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{{Ideology}}
 
{{Ideology}}
 
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Work Sites contain various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the factions already present and will affect goodwill if attacked.
 
 
Work sites:
 
Work sites:
 
* Mining
 
* Mining
**[[Steel]]
 
**[[Component]]s
 
**[[Silver]]
 
**[[Gold]]
 
 
* Farming
 
* Farming
**Vegetarian [[Raw food]]s {{Check Tag|Detail Needed|Can Haygrass or Agave Fruit be found?}}
 
**[[Chocolate]]
 
 
* Hunting
 
* Hunting
**[[Pemmican]] always present.
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* Lumber?
**[[Leathers]] {{Check Tag|Detail Needed|Can rare leathers such as Thrumbofur also appear? And is human leather also a possibility?}}
 
**[[Corpse|Corpses]] that can provide the leather listed.
 
* Lumber
 
**[[Wood]]
 
Sites will usually have [[Gibbet cage]]s with human corpses already present in them.
 
Any sites will also provide food from the pawns killed, usually dropping Pemmican for tribal factions or [[Simple meal]]s, [[Fine meal]]s, and [[Packaged survival meal]]s for higher tech factions.
 
  
 
== Pawn kinds ==
 
== Pawn kinds ==
{{Recode|section=1|reason=Pawnkind table}}
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specific pawnkinds for different faction types.
Specific xenotypes can be found dependent on what faction owns the Work Site, if it is an independent faction, this will be noted under the quest and it will be based on any pre-existing faction on the map for Xenotypes.  
 
  
Farming sites can have pawns spawned in with a [[Field hand]] installed, and Mining sites can have pawns with a [[Drill arm]] installed.
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can have specific bionics
  
 
== Spawning mechanics ==
 
== Spawning mechanics ==
A work site may spawn between 3 and 9 tiles away from your colony. A passable world map tile within that distance is picked at random. Which work site type can be spawned on the tile varies by [[Biome]] and, in the case of farming sites, seasonal temperature:
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varies by biome
  
* '''Farming sites''' can only spawn in a Temperate Forest, Temperate Swamp, Tropical Rainforest or Tropical Swamp. An additional requirement for the farming camp to spawn is that the seasonal temperature in the tile is between 6°C and 42°C.
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need hills or mountains for mining
  
* '''Mining sites''' can only spawn in hilly and mountainous terrain.
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no wood sites in the desert
  
* '''Hunting sites''' can spawn in biomes with an animal density that is ''greater than'' Desert's. This means that temperate and tropical biomes as well as Arid Shrubland, Boreal Forest, Tundra and Cold Bog can have a hunting site.
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no Farming in tundra, sea ice and ice sheet
  
* '''Logging sites''' can spawn in biomes with a tree density ''equal or greater than'' that of Tundra's. This means that Desert, Extreme Desert, Ice Sheet and Sea Ice are not suitable candidates.
 
 
If the randomly chosen world map tile does not fulfil any of these requirements, no work site will be spawned. This primarily affects Desert, Extreme desert, Ice sheet and Sea ice tiles with flat terrain. '''If your colony has a large amount of these [[Biomes]] nearby on the world map then a work site might never spawn''', so the player is advised to keep this in mind when choosing a suitable tile to found a colony in, especially if their ideology contains the [[Ideoligion#Raiding]] precept.
 
  
 
== Factions ==
 
== Factions ==
The work site will be owned by a random major or minor [[Faction]]. It is:
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can be main factions or minor factions.
* 60% likely to be owned by a minor faction
 
* 25% likely to be owned by a major enemy faction
 
* 15% likely to be owned by a major neutral or ally faction
 
  
If the player chooses to raid a major neutral or ally faction's work site, this will result in a diplomatic relations hit.
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put categories here

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