has been able to feed them at the 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

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