Harvesters
Population type

Harvesters

#Harvesters
Core
Value: 2 pts

Food producers that reduce Famine risk.

Description

Skilled workers who gather food and ensure the survival of the population. Harvesters produce 15 Food per tick (1.1x scaling) while consuming 3 Food. They reduce Famine probability by 5%. Requires Farm building.

📖 Full Encyclopedia Entry

Harvesters dedicate their lives to the land, rising with the sun to reap crops and tend livestock. Their hands know the rhythms of the seasons, and their labor fills granaries that feed cities and armies alike. In times of abundance, they secure prosperity; in times of scarcity, they stand as the last defense against hunger. Without harvesters, no empire can endure. Their consistent food production (15 per tick with 1.1x efficiency scaling) makes them essential for sustaining larger populations, and their expertise reduces Famine probability by 5% per worker.

Creation

Requirements

Must be present (NOT consumed)

Buildings:
🏠 Farm 1 lvl
💰

Costs

Consumed when created

Time 2000
2s
💰 Gold 5
Population
Citizen
👤 Free 1

Maintenance

💰

Periodic Costs

Consumed repeatedly over time

Resources
💎 Food 3

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

Resources (1.1x per level)
💎 Food 15 /tick

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Event Probability

Modifies chance of city events occurring

Famine -5%
Mutiny ±0%
Protests ±0%
Corruption ±0%
Epidemic ±0%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Primary food production and Famine prevention
Relevance 🌱 Early Game
Type Quantifiable

Advantages

  • + Produces 15 Food per tick (net +12 after maintenance)
  • + 1.1x production ratio (scales with bonuses)
  • + -5% Famine probability per worker
  • + Essential for population growth
  • + Enables larger workforce capacity

Disadvantages

  • - Requires Farm building level 1
  • - Training cost: 5 Gold, 2000ms
  • - Consumes 1 Free Citizen per training
  • - 2 population points (moderate capacity burden)
  • - Higher maintenance than Citizens (3 vs 2 Food)

Warnings

  • ! Build Farm before training Harvesters
  • ! Maintain surplus Harvesters for winter food deficit
  • ! Net food production is 12 per Harvester (15 produced - 3 consumed)
  • ! Famine modifier stacks: 10 Harvesters = 0.95^10 = 60% of base Famine risk
🤝

Synergies

Farm: Required building - higher Farm level improves efficiencyPlains field: +20% Food production bonusAutumn season: +20% Food production bonusStorehold city: Focus on food storage benefits Harvesters
🚫

Countered By

Winter season: -20% Food production penaltyMountain field: -40% Food production penaltyFamine event: -60% Food production (but Harvesters reduce Famine chance)
📈

Scaling

Each Harvester produces 15 Food (×1.1 ratio) and consumes 3 Food. Net +12 Food per worker. Famine modifier 0.95 stacks multiplicatively.