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		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1218</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1218"/>
		<updated>2026-02-15T20:12:32Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Whiskerwood, you will need to establish a colony on untouched islands, rich in all manner of resources, to meet the immediate and ever-growing demands of your [[Claws|feline masters]]. Your citizens, [[Whiskers|the common mouse]], will need to have their own needs met to stay happy, and you’ll need to establish core [[Buildings|structures]], essential services, and production capabilities to ensure continued growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
Govern well, and you’ll be rewarded! It’s up to you, Governor!&lt;br /&gt;
&lt;br /&gt;
== Colony Setup ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_1.jpg|center]]&lt;br /&gt;
Before you can begin this perilous journey, you must first set up the basics of your colony:&lt;br /&gt;
&lt;br /&gt;
# Colony Name - The [[Claws]] have granted you the opportunity to name your first colony; pick something befitting a royal charter!&lt;br /&gt;
# Difficulty Presets - Clicking on any of these presets will automatically toggle all settings underneath this Preset, allowing you to start your journey much faster.&lt;br /&gt;
# Custom Settings - Should you prefer to customize your settings, you can do so here, with options ranging from map size to number of islands, from fertility to the greediness level of the [[Claws]], the feline empire you serve.&lt;br /&gt;
# Colony Crew - You will start with five [[Whiskers]] as your first colonists. All [[Whiskers]] have a set of traits, attributes, and expectations that are befitting of certain job types. Hovering over these will bring up a tooltip to help you determine the best jobs accordingly. NOTE: Clicking on the dice will reroll all crew, providing better (or worse) options in who you start with.&lt;br /&gt;
# Starting Resources - All charters begin with a small set of resources that will allow for basic infrastructure and keep your citizens alive until they can make their own food.&lt;br /&gt;
&lt;br /&gt;
Once you’re all set, select the Embark button at the bottom, and your journey begins!&lt;br /&gt;
&lt;br /&gt;
== First Steps ==&lt;br /&gt;
&lt;br /&gt;
Your first step in starting a colony is to place your Export Dock on an island, preferably in a location with adequate trees and berry bushes. Once built, another ship will drop off your starting colony crew, allow you to place your Central Warehouse (cannot be moved - so choose wisely), receive your initial starting resources, and sign your charter.&lt;br /&gt;
&lt;br /&gt;
*Whisker Cheese: Before placing your Export Dock, you have 8 free logs to use. Construct some initial paths or buildings before placing your Export Dock or risk losing these initial resources. &lt;br /&gt;
&lt;br /&gt;
Your Charter is ready to be signed, and with it comes taxes to the Crown, due regularly. You can view a breakdown of the debts owed and the acceptable resources to pay your [[Demands|taxes]]. Hovering over each resource displays the value it contributes to repay your debt. Sign the charter, and your Colony is now entirely in your governance.&lt;br /&gt;
&lt;br /&gt;
Unsure of where to start? Have no fear, Governor! You will receive quests that guide you through the basics of setting up the necessary infrastructure for success, including mining for precious stones and metals, wood cutting, food gathering, and constructing houses for your [[Whiskers]] to stay cozy in. This will help you understand the base level ins and outs of running a colony.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_5.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Understanding the User Interface is essential for a good Governor; thus, the King would like you to review this portion closely. As the interface that you will interact with the most, we will break down all main elements, beginning at the top left, and going clockwise:&lt;br /&gt;
&lt;br /&gt;
# Upcoming Events - Provides you with the time the debt is to be paid, the debt amount, and the total value of goods in storage that you can use towards your debt, as well as the status of any current mission objectives.&lt;br /&gt;
# Citizen Elements - An overview of several elements tied to your citizens.&lt;br /&gt;
#:* Total Population - Clicking on the mouse icon will bring up a list of all [[Whiskers]].&lt;br /&gt;
#:* Construction Workers - any citizens not working a job will work on construction sites.&lt;br /&gt;
#:* Population Approval - Positive thoughts by your [[Whiskers]] will generate approval, it can be used it on various Actions and Policies in your colony.&lt;br /&gt;
#:* Diplomacy Seals - Used to negotiate special requests from the [[Claws]]&lt;br /&gt;
#:* Food Amount - Hover over this to view a drop-down menu of available food types.&lt;br /&gt;
#:* Fuel Amount - Info on your fuel reserves, hover over it for info on where you can make it.&lt;br /&gt;
# Warnings - Provides information on your colony, from [[Whiskers]] that need housing, to low food, and items of importance.&lt;br /&gt;
# Resources - Various resources that are used in construction or other industrial processes.&lt;br /&gt;
# Colony Menus - An array of menus that provide additional information on the [[Whiskers]], resources, tax reports, and your quest report.&lt;br /&gt;
# Time Management - [[Whiskers]] only work a certain number of hours every day. Use the controls to adjust the speed at which time passes.&lt;br /&gt;
# Colony Construction - Top-level categories for construction in your colony, divided into three areas: Transportation/Logistics, City Production/Housing, and Administrative/Decoration.&lt;br /&gt;
# Weather Conditions - Weather conditions and seasons impact multiple areas of your colony, with colder seasons requiring warmth from campfires and other sources, or a clear sky to increase crop growth. Keep an eye on the weather!&lt;br /&gt;
# Views - Toggles that provide a specific point of view, such as temperature, “slices” of the map at different levels to see underground, and a default bulldoze button.&lt;br /&gt;
&lt;br /&gt;
== Your Citizens: Whiskers ==&lt;br /&gt;
&lt;br /&gt;
Your [[Whiskers]] citizens are no basic mice - they have unique characteristics and [[traits]] that, when appropriately utilized, can create quite the efficient colony in service of the King.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at Cicel to get an idea of what kind of [[Whisker]] they are:&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_7.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Guild Association - Every [[Whisker]] is associated with a [[Guilds|Guild]]: Explorer, Miner, Farmer, or Engineer, with each Guild providing three traits to that [[Whisker]], and also improving their efficiency in specific roles and jobs. These traits could lead to increased food consumption, resistance to certain weather conditions, or other factors that enhance their efficiency in specific tasks.&lt;br /&gt;
# Characteristic - Some [[Whiskers]] may have a characteristic that enhances their overall efficiency in various production categories, such as carrying capacity or eating habits or have negatives that lower their efficiency as well.&lt;br /&gt;
# Expectations - The higher the star rating, the more demanding a [[Whisker]] will be of more luxuries. Star ratings increase with certain traits as well as for [[Whiskers]] that are more experienced or educated, such as Apprentices, or anyone who is Educated.&lt;br /&gt;
# Jobs &amp;amp; Housing - While you can automatically assign a free [[Whisker]] to a job, you could manually assign them based on the aforementioned Guild Association and Characteristics by clicking the down arrow and selecting the appropriate job. You can also manually assign them to a house (as well as lock them to it) or let them sleep in any free bed.&lt;br /&gt;
# [[Whisker]] Stats - A set of stats that includes movement speed, productivity, carrying capacity, and body temperature. Guild Association, characteristics, food types, and heat sources can modify these stats.&lt;br /&gt;
# Modifiers - These are items that are affecting the [[Whisker]] in the moment, which can include food types and Guild Specialty bonuses when they are in a job that aligns with their Guild Association, pollution and cold.&lt;br /&gt;
# Positive &amp;amp; Negative Approval - Daily factors that provide the approval rating from your [[Whiskers]].&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, a well-fed, warm [[Whisker]] who is in a [[Guilds|Guild Specialty]] job can see a massive boost to productivity and create the most efficient colonist!&lt;br /&gt;
&lt;br /&gt;
The [[School]] provides a way to specialize your [[Whiskers]], should you have need to.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_8.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
In order to use the school, you must have a [[Educated]] Whisker that will become a Teacher  for other [[Whiskers]]. Selecting the Assign Teacher button will provide you with any [[Whiskers]] that meet the requirement. Once a Teacher is in the slot, you may assign up to three [[Whiskers]] that will learn under said Teacher.&lt;br /&gt;
&lt;br /&gt;
There are multiple Education Targets that you can select to educated your [[Whiskers]]:&lt;br /&gt;
&lt;br /&gt;
* Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.&lt;br /&gt;
&lt;br /&gt;
* Craftsmanship - Provides an educated Whisker that is more productive at their craft.&lt;br /&gt;
&lt;br /&gt;
** Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
** Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the Research Lab and some other buildings as well.&lt;br /&gt;
&lt;br /&gt;
Do note that the more specialized a [[Whisker]] is, the higher the Expectations they will have, as indicated by their stars.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_9.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
