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Colony survival wiki fishing6/10/2023 4 at Level 1, 6 at Level 2, 8 at Level 3 and 10 at level 4) ![]() Ranch Specialisation Increases the number of animals each of the Workers can have by +2 (i.e. Industry Specialisation Gives the ability for the miner to self-enchant his pickaxe – Reduces tool wear, Gives the Blacksmith a chance not to consume the ingredients of any crafting (Tools, Weapons, Armour)įorestry Specialisation Increases the Lumberjack’s yield (10/20/30%) – Reduces tool wearįarming Specialisation Increases the Farmer’s yield (10/20/30%) – Reduces tool wear – Adds + 1 to his farming Range (Meaning he can handle more crops), Gives the Baker a chance of not consuming ingredients when Baking See the Individual Worker Sheets for specific details of the bonuses and penalties to each worker, but in summary the bonuses are as follows :. Mystic Specialisation Enchanter, Alchemist Ranch Specialisation Pig Farmer, Cow Herder, Chicken Farmer, Shepherd Industry Specialisation Miner, Blacksmith Only 1 specialisation can be chosen at a time, specialisations can be changed at any time. Selecting a specialisation should be done through the Town Hall GUI – With a separate page listing all the specialisations, and a simple check box next to it to implement it. This way specialising won’t make any of the starting workers less efficient, just the more expensive end-game type workers which are not essential for colony survival. Specialisations will infer bonuses to selected workers dependent on which specialisation is chosen, but also confer penalties to all other non-core workers.Ĭore Workers are classed as – Builder, Delivery Man, Miner, Lumberjack, Farmer, Baker, Blacksmith I would like to implement Colony specialisations.
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