Windmill

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Size 1x1
Tech Required Automation
Cost 25,000 Coins
Upkeep 2,500 Coins/Day
Hammer Cost 3,000
Hitpoints 350
Points 5000
Limit Per Town None
Specials Tile Improvement
  • Can be built outside of town, but inside culture
  • Takes up 1 Tile Improvement Slot from the town

TODO ADD IMAGE

Overview[edit | edit source]

Available at Automation, the windmill provides players with a method to automate farm production. When constructed, the windmill will automatically plant seeds, carrots and potatoes into adjacent farm tiles, provided you have supplied the windmill with the required 'seeds'. Windmills will re-plant farms at a slower rate than planting them manually, and will take a tile improvement slot. They will however be able to plant crops on their own which will free up residents to do other things. Planting occurs at a rate of 16 crops per minute (32 crops per minute with the Machinery Tech researched), which equals 960 an hours (1920 an hour with the Machinery Tech researched). All 8 diagonal and vertical adjacent plots to the Windmill can be serviced by just one Windmill.

Placement Considerations[edit | edit source]

Like all Tile Improvements windmills can be built anywhere inside your town's culture borders. If they are built outside the borders of your town, then they can be griefed by anyone as they are not protected. The structure should still function unless destroyed during war.

When placed, the windmill's door will always face south.

See Also[edit | edit source]

Tutorials CivCraft Defensive Structures Civ & Town Structures Tile Improvements Wonders Units Command Reference