At the end of every workday, you will receive a daily report, which includes any approval gains/losses, a breakdown of positive and negative thoughts that contributed to the overall approval for the day, as well as any resources harvested/mined/generated, any resources used through food consumption/construction/production, and any trades that occurred. It will also show you your tax breakdown, which can increase daily depending on any resources bought or [[Whiskers]] accepted into the colony, but let’s talk about that in the next section.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_10.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Approval not only shows that your [[Whiskers]] are pleased with your governance, but it’s also a resource that can be used to accept additional [[Whiskers]] into your colony, enact policies, or use in actions such as picking up [[Whiskers]] to move them.&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_11.jpg|center]]&lt;br /&gt;
Research is a necessity to advance your colony, unlocking new housing types, production methods, transportation and logistical options, and even quality of life items such as decorations. Research is conducted in the Research Lab, and can only employ an Educated [[Whisker]].&lt;br /&gt;
&lt;br /&gt;
Looking at the Research Tech Tree, research is broken up into Tiers, with each Tier requiring a large amount of planks, copper, bronze, and iron to unlock. Every tier adds one of the further resources to the cost of doing research.  Within a Tier, you can see what technologies are available to be researched, as well as the cost to research them. Some technologies require you to have researched another technology in order for it to be researched, meaning some future planning will be required to reach a certain tech.&lt;br /&gt;
&lt;br /&gt;
Once researched, the building is immediately buildable, and you can move on to the next research item!&lt;br /&gt;
&lt;br /&gt;
Making more then one [[Research Lab]] has diminishing returns on speed of research per building, but overall you will end up faster. That is to say, 2 will drop to 82% each but together you are researching at 164%. More [[Research Lab]]&#039;s make the bonus speed shrink but are still faster all together.&lt;br /&gt;
&lt;br /&gt;
== Taxes and the [[Claws]] ==&lt;br /&gt;
&lt;br /&gt;
Your ultimate goal as Governor is to provide Taxes to the Crown and prove your loyalty to the [[Claws]]. The Tax Collector arrives every three days, giving you time to gather resources and goods that can be used to pay the balance.&lt;br /&gt;
&lt;br /&gt;
When the Tax Collector arrives, you have several options to look over:&lt;br /&gt;
&lt;br /&gt;
# Trust Level - Your Trust Level is how loyal you are to the Crown. If this falls too low, the [[Claws]] will bombard your colony with cannon balls!&lt;br /&gt;
# Tax &amp;amp; Debt - The total amount due to the Tax Collector, which is a combination of taxes, travel costs for your [[Whiskers]], and any supplies you may have purchased in those three days.&lt;br /&gt;
# Resources - Provides a list of resources you can use to make your payment.&lt;br /&gt;
# Payment Levels - You have several payment levels, ranging from a portion of your total amount to a large shipment, vastly more than what is being demanded of you. Each level below the full shipment results in lost trust from the [[Claws]], while each full shipment or higher increases trust, providing additional benefits such as building schematics, extra supplies, and Diplomacy Seals.&lt;br /&gt;
&lt;br /&gt;
Should you choose a shipment level that comes with extra supplies, you’ll receive an offer of Supply Gifts, with the ability to use Diplomacy Seals to reroll, should you not like the offers presented to you.&lt;br /&gt;
&lt;br /&gt;
It’s up to you as Governor to determine how much you choose to pay in taxes. With taxes rising every time you pay, due to taking on more [[Whiskers]], buying supplies, or just the demands of the Crown in general, you may not be able to overpay every time, balancing their trust and loyalty with the needs of your own colony for their survival.&lt;br /&gt;
&lt;br /&gt;
== Vertical Construction ==&lt;br /&gt;
&lt;br /&gt;
The colonies of Whiskerwood are built on islands, and though they range in size, space will always be limited. Utilizing wooden paths, stairs, ramps, and slides, you can - and will - need to stack buildings and roads on top of each other, climbing up the mountains of your islands, or dig deep underground and into the cliff sides and mountains to make the most of the space available to you. &lt;br /&gt;
&lt;br /&gt;
The life of a pioneer is not an easy one – far from home without familiar creature comforts, you must learn to withstand and harness the forces of nature to provide for your colony and tend to the various needs and wants of your colonists.&lt;br /&gt;
&lt;br /&gt;
== Climate, Seasons, and Heat ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_19.png|center]]&lt;br /&gt;
&lt;br /&gt;
Climate plays a key role in the success of your new home – a stormy day might dampen the natural enthusiasm of your mice, while a cold front can quickly ruin a season’s harvest or otherwise endanger their lives. Hovering over the weather in the bottom left corner will show you any positive or negative modifiers that could affect your colony.&lt;br /&gt;
Seasons also play a role in how you approach infrastructure and the well-being of your citizens. Spring and Summer will see higher temperatures and ideal conditions for growing certain crops, as well as keeping your citizens warm enough.&lt;br /&gt;
&lt;br /&gt;
During the Fall season the temperature starts to drop, and by Winter, the temperature will drop low enough that without proper heat sources, your colonist may freeze to death. &lt;br /&gt;
&lt;br /&gt;
Using hotkey H, you can toggle the heat overlay to get an idea of what areas of your colony are hot or cold. Providing campfires will keep your [[Whiskers]] warm. However, they will eventually run out of wood, meaning you will need to rebuild them periodically.&lt;br /&gt;
&lt;br /&gt;
There will be more advanced heating and cooling mechanics further into the game, providing much more efficient ways to keep your colonist alive during the cold months.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
* Unlike most other city builders, it’s not always a good idea to stock up on food and wood immediately. By prioritizing mining and sending larger shipments of metals and other resources to the [[Claws]], you can receive all kinds of goods and luxuries you need, assuming you stay in their good graces. The [[Claws]] may also reward you with favors you can use to reroll more reward options, or request additional [[Whiskers]] from the tax report screen.&lt;br /&gt;
&lt;br /&gt;
* When mining, be sure to use the slice view (Z default) to see what lies beneath the immediately visible deposits on the surface. It’s often the case that there will be even more resources in a vein right below the initial tile, but it’s always possible that there’s even more below; you’ll only discover by digging closer.&lt;br /&gt;
&lt;br /&gt;
* Your Central Warehouse may fill up quickly, especially since the [[Claws]] aren’t interested in everything you’re finding as tax payments. Be sure to prioritize having some extra storage around resource sites early, both for storage and better logistics.&lt;br /&gt;
&lt;br /&gt;
* At the end of the day, [[Whiskers]] will need to go somewhere to eat, bath and then go to bed afterwards if they have a home. Be sure these locations aren’t so far apart that a poor mouse has dinner but can’t make it to wash or home for bed before morning!&lt;br /&gt;
&lt;br /&gt;
* Consider approval as a resource to be spent rather than as a “happiness meter”. If it’s being maxed out every night, you should be spending your approval where you can each day rather than letting it sit unused.&lt;br /&gt;
&lt;br /&gt;
* Remember, winter is coming, and the [[Claws]] (hating the cold and snow) are hesitant to travel during the season. This means fewer immediate tax collection ships, but you can still build up debt through supplies and other means. Be sure to stock up for winter and prepare for the cats to return in spring!&lt;br /&gt;
&lt;br /&gt;
* Beyond stacking your buildings on top of each other, you can build out into (or across) the sea. Just keep in mind that the support for these structures and bridges will cost you in logs, especially as the ocean grows deeper.&lt;br /&gt;
&lt;br /&gt;
* You can use the Earthworks building to terraform the landscape using Stone, filling in open spaces. This can prevent the need to use log supports when building out at sea, or to fill gaps carved in mountains.&lt;br /&gt;
&lt;br /&gt;
* Some [[Whiskers]] have traits that can assist in specific jobs that may not always align with their guild position, and are worth paying close attention to if you’re aiming for max efficiency.&lt;br /&gt;
&lt;br /&gt;
* You can directly move [[Whiskers]] by clicking on one and then using the “Pick Up [[Whisker]]” icon next to their information panel. This is especially handy if a [[Whisker]] is stuck or too far somewhere, but they’re not going to enjoy the experience, so it will cost an approval point to handle them.&lt;br /&gt;
&lt;br /&gt;
*Bulldozing buildings (B default) will often return to you a portion (or all) of the resources used to construct the building. This is especially handy for creating makeshift paths for mining operations that can then be easily dismantled as the operation moves elsewhere. Mining scaffolding can also be demolished in order to construct across the holes, but this will cost more in log supports similar to building on water tiles.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1217</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1217"/>
		<updated>2026-02-15T20:09:29Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Whiskerwood, you will need to establish a colony on untouched islands, rich in all manner of resources, to meet the immediate and ever-growing demands of your [[Claws|feline masters]]. Your citizens, [[Whiskers|the common mouse]], will need to have their own needs met to stay happy, and you’ll need to establish core [[Buildings|structures]], essential services, and production capabilities to ensure continued growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
Govern well, and you’ll be rewarded! It’s up to you, Governor!&lt;br /&gt;
&lt;br /&gt;
== Colony Setup ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_1.jpg|center]]&lt;br /&gt;
Before you can begin this perilous journey, you must first set up the basics of your colony:&lt;br /&gt;
&lt;br /&gt;
# Colony Name - The [[Claws]] have granted you the opportunity to name your first colony; pick something befitting a royal charter!&lt;br /&gt;
# Difficulty Presets - Clicking on any of these presets will automatically toggle all settings underneath this Preset, allowing you to start your journey much faster.&lt;br /&gt;
# Custom Settings - Should you prefer to customize your settings, you can do so here, with options ranging from map size to number of islands, from fertility to the greediness level of the [[Claws]], the feline empire you serve.&lt;br /&gt;
# Colony Crew - You will start with five [[Whiskers]] as your first colonists. All [[Whiskers]] have a set of traits, attributes, and expectations that are befitting of certain job types. Hovering over these will bring up a tooltip to help you determine the best jobs accordingly. NOTE: Clicking on the dice will reroll all crew, providing better (or worse) options in who you start with.&lt;br /&gt;
# Starting Resources - All charters begin with a small set of resources that will allow for basic infrastructure and keep your citizens alive until they can make their own food.&lt;br /&gt;
&lt;br /&gt;
Once you’re all set, select the Embark button at the bottom, and your journey begins!&lt;br /&gt;
&lt;br /&gt;
== First Steps ==&lt;br /&gt;
&lt;br /&gt;
Your first step in starting a colony is to place your Export Dock on an island, preferably in a location with adequate trees and berry bushes. Once built, another ship will drop off your starting colony crew, allow you to place your Central Warehouse (cannot be moved - so choose wisely), receive your initial starting resources, and sign your charter.&lt;br /&gt;
&lt;br /&gt;
*Whisker Cheese: Before placing your Export Dock, you have 8 free logs to use. Construct some initial paths or buildings before placing your Export Dock or risk losing these initial resources. &lt;br /&gt;
&lt;br /&gt;
Your Charter is ready to be signed, and with it comes taxes to the Crown, due regularly. You can view a breakdown of the debts owed and the acceptable resources to pay your [[Demands|taxes]]. Hovering over each resource displays the value it contributes to repay your debt. Sign the charter, and your Colony is now entirely in your governance.&lt;br /&gt;
&lt;br /&gt;
Unsure of where to start? Have no fear, Governor! You will receive quests that guide you through the basics of setting up the necessary infrastructure for success, including mining for precious stones and metals, wood cutting, food gathering, and constructing houses for your [[Whiskers]] to stay cozy in. This will help you understand the base level ins and outs of running a colony.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_5.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Understanding the User Interface is essential for a good Governor; thus, the King would like you to review this portion closely. As the interface that you will interact with the most, we will break down all main elements, beginning at the top left, and going clockwise:&lt;br /&gt;
&lt;br /&gt;
# Upcoming Events - Provides you with the time the debt is to be paid, the debt amount, and the total value of goods in storage that you can use towards your debt, as well as the status of any current mission objectives.&lt;br /&gt;
# Citizen Elements - An overview of several elements tied to your citizens.&lt;br /&gt;
#:* Total Population - Clicking on the mouse icon will bring up a list of all [[Whiskers]].&lt;br /&gt;
#:* Construction Workers - any citizens not working a job will work on construction sites.&lt;br /&gt;
#:* Population Approval - Positive thoughts by your [[Whiskers]] will generate approval, it can be used it on various Actions and Policies in your colony.&lt;br /&gt;
#:* Diplomacy Seals - Used to negotiate special requests from the [[Claws]]&lt;br /&gt;
#:* Food Amount - Hover over this to view a drop-down menu of available food types.&lt;br /&gt;
#:* Fuel Amount - Info on your fuel reserves, hover over it for info on where you can make it.&lt;br /&gt;
# Warnings - Provides information on your colony, from [[Whiskers]] that need housing, to low food, and items of importance.&lt;br /&gt;
# Resources - Various resources that are used in construction or other industrial processes.&lt;br /&gt;
# Colony Menus - An array of menus that provide additional information on the [[Whiskers]], resources, tax reports, and your quest report.&lt;br /&gt;
# Time Management - [[Whiskers]] only work a certain number of hours every day. Use the controls to adjust the speed at which time passes.&lt;br /&gt;
# Colony Construction - Top-level categories for construction in your colony, divided into three areas: Transportation/Logistics, City Production/Housing, and Administrative/Decoration.&lt;br /&gt;
# Weather Conditions - Weather conditions and seasons impact multiple areas of your colony, with colder seasons requiring warmth from campfires and other sources, or a clear sky to increase crop growth. Keep an eye on the weather!&lt;br /&gt;
# Views - Toggles that provide a specific point of view, such as temperature, “slices” of the map at different levels to see underground, and a default bulldoze button.&lt;br /&gt;
&lt;br /&gt;
== Your Citizens: Whiskers ==&lt;br /&gt;
&lt;br /&gt;
Your [[Whiskers]] citizens are no basic mice - they have unique characteristics and [[traits]] that, when appropriately utilized, can create quite the efficient colony in service of the King.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at Cicel to get an idea of what kind of [[Whisker]] they are:&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_7.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Guild Association - Every [[Whisker]] is associated with a [[Guilds|Guild]]: Explorer, Miner, Farmer, or Engineer, with each Guild providing three traits to that [[Whisker]], and also improving their efficiency in specific roles and jobs. These traits could lead to increased food consumption, resistance to certain weather conditions, or other factors that enhance their efficiency in specific tasks.&lt;br /&gt;
# Characteristic - Some [[Whiskers]] may have a characteristic that enhances their overall efficiency in various production categories, such as carrying capacity or eating habits or have negatives that lower their efficiency as well.&lt;br /&gt;
# Expectations - The higher the star rating, the more demanding a [[Whisker]] will be of more luxuries. Star ratings increase with certain traits as well as for [[Whiskers]] that are more experienced or educated, such as Apprentices, or anyone who is Educated.&lt;br /&gt;
# Jobs &amp;amp; Housing - While you can automatically assign a free [[Whisker]] to a job, you could manually assign them based on the aforementioned Guild Association and Characteristics by clicking the down arrow and selecting the appropriate job. You can also manually assign them to a house (as well as lock them to it) or let them sleep in any free bed.&lt;br /&gt;
# [[Whisker]] Stats - A set of stats that includes movement speed, productivity, carrying capacity, and body temperature. Guild Association, characteristics, food types, and heat sources can modify these stats.&lt;br /&gt;
# Modifiers - These are items that are affecting the [[Whisker]] in the moment, which can include food types and Guild Specialty bonuses when they are in a job that aligns with their Guild Association, pollution and cold.&lt;br /&gt;
# Positive &amp;amp; Negative Approval - Daily factors that provide the approval rating from your [[Whiskers]].&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, a well-fed, warm [[Whisker]] who is in a [[Guilds|Guild Specialty]] job can see a massive boost to productivity and create the most efficient colonist!&lt;br /&gt;
&lt;br /&gt;
The [[School]] provides a way to specialize your [[Whiskers]], should you have need to.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_8.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
In order to use the school, you must have a [[Educated]] Whisker that will become a Teacher  for other [[Whiskers]]. Selecting the Assign Teacher button will provide you with any [[Whiskers]] that meet the requirement. Once a Teacher is in the slot, you may assign up to three [[Whiskers]] that will learn under said Teacher.&lt;br /&gt;
&lt;br /&gt;
There are multiple Education Targets that you can select to educated your [[Whiskers]]:&lt;br /&gt;
&lt;br /&gt;
* Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.&lt;br /&gt;
&lt;br /&gt;
* Craftsmanship - Provides an educated Whisker that is more productive at their craft.&lt;br /&gt;
&lt;br /&gt;
** Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
** Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the Research Lab and some other buildings as well.&lt;br /&gt;
&lt;br /&gt;
Do note that the more specialized a [[Whisker]] is, the higher the Expectations they will have, as indicated by their stars.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_9.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
At the end of every workday, you will receive a daily report, which includes any approval gains/losses, a breakdown of positive and negative thoughts that contributed to the overall approval for the day, as well as any resources harvested/mined/generated, any resources used through food consumption/construction/production, and any trades that occurred. It will also show you your tax breakdown, which can increase daily depending on any resources bought or [[Whiskers]] accepted into the colony, but let’s talk about that in the next section.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_10.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Approval not only shows that your [[Whiskers]] are pleased with your governance, but it’s also a resource that can be used to accept additional [[Whiskers]] into your colony, enact policies, or use in actions such as picking up [[Whiskers]] to move them.&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_11.jpg|center]]&lt;br /&gt;
Research is a necessity to advance your colony, unlocking new housing types, production methods, transportation and logistical options, and even quality of life items such as decorations. Research is conducted in the Research Lab, and can only employ an Educated [[Whisker]].&lt;br /&gt;
&lt;br /&gt;
Looking at the Research Tech Tree, research is broken up into Tiers, with each Tier requiring a large amount of planks, copper, bronze, and iron to unlock. Every tier adds one of the further resources to the cost of doing research.  Within a Tier, you can see what technologies are available to be researched, as well as the cost to research them. Some technologies require you to have researched another technology in order for it to be researched, meaning some future planning will be required to reach a certain tech.&lt;br /&gt;
&lt;br /&gt;
Once researched, the building is immediately buildable, and you can move on to the next research item!&lt;br /&gt;
&lt;br /&gt;
Making more then one [[Research Lab]] has diminishing returns on speed of research per building, but overall you will end up faster. That is to say, 2 will drop to 82% each but together you are researching at 164%. More [[Research Lab]]&#039;s make the bonus speed shrink but are still faster all together.&lt;br /&gt;
&lt;br /&gt;
== Taxes and the [[Claws]] ==&lt;br /&gt;
&lt;br /&gt;
Your ultimate goal as Governor is to provide Taxes to the Crown and prove your loyalty to the [[Claws]]. The Tax Collector arrives every three days, giving you time to gather resources and goods that can be used to pay the balance.&lt;br /&gt;
&lt;br /&gt;
When the Tax Collector arrives, you have several options to look over:&lt;br /&gt;
&lt;br /&gt;
# Trust Level - Your Trust Level is how loyal you are to the Crown. If this falls too low, the [[Claws]] will bombard your colony with cannon balls!&lt;br /&gt;
# Tax &amp;amp; Debt - The total amount due to the Tax Collector, which is a combination of taxes, travel costs for your [[Whiskers]], and any supplies you may have purchased in those three days.&lt;br /&gt;
# Resources - Provides a list of resources you can use to make your payment.&lt;br /&gt;
# Payment Levels - You have several payment levels, ranging from a portion of your total amount to a large shipment, vastly more than what is being demanded of you. Each level below the full shipment results in lost trust from the [[Claws]], while each full shipment or higher increases trust, providing additional benefits such as building schematics, extra supplies, and Diplomacy Seals.&lt;br /&gt;
&lt;br /&gt;
Should you choose a shipment level that comes with extra supplies, you’ll receive an offer of Supply Gifts, with the ability to use Diplomacy Seals to reroll, should you not like the offers presented to you.&lt;br /&gt;
&lt;br /&gt;
It’s up to you as Governor to determine how much you choose to pay in taxes. With taxes rising every time you pay, due to taking on more [[Whiskers]], buying supplies, or just the demands of the Crown in general, you may not be able to overpay every time, balancing their trust and loyalty with the needs of your own colony for their survival.&lt;br /&gt;
&lt;br /&gt;
== Vertical Construction ==&lt;br /&gt;
&lt;br /&gt;
The colonies of Whiskerwood are built on islands, and though they range in size, space will always be limited. Utilizing wooden paths, stairs, ramps, and slides, you can - and will - need to stack buildings and roads on top of each other, climbing up the mountains of your islands, or dig deep underground and into the cliff sides and mountains to make the most of the space available to you. &lt;br /&gt;
&lt;br /&gt;
The life of a pioneer is not an easy one – far from home without familiar creature comforts, you must learn to withstand and harness the forces of nature to provide for your colony and tend to the various needs and wants of your colonists.&lt;br /&gt;
&lt;br /&gt;
== Climate, Seasons, and Heat ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_19.png|center]]&lt;br /&gt;
&lt;br /&gt;
Climate plays a key role in the success of your new home – a stormy day might dampen the natural enthusiasm of your mice, while a cold front can quickly ruin a season’s harvest or otherwise endanger their lives. Hovering over the weather in the bottom left corner will show you any positive or negative modifiers that could affect your colony.&lt;br /&gt;
Seasons also play a role in how you approach infrastructure and the well-being of your citizens. Spring and Summer will see higher temperatures and ideal conditions for growing certain crops, as well as keeping your citizens warm enough.&lt;br /&gt;
&lt;br /&gt;
During the Fall season the temperature starts to drop, and by Winter, the temperature will drop low enough that without proper heat sources, your colonist may freeze to death. &lt;br /&gt;
&lt;br /&gt;
Using hotkey H, you can toggle the heat overlay to get an idea of what areas of your colony are hot or cold. Providing campfires will keep your [[Whiskers]] warm. However, they will eventually run out of wood, meaning you will need to rebuild them periodically.&lt;br /&gt;
&lt;br /&gt;
There will be more advanced heating and cooling mechanics further into the game, providing much more efficient ways to keep your colonist alive during the cold months.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
* Unlike most other city builders, it’s not always a good idea to stock up on food and wood immediately. By prioritizing mining and sending larger shipments of metals and other resources to the [[Claws]], you can receive all kinds of goods and luxuries you need, assuming you stay in their good graces. The [[Claws]] may also reward you with favors you can use to reroll more reward options, or request additional [[Whiskers]] from the tax report screen.&lt;br /&gt;
&lt;br /&gt;
* When mining, be sure to use the slice view (Z default) to see what lies beneath the immediately visible deposits on the surface. It’s often the case that there will be even more resources in a vein right below the initial tile, but it’s always possible that there’s even more below; you’ll only discover by digging closer.&lt;br /&gt;
&lt;br /&gt;
* Your main warehouse may fill up quickly, especially since the [[Claws]] aren’t interested in everything you’re finding as tax payments. Be sure to prioritize having some extra storage around resource sites early, both for storage and better logistics.&lt;br /&gt;
&lt;br /&gt;
* At the end of the day, [[Whiskers]] will need to go somewhere to eat, bath and then go to bed afterwards if they have a home. Be sure these locations aren’t so far apart that a poor mouse has dinner but can’t make it to wash or home for bed before morning!&lt;br /&gt;
&lt;br /&gt;
* Consider approval as a resource to be spent rather than as a “happiness meter”. If it’s being maxed out every night, you should be spending your approval where you can each day rather than letting it sit unused.&lt;br /&gt;
&lt;br /&gt;
* Remember, winter is coming, and the [[Claws]] (hating the cold and snow) are hesitant to travel during the season. This means fewer immediate tax collection ships, but you can still build up debt through supplies and other means. Be sure to stock up for winter and prepare for the cats to return in spring!&lt;br /&gt;
&lt;br /&gt;
* Beyond stacking your buildings on top of each other, you can build out into (or across) the sea. Just keep in mind that the support for these structures and bridges will cost you in logs, especially as the ocean grows deeper.&lt;br /&gt;
&lt;br /&gt;
* You can use the Earthworks building to terraform the landscape using Stone, filling in open spaces. This can prevent the need to use log supports when building out at sea, or to fill gaps carved in mountains.&lt;br /&gt;
&lt;br /&gt;
* Some [[Whiskers]] have traits that can assist in specific jobs that may not always align with their guild position, and are worth paying close attention to if you’re aiming for max efficiency.&lt;br /&gt;
&lt;br /&gt;
* You can directly move [[Whiskers]] by clicking on one and then using the “Pick Up [[Whisker]]” icon next to their information panel. This is especially handy if a [[Whisker]] is stuck or too far somewhere, but they’re not going to enjoy the experience, so it will cost an approval point to handle them.&lt;br /&gt;
&lt;br /&gt;
Bulldozing buildings (B default) will often return to you a portion of resources. This is especially handy for creating makeshift paths for mining operations that can then be easily dismantled as the operation moves elsewhere. Mining scaffolding can also be demolished in order to construct across the holes, but this will cost more in log supports similar to building on water tiles.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1216</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1216"/>
		<updated>2026-02-15T20:06:40Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Your Citizens: Whiskers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Whiskerwood, you will need to establish a colony on untouched islands, rich in all manner of resources, to meet the immediate and ever-growing demands of your [[Claws|feline masters]]. Your citizens, [[Whiskers|the common mouse]], will need to have their own needs met to stay happy, and you’ll need to establish core [[Buildings|structures]], essential services, and production capabilities to ensure continued growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
Govern well, and you’ll be rewarded! It’s up to you, Governor!&lt;br /&gt;
&lt;br /&gt;
== Colony Setup ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_1.jpg|center]]&lt;br /&gt;
Before you can begin this perilous journey, you must first set up the basics of your colony:&lt;br /&gt;
&lt;br /&gt;
# Colony Name - The [[Claws]] have granted you the opportunity to name your first colony; pick something befitting a royal charter!&lt;br /&gt;
# Difficulty Presets - Clicking on any of these presets will automatically toggle all settings underneath this Preset, allowing you to start your journey much faster.&lt;br /&gt;
# Custom Settings - Should you prefer to customize your settings, you can do so here, with options ranging from map size to number of islands, from fertility to the greediness level of the [[Claws]], the feline empire you serve.&lt;br /&gt;
# Colony Crew - You will start with five [[Whiskers]] as your first colonists. All [[Whiskers]] have a set of traits, attributes, and expectations that are befitting of certain job types. Hovering over these will bring up a tooltip to help you determine the best jobs accordingly. NOTE: Clicking on the dice will reroll all crew, providing better (or worse) options in who you start with.&lt;br /&gt;
# Starting Resources - All charters begin with a small set of resources that will allow for basic infrastructure and keep your citizens alive until they can make their own food.&lt;br /&gt;
&lt;br /&gt;
Once you’re all set, select the Embark button at the bottom, and your journey begins!&lt;br /&gt;
&lt;br /&gt;
== First Steps ==&lt;br /&gt;
&lt;br /&gt;
Your first step in starting a colony is to place your Export Dock on an island, preferably in a location with adequate trees and berry bushes. Once built, another ship will drop off your starting colony crew, allow you to place your Central Warehouse (cannot be moved - so choose wisely), receive your initial starting resources, and sign your charter.&lt;br /&gt;
&lt;br /&gt;
*Whisker Cheese: Before placing your Export Dock, you have 8 free logs to use. Construct some initial paths or buildings before placing your Export Dock or risk losing these initial resources. &lt;br /&gt;
&lt;br /&gt;
Your Charter is ready to be signed, and with it comes taxes to the Crown, due regularly. You can view a breakdown of the debts owed and the acceptable resources to pay your [[Demands|taxes]]. Hovering over each resource displays the value it contributes to repay your debt. Sign the charter, and your Colony is now entirely in your governance.&lt;br /&gt;
&lt;br /&gt;
Unsure of where to start? Have no fear, Governor! You will receive quests that guide you through the basics of setting up the necessary infrastructure for success, including mining for precious stones and metals, wood cutting, food gathering, and constructing houses for your [[Whiskers]] to stay cozy in. This will help you understand the base level ins and outs of running a colony.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_5.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Understanding the User Interface is essential for a good Governor; thus, the King would like you to review this portion closely. As the interface that you will interact with the most, we will break down all main elements, beginning at the top left, and going clockwise:&lt;br /&gt;
&lt;br /&gt;
# Upcoming Events - Provides you with the time the debt is to be paid, the debt amount, and the total value of goods in storage that you can use towards your debt, as well as the status of any current mission objectives.&lt;br /&gt;
# Citizen Elements - An overview of several elements tied to your citizens.&lt;br /&gt;
#:* Total Population - Clicking on the mouse icon will bring up a list of all [[Whiskers]].&lt;br /&gt;
#:* Construction Workers - any citizens not working a job will work on construction sites.&lt;br /&gt;
#:* Population Approval - Positive thoughts by your [[Whiskers]] will generate approval, it can be used it on various Actions and Policies in your colony.&lt;br /&gt;
#:* Diplomacy Seals - Used to negotiate special requests from the [[Claws]]&lt;br /&gt;
#:* Food Amount - Hover over this to view a drop-down menu of available food types.&lt;br /&gt;
#:* Fuel Amount - Info on your fuel reserves, hover over it for info on where you can make it.&lt;br /&gt;
# Warnings - Provides information on your colony, from [[Whiskers]] that need housing, to low food, and items of importance.&lt;br /&gt;
# Resources - Various resources that are used in construction or other industrial processes.&lt;br /&gt;
# Colony Menus - An array of menus that provide additional information on the [[Whiskers]], resources, tax reports, and your quest report.&lt;br /&gt;
# Time Management - [[Whiskers]] only work a certain number of hours every day. Use the controls to adjust the speed at which time passes.&lt;br /&gt;
# Colony Construction - Top-level categories for construction in your colony, divided into three areas: Transportation/Logistics, City Production/Housing, and Administrative/Decoration.&lt;br /&gt;
# Weather Conditions - Weather conditions and seasons impact multiple areas of your colony, with colder seasons requiring warmth from campfires and other sources, or a clear sky to increase crop growth. Keep an eye on the weather!&lt;br /&gt;
# Views - Toggles that provide a specific point of view, such as temperature, “slices” of the map at different levels to see underground, and a default bulldoze button.&lt;br /&gt;
&lt;br /&gt;
== Your Citizens: Whiskers ==&lt;br /&gt;
&lt;br /&gt;
Your [[Whiskers]] citizens are no basic mice - they have unique characteristics and [[traits]] that, when appropriately utilized, can create quite the efficient colony in service of the King.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at Cicel to get an idea of what kind of [[Whisker]] they are:&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_7.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Guild Association - Every [[Whisker]] is associated with a [[Guilds|Guild]]: Explorer, Miner, Farmer, or Engineer, with each Guild providing three traits to that [[Whisker]], and also improving their efficiency in specific roles and jobs. These traits could lead to increased food consumption, resistance to certain weather conditions, or other factors that enhance their efficiency in specific tasks.&lt;br /&gt;
# Characteristic - Some [[Whiskers]] may have a characteristic that enhances their overall efficiency in various production categories, such as carrying capacity or eating habits or have negatives that lower their efficiency as well.&lt;br /&gt;
# Expectations - The higher the star rating, the more demanding a [[Whisker]] will be of more luxuries. Star ratings increase with certain traits as well as for [[Whiskers]] that are more experienced or educated, such as Apprentices, or anyone who is Educated.&lt;br /&gt;
# Jobs &amp;amp; Housing - While you can automatically assign a free [[Whisker]] to a job, you could manually assign them based on the aforementioned Guild Association and Characteristics by clicking the down arrow and selecting the appropriate job. You can also manually assign them to a house (as well as lock them to it) or let them sleep in any free bed.&lt;br /&gt;
# [[Whisker]] Stats - A set of stats that includes movement speed, productivity, carrying capacity, and body temperature. Guild Association, characteristics, food types, and heat sources can modify these stats.&lt;br /&gt;
# Modifiers - These are items that are affecting the [[Whisker]] in the moment, which can include food types and Guild Specialty bonuses when they are in a job that aligns with their Guild Association, pollution and cold.&lt;br /&gt;
# Positive &amp;amp; Negative Approval - Daily factors that provide the approval rating from your [[Whiskers]].&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, a well-fed, warm [[Whisker]] who is in a [[Guilds|Guild Specialty]] job can see a massive boost to productivity and create the most efficient colonist!&lt;br /&gt;
&lt;br /&gt;
The [[School]] provides a way to specialize your [[Whiskers]], should you have need to.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_8.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
In order to use the school, you must have a [[Educated]] Whisker that will become a Teacher  for other [[Whiskers]]. Selecting the Assign Teacher button will provide you with any [[Whiskers]] that meet the requirement. Once a Teacher is in the slot, you may assign up to three [[Whiskers]] that will learn under said Teacher.&lt;br /&gt;
&lt;br /&gt;
There are multiple Education Targets that you can select to educated your [[Whiskers]]:&lt;br /&gt;
&lt;br /&gt;
* Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.&lt;br /&gt;
&lt;br /&gt;
* Craftsmanship - Provides an educated Whisker that is more productive at their craft.&lt;br /&gt;
&lt;br /&gt;
** Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
** Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the Research Lab and some other buildings as well.&lt;br /&gt;
&lt;br /&gt;
Do note that the more specialized a [[Whisker]] is, the higher the Expectations they will have, as indicated by their stars.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_9.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
At the end of every workday, you will receive a daily report, which includes any approval gains/losses, a breakdown of positive and negative thoughts that contributed to the overall approval for the day, as well as any resources harvested/mined/generated, any resources used through food consumption/construction/production, and any trades that occurred. It will also show you your tax breakdown, which can increase daily depending on any resources bought or [[Whiskers]] accepted into the colony, but let’s talk about that in the next section.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_10.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Approval not only shows that your [[Whiskers]] are pleased with your governance, but it’s also a resource that can be used to accept additional [[Whiskers]] into your colony, enact policies, or use in actions such as picking up [[Whiskers]] to move them.&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_11.jpg|center]]&lt;br /&gt;
Research is a necessity to advance your colony, unlocking new housing types, production methods, transportation and logistical options, and even quality of life items such as decorations. Research is conducted in the Research Lab, and can only employ an Educated [[Whisker]].&lt;br /&gt;
&lt;br /&gt;
Looking at the Research Tech Tree, research is broken up into Tiers, with each Tier requiring a large amount of planks, copper, bronze, and iron to unlock. Every tier adds one of the further resources to the cost of doing research.  Within a Tier, you can see what technologies are available to be researched, as well as the cost to research them. Some technologies require you to have researched another technology in order for it to be researched, meaning some future planning will be required to reach a certain tech.&lt;br /&gt;
&lt;br /&gt;
Once researched, the building is immediately buildable, and you can move on to the next research item!&lt;br /&gt;
&lt;br /&gt;
Making more then one [[Research Lab]] has diminishing returns on speed of research per building, but overall you will end up faster. IE 2 will drop to 82% each but together you are researching at 164%. More [[Research Lab]]&#039;s make the bonus speed shrink but are still faster all together.&lt;br /&gt;
&lt;br /&gt;
== Taxes and the [[Claws]] ==&lt;br /&gt;
&lt;br /&gt;
Your ultimate goal as Governor is to provide Taxes to the Crown and prove your loyalty to the [[Claws]]. The Tax Collector arrives every three days, giving you time to gather resources and goods that can be used to pay the balance.&lt;br /&gt;
&lt;br /&gt;
When the Tax Collector arrives, you have several options to look over:&lt;br /&gt;
&lt;br /&gt;
# Trust Level - Your Trust Level is how loyal you are to the Crown. If this falls too low, the [[Claws]] will bombard your colony with cannon balls!&lt;br /&gt;
# Tax &amp;amp; Debt - The total amount due to the Tax Collector, which is a combination of taxes, travel costs for your [[Whiskers]], and any supplies you may have purchased in those three days.&lt;br /&gt;
# Resources - Provides a list of resources you can use to make your payment.&lt;br /&gt;
# Payment Levels - You have several payment levels, ranging from a portion of your total amount to a large shipment, vastly more than what is being demanded of you. Each level below the full shipment results in lost trust from the [[Claws]], while each full shipment or higher increases trust, providing additional benefits such as building schematics, extra supplies, and Diplomacy Seals.&lt;br /&gt;
&lt;br /&gt;
Should you choose a shipment level that comes with extra supplies, you’ll receive an offer of Supply Gifts, with the ability to use Diplomacy Seals to reroll, should you not like the offers presented to you.&lt;br /&gt;
&lt;br /&gt;
It’s up to you as Governor to determine how much you choose to pay in taxes. With taxes rising every time you pay, due to taking on more [[Whiskers]], buying supplies, or just the demands of the Crown in general, you may not be able to overpay every time, balancing their trust and loyalty with the needs of your own colony for their survival.&lt;br /&gt;
&lt;br /&gt;
== Vertical Construction ==&lt;br /&gt;
&lt;br /&gt;
The colonies of Whiskerwood are built on islands, and though they range in size, space will always be limited. Utilizing wooden paths, stairs, ramps, and slides, you can - and will - need to stack buildings and roads on top of each other, climbing up the mountains of your islands, or dig deep underground and into the cliff sides and mountains to make the most of the space available to you. &lt;br /&gt;
&lt;br /&gt;
The life of a pioneer is not an easy one – far from home without familiar creature comforts, you must learn to withstand and harness the forces of nature to provide for your colony and tend to the various needs and wants of your colonists.&lt;br /&gt;
&lt;br /&gt;
== Climate, Seasons, and Heat ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_19.png|center]]&lt;br /&gt;
&lt;br /&gt;
Climate plays a key role in the success of your new home – a stormy day might dampen the natural enthusiasm of your mice, while a cold front can quickly ruin a season’s harvest or otherwise endanger their lives. Hovering over the weather in the bottom left corner will show you any positive or negative modifiers that could affect your colony.&lt;br /&gt;
Seasons also play a role in how you approach infrastructure and the well-being of your citizens. Spring and Summer will see higher temperatures and ideal conditions for growing certain crops, as well as keeping your citizens warm enough.&lt;br /&gt;
&lt;br /&gt;
During the Fall season the temperature starts to drop, and by Winter, the temperature will drop low enough that without proper heat sources, your colonist may freeze to death. &lt;br /&gt;
&lt;br /&gt;
Using hotkey H, you can toggle the heat overlay to get an idea of what areas of your colony are hot or cold. Providing campfires will keep your [[Whiskers]] warm. However, they will eventually run out of wood, meaning you will need to rebuild them periodically.&lt;br /&gt;
&lt;br /&gt;
There will be more advanced heating and cooling mechanics further into the game, providing much more efficient ways to keep your colonist alive during the cold months.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
* Unlike most other city builders, it’s not always a good idea to stock up on food and wood immediately. By prioritizing mining and sending larger shipments of metals and other resources to the [[Claws]], you can receive all kinds of goods and luxuries you need, assuming you stay in their good graces. The [[Claws]] may also reward you with favors you can use to reroll more reward options, or request additional [[Whiskers]] from the tax report screen.&lt;br /&gt;
&lt;br /&gt;
* When mining, be sure to use the slice view (Z default) to see what lies beneath the immediately visible deposits on the surface. It’s often the case that there will be even more resources in a vein right below the initial tile, but it’s always possible that there’s even more below; you’ll only discover by digging closer.&lt;br /&gt;
&lt;br /&gt;
* Your main warehouse may fill up quickly, especially since the [[Claws]] aren’t interested in everything you’re finding as tax payments. Be sure to prioritize having some extra storage around resource sites early, both for storage and better logistics.&lt;br /&gt;
&lt;br /&gt;
* At the end of the day, [[Whiskers]] will need to go somewhere to eat, bath and then go to bed afterwards if they have a home. Be sure these locations aren’t so far apart that a poor mouse has dinner but can’t make it to wash or home for bed before morning!&lt;br /&gt;
&lt;br /&gt;
* Consider approval as a resource to be spent rather than as a “happiness meter”. If it’s being maxed out every night, you should be spending your approval where you can each day rather than letting it sit unused.&lt;br /&gt;
&lt;br /&gt;
* Remember, winter is coming, and the [[Claws]] (hating the cold and snow) are hesitant to travel during the season. This means fewer immediate tax collection ships, but you can still build up debt through supplies and other means. Be sure to stock up for winter and prepare for the cats to return in spring!&lt;br /&gt;
&lt;br /&gt;
* Beyond stacking your buildings on top of each other, you can build out into (or across) the sea. Just keep in mind that the support for these structures and bridges will cost you in logs, especially as the ocean grows deeper.&lt;br /&gt;
&lt;br /&gt;
* You can use the Earthworks building to terraform the landscape using Stone, filling in open spaces. This can prevent the need to use log supports when building out at sea, or to fill gaps carved in mountains.&lt;br /&gt;
&lt;br /&gt;
* Some [[Whiskers]] have traits that can assist in specific jobs that may not always align with their guild position, and are worth paying close attention to if you’re aiming for max efficiency.&lt;br /&gt;
&lt;br /&gt;
* You can directly move [[Whiskers]] by clicking on one and then using the “Pick Up [[Whisker]]” icon next to their information panel. This is especially handy if a [[Whisker]] is stuck or too far somewhere, but they’re not going to enjoy the experience, so it will cost an approval point to handle them.&lt;br /&gt;
&lt;br /&gt;
Bulldozing buildings (B default) will often return to you a portion of resources. This is especially handy for creating makeshift paths for mining operations that can then be easily dismantled as the operation moves elsewhere. Mining scaffolding can also be demolished in order to construct across the holes, but this will cost more in log supports similar to building on water tiles.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1215</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1215"/>
		<updated>2026-02-15T20:04:54Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Your Citizens: Whiskers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Whiskerwood, you will need to establish a colony on untouched islands, rich in all manner of resources, to meet the immediate and ever-growing demands of your [[Claws|feline masters]]. Your citizens, [[Whiskers|the common mouse]], will need to have their own needs met to stay happy, and you’ll need to establish core [[Buildings|structures]], essential services, and production capabilities to ensure continued growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
Govern well, and you’ll be rewarded! It’s up to you, Governor!&lt;br /&gt;
&lt;br /&gt;
== Colony Setup ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_1.jpg|center]]&lt;br /&gt;
Before you can begin this perilous journey, you must first set up the basics of your colony:&lt;br /&gt;
&lt;br /&gt;
# Colony Name - The [[Claws]] have granted you the opportunity to name your first colony; pick something befitting a royal charter!&lt;br /&gt;
# Difficulty Presets - Clicking on any of these presets will automatically toggle all settings underneath this Preset, allowing you to start your journey much faster.&lt;br /&gt;
# Custom Settings - Should you prefer to customize your settings, you can do so here, with options ranging from map size to number of islands, from fertility to the greediness level of the [[Claws]], the feline empire you serve.&lt;br /&gt;
# Colony Crew - You will start with five [[Whiskers]] as your first colonists. All [[Whiskers]] have a set of traits, attributes, and expectations that are befitting of certain job types. Hovering over these will bring up a tooltip to help you determine the best jobs accordingly. NOTE: Clicking on the dice will reroll all crew, providing better (or worse) options in who you start with.&lt;br /&gt;
# Starting Resources - All charters begin with a small set of resources that will allow for basic infrastructure and keep your citizens alive until they can make their own food.&lt;br /&gt;
&lt;br /&gt;
Once you’re all set, select the Embark button at the bottom, and your journey begins!&lt;br /&gt;
&lt;br /&gt;
== First Steps ==&lt;br /&gt;
&lt;br /&gt;
Your first step in starting a colony is to place your Export Dock on an island, preferably in a location with adequate trees and berry bushes. Once built, another ship will drop off your starting colony crew, allow you to place your Central Warehouse (cannot be moved - so choose wisely), receive your initial starting resources, and sign your charter.&lt;br /&gt;
&lt;br /&gt;
*Whisker Cheese: Before placing your Export Dock, you have 8 free logs to use. Construct some initial paths or buildings before placing your Export Dock or risk losing these initial resources. &lt;br /&gt;
&lt;br /&gt;
Your Charter is ready to be signed, and with it comes taxes to the Crown, due regularly. You can view a breakdown of the debts owed and the acceptable resources to pay your [[Demands|taxes]]. Hovering over each resource displays the value it contributes to repay your debt. Sign the charter, and your Colony is now entirely in your governance.&lt;br /&gt;
&lt;br /&gt;
Unsure of where to start? Have no fear, Governor! You will receive quests that guide you through the basics of setting up the necessary infrastructure for success, including mining for precious stones and metals, wood cutting, food gathering, and constructing houses for your [[Whiskers]] to stay cozy in. This will help you understand the base level ins and outs of running a colony.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_5.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Understanding the User Interface is essential for a good Governor; thus, the King would like you to review this portion closely. As the interface that you will interact with the most, we will break down all main elements, beginning at the top left, and going clockwise:&lt;br /&gt;
&lt;br /&gt;
# Upcoming Events - Provides you with the time the debt is to be paid, the debt amount, and the total value of goods in storage that you can use towards your debt, as well as the status of any current mission objectives.&lt;br /&gt;
# Citizen Elements - An overview of several elements tied to your citizens.&lt;br /&gt;
#:* Total Population - Clicking on the mouse icon will bring up a list of all [[Whiskers]].&lt;br /&gt;
#:* Construction Workers - any citizens not working a job will work on construction sites.&lt;br /&gt;
#:* Population Approval - Positive thoughts by your [[Whiskers]] will generate approval, it can be used it on various Actions and Policies in your colony.&lt;br /&gt;
#:* Diplomacy Seals - Used to negotiate special requests from the [[Claws]]&lt;br /&gt;
#:* Food Amount - Hover over this to view a drop-down menu of available food types.&lt;br /&gt;
#:* Fuel Amount - Info on your fuel reserves, hover over it for info on where you can make it.&lt;br /&gt;
# Warnings - Provides information on your colony, from [[Whiskers]] that need housing, to low food, and items of importance.&lt;br /&gt;
# Resources - Various resources that are used in construction or other industrial processes.&lt;br /&gt;
# Colony Menus - An array of menus that provide additional information on the [[Whiskers]], resources, tax reports, and your quest report.&lt;br /&gt;
# Time Management - [[Whiskers]] only work a certain number of hours every day. Use the controls to adjust the speed at which time passes.&lt;br /&gt;
# Colony Construction - Top-level categories for construction in your colony, divided into three areas: Transportation/Logistics, City Production/Housing, and Administrative/Decoration.&lt;br /&gt;
# Weather Conditions - Weather conditions and seasons impact multiple areas of your colony, with colder seasons requiring warmth from campfires and other sources, or a clear sky to increase crop growth. Keep an eye on the weather!&lt;br /&gt;
# Views - Toggles that provide a specific point of view, such as temperature, “slices” of the map at different levels to see underground, and a default bulldoze button.&lt;br /&gt;
&lt;br /&gt;
== Your Citizens: Whiskers ==&lt;br /&gt;
&lt;br /&gt;
Your [[Whiskers]] citizens are no basic mice - they have unique characteristics and [[traits]] that, when appropriately utilized, can create quite the efficient colony in service of the King.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at Cicel to get an idea of what kind of [[Whisker]] they are:&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_7.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Guild Association - Every [[Whisker]] is associated with a [[Guilds|Guild]]: Explorer, Miner, Farmer, or Engineer, with each Guild providing three traits to that [[Whisker]], and also improving their efficiency in specific roles and jobs. These traits could lead to increased food consumption, resistance to certain weather conditions, or other factors that enhance their efficiency in specific tasks.&lt;br /&gt;
# Characteristic - Some [[Whiskers]] may have a characteristic that enhances their overall efficiency in various production categories, such as carrying capacity or eating habits or have negatives that lower their efficiency as well.&lt;br /&gt;
# Expectations - The higher the star rating, the more demanding a [[Whisker]] will be of more luxuries. Star ratings increase with certain traits as well as for [[Whiskers]] that are more experienced or educated, such as Apprentices, or anyone who is Educated.&lt;br /&gt;
# Jobs &amp;amp; Housing - While you can automatically assign a free [[Whisker]] to a job, you could manually assign them based on the aforementioned Guild Association and Characteristics by clicking the down arrow and selecting the appropriate job. You can also manually assign them to a house (as well as lock them to it) or let them sleep in any free bed.&lt;br /&gt;
# [[Whisker]] Stats - A set of stats that includes movement speed, productivity, carrying capacity, and body temperature. Guild Association, characteristics, food types, and heat sources can modify these stats.&lt;br /&gt;
# Modifiers - These are items that are affecting the [[Whisker]] in the moment, which can include food types and Guild Specialty bonuses when they are in a job that aligns with their Guild Association, pollution and cold.&lt;br /&gt;
# Positive &amp;amp; Negative Approval - Daily factors that provide the approval rating from your [[Whiskers]].&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, a well-fed, warm [[Whisker]] who is in a [[Guild Specialty]] job can see a massive boost to productivity and create the most efficient colonist!&lt;br /&gt;
&lt;br /&gt;
The [[Buildings|School]] provides a way to specialize your [[Whiskers]], should you have need to.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_8.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
In order to use the school, you must have a [[Educated]] Whisker that will become a Teacher  for other [[Whiskers]]. Selecting the Assign Teacher button will provide you with any [[Whiskers]] that meet the requirement. Once a Teacher is in the slot, you may assign up to three [[Whiskers]] that will learn under said Teacher.&lt;br /&gt;
&lt;br /&gt;
There are multiple Education Targets that you can select to educated your [[Whiskers]]:&lt;br /&gt;
&lt;br /&gt;
* Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.&lt;br /&gt;
&lt;br /&gt;
* Craftsmanship - Provides an educated Whisker that is more productive at their craft.&lt;br /&gt;
&lt;br /&gt;
** Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
** Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the Research Lab and some other buildings as well.&lt;br /&gt;
&lt;br /&gt;
Do note that the more specialized a [[Whisker]] is, the higher the Expectations they will have, as indicated by their stars.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_9.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
At the end of every workday, you will receive a daily report, which includes any approval gains/losses, a breakdown of positive and negative thoughts that contributed to the overall approval for the day, as well as any resources harvested/mined/generated, any resources used through food consumption/construction/production, and any trades that occurred. It will also show you your tax breakdown, which can increase daily depending on any resources bought or [[Whiskers]] accepted into the colony, but let’s talk about that in the next section.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_10.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Approval not only shows that your [[Whiskers]] are pleased with your governance, but it’s also a resource that can be used to accept additional [[Whiskers]] into your colony, enact policies, or use in actions such as picking up [[Whiskers]] to move them.&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_11.jpg|center]]&lt;br /&gt;
Research is a necessity to advance your colony, unlocking new housing types, production methods, transportation and logistical options, and even quality of life items such as decorations. Research is conducted in the Research Lab, and can only employ an Educated [[Whisker]].&lt;br /&gt;
&lt;br /&gt;
Looking at the Research Tech Tree, research is broken up into Tiers, with each Tier requiring a large amount of planks, copper, bronze, and iron to unlock. Every tier adds one of the further resources to the cost of doing research.  Within a Tier, you can see what technologies are available to be researched, as well as the cost to research them. Some technologies require you to have researched another technology in order for it to be researched, meaning some future planning will be required to reach a certain tech.&lt;br /&gt;
&lt;br /&gt;
Once researched, the building is immediately buildable, and you can move on to the next research item!&lt;br /&gt;
&lt;br /&gt;
Making more then one [[Research Lab]] has diminishing returns on speed of research per building, but overall you will end up faster. IE 2 will drop to 82% each but together you are researching at 164%. More [[Research Lab]]&#039;s make the bonus speed shrink but are still faster all together.&lt;br /&gt;
&lt;br /&gt;
== Taxes and the [[Claws]] ==&lt;br /&gt;
&lt;br /&gt;
Your ultimate goal as Governor is to provide Taxes to the Crown and prove your loyalty to the [[Claws]]. The Tax Collector arrives every three days, giving you time to gather resources and goods that can be used to pay the balance.&lt;br /&gt;
&lt;br /&gt;
When the Tax Collector arrives, you have several options to look over:&lt;br /&gt;
&lt;br /&gt;
# Trust Level - Your Trust Level is how loyal you are to the Crown. If this falls too low, the [[Claws]] will bombard your colony with cannon balls!&lt;br /&gt;
# Tax &amp;amp; Debt - The total amount due to the Tax Collector, which is a combination of taxes, travel costs for your [[Whiskers]], and any supplies you may have purchased in those three days.&lt;br /&gt;
# Resources - Provides a list of resources you can use to make your payment.&lt;br /&gt;
# Payment Levels - You have several payment levels, ranging from a portion of your total amount to a large shipment, vastly more than what is being demanded of you. Each level below the full shipment results in lost trust from the [[Claws]], while each full shipment or higher increases trust, providing additional benefits such as building schematics, extra supplies, and Diplomacy Seals.&lt;br /&gt;
&lt;br /&gt;
Should you choose a shipment level that comes with extra supplies, you’ll receive an offer of Supply Gifts, with the ability to use Diplomacy Seals to reroll, should you not like the offers presented to you.&lt;br /&gt;
&lt;br /&gt;
It’s up to you as Governor to determine how much you choose to pay in taxes. With taxes rising every time you pay, due to taking on more [[Whiskers]], buying supplies, or just the demands of the Crown in general, you may not be able to overpay every time, balancing their trust and loyalty with the needs of your own colony for their survival.&lt;br /&gt;
&lt;br /&gt;
== Vertical Construction ==&lt;br /&gt;
&lt;br /&gt;
The colonies of Whiskerwood are built on islands, and though they range in size, space will always be limited. Utilizing wooden paths, stairs, ramps, and slides, you can - and will - need to stack buildings and roads on top of each other, climbing up the mountains of your islands, or dig deep underground and into the cliff sides and mountains to make the most of the space available to you. &lt;br /&gt;
&lt;br /&gt;
The life of a pioneer is not an easy one – far from home without familiar creature comforts, you must learn to withstand and harness the forces of nature to provide for your colony and tend to the various needs and wants of your colonists.&lt;br /&gt;
&lt;br /&gt;
== Climate, Seasons, and Heat ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_19.png|center]]&lt;br /&gt;
&lt;br /&gt;
Climate plays a key role in the success of your new home – a stormy day might dampen the natural enthusiasm of your mice, while a cold front can quickly ruin a season’s harvest or otherwise endanger their lives. Hovering over the weather in the bottom left corner will show you any positive or negative modifiers that could affect your colony.&lt;br /&gt;
Seasons also play a role in how you approach infrastructure and the well-being of your citizens. Spring and Summer will see higher temperatures and ideal conditions for growing certain crops, as well as keeping your citizens warm enough.&lt;br /&gt;
&lt;br /&gt;
During the Fall season the temperature starts to drop, and by Winter, the temperature will drop low enough that without proper heat sources, your colonist may freeze to death. &lt;br /&gt;
&lt;br /&gt;
Using hotkey H, you can toggle the heat overlay to get an idea of what areas of your colony are hot or cold. Providing campfires will keep your [[Whiskers]] warm. However, they will eventually run out of wood, meaning you will need to rebuild them periodically.&lt;br /&gt;
&lt;br /&gt;
There will be more advanced heating and cooling mechanics further into the game, providing much more efficient ways to keep your colonist alive during the cold months.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
* Unlike most other city builders, it’s not always a good idea to stock up on food and wood immediately. By prioritizing mining and sending larger shipments of metals and other resources to the [[Claws]], you can receive all kinds of goods and luxuries you need, assuming you stay in their good graces. The [[Claws]] may also reward you with favors you can use to reroll more reward options, or request additional [[Whiskers]] from the tax report screen.&lt;br /&gt;
&lt;br /&gt;
* When mining, be sure to use the slice view (Z default) to see what lies beneath the immediately visible deposits on the surface. It’s often the case that there will be even more resources in a vein right below the initial tile, but it’s always possible that there’s even more below; you’ll only discover by digging closer.&lt;br /&gt;
&lt;br /&gt;
* Your main warehouse may fill up quickly, especially since the [[Claws]] aren’t interested in everything you’re finding as tax payments. Be sure to prioritize having some extra storage around resource sites early, both for storage and better logistics.&lt;br /&gt;
&lt;br /&gt;
* At the end of the day, [[Whiskers]] will need to go somewhere to eat, bath and then go to bed afterwards if they have a home. Be sure these locations aren’t so far apart that a poor mouse has dinner but can’t make it to wash or home for bed before morning!&lt;br /&gt;
&lt;br /&gt;
* Consider approval as a resource to be spent rather than as a “happiness meter”. If it’s being maxed out every night, you should be spending your approval where you can each day rather than letting it sit unused.&lt;br /&gt;
&lt;br /&gt;
* Remember, winter is coming, and the [[Claws]] (hating the cold and snow) are hesitant to travel during the season. This means fewer immediate tax collection ships, but you can still build up debt through supplies and other means. Be sure to stock up for winter and prepare for the cats to return in spring!&lt;br /&gt;
&lt;br /&gt;
* Beyond stacking your buildings on top of each other, you can build out into (or across) the sea. Just keep in mind that the support for these structures and bridges will cost you in logs, especially as the ocean grows deeper.&lt;br /&gt;
&lt;br /&gt;
* You can use the Earthworks building to terraform the landscape using Stone, filling in open spaces. This can prevent the need to use log supports when building out at sea, or to fill gaps carved in mountains.&lt;br /&gt;
&lt;br /&gt;
* Some [[Whiskers]] have traits that can assist in specific jobs that may not always align with their guild position, and are worth paying close attention to if you’re aiming for max efficiency.&lt;br /&gt;
&lt;br /&gt;
* You can directly move [[Whiskers]] by clicking on one and then using the “Pick Up [[Whisker]]” icon next to their information panel. This is especially handy if a [[Whisker]] is stuck or too far somewhere, but they’re not going to enjoy the experience, so it will cost an approval point to handle them.&lt;br /&gt;
&lt;br /&gt;
Bulldozing buildings (B default) will often return to you a portion of resources. This is especially handy for creating makeshift paths for mining operations that can then be easily dismantled as the operation moves elsewhere. Mining scaffolding can also be demolished in order to construct across the holes, but this will cost more in log supports similar to building on water tiles.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1214</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1214"/>
		<updated>2026-02-15T20:01:03Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* First Steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Whiskerwood, you will need to establish a colony on untouched islands, rich in all manner of resources, to meet the immediate and ever-growing demands of your [[Claws|feline masters]]. Your citizens, [[Whiskers|the common mouse]], will need to have their own needs met to stay happy, and you’ll need to establish core [[Buildings|structures]], essential services, and production capabilities to ensure continued growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
Govern well, and you’ll be rewarded! It’s up to you, Governor!&lt;br /&gt;
&lt;br /&gt;
== Colony Setup ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_1.jpg|center]]&lt;br /&gt;
Before you can begin this perilous journey, you must first set up the basics of your colony:&lt;br /&gt;
&lt;br /&gt;
# Colony Name - The [[Claws]] have granted you the opportunity to name your first colony; pick something befitting a royal charter!&lt;br /&gt;
# Difficulty Presets - Clicking on any of these presets will automatically toggle all settings underneath this Preset, allowing you to start your journey much faster.&lt;br /&gt;
# Custom Settings - Should you prefer to customize your settings, you can do so here, with options ranging from map size to number of islands, from fertility to the greediness level of the [[Claws]], the feline empire you serve.&lt;br /&gt;
# Colony Crew - You will start with five [[Whiskers]] as your first colonists. All [[Whiskers]] have a set of traits, attributes, and expectations that are befitting of certain job types. Hovering over these will bring up a tooltip to help you determine the best jobs accordingly. NOTE: Clicking on the dice will reroll all crew, providing better (or worse) options in who you start with.&lt;br /&gt;
# Starting Resources - All charters begin with a small set of resources that will allow for basic infrastructure and keep your citizens alive until they can make their own food.&lt;br /&gt;
&lt;br /&gt;
Once you’re all set, select the Embark button at the bottom, and your journey begins!&lt;br /&gt;
&lt;br /&gt;
== First Steps ==&lt;br /&gt;
&lt;br /&gt;
Your first step in starting a colony is to place your Export Dock on an island, preferably in a location with adequate trees and berry bushes. Once built, another ship will drop off your starting colony crew, allow you to place your Central Warehouse (cannot be moved - so choose wisely), receive your initial starting resources, and sign your charter.&lt;br /&gt;
&lt;br /&gt;
*Whisker Cheese: Before placing your Export Dock, you have 8 free logs to use. Construct some initial paths or buildings before placing your Export Dock or risk losing these initial resources. &lt;br /&gt;
&lt;br /&gt;
Your Charter is ready to be signed, and with it comes taxes to the Crown, due regularly. You can view a breakdown of the debts owed and the acceptable resources to pay your [[Demands|taxes]]. Hovering over each resource displays the value it contributes to repay your debt. Sign the charter, and your Colony is now entirely in your governance.&lt;br /&gt;
&lt;br /&gt;
Unsure of where to start? Have no fear, Governor! You will receive quests that guide you through the basics of setting up the necessary infrastructure for success, including mining for precious stones and metals, wood cutting, food gathering, and constructing houses for your [[Whiskers]] to stay cozy in. This will help you understand the base level ins and outs of running a colony.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_5.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Understanding the User Interface is essential for a good Governor; thus, the King would like you to review this portion closely. As the interface that you will interact with the most, we will break down all main elements, beginning at the top left, and going clockwise:&lt;br /&gt;
&lt;br /&gt;
# Upcoming Events - Provides you with the time the debt is to be paid, the debt amount, and the total value of goods in storage that you can use towards your debt, as well as the status of any current mission objectives.&lt;br /&gt;
# Citizen Elements - An overview of several elements tied to your citizens.&lt;br /&gt;
#:* Total Population - Clicking on the mouse icon will bring up a list of all [[Whiskers]].&lt;br /&gt;
#:* Construction Workers - any citizens not working a job will work on construction sites.&lt;br /&gt;
#:* Population Approval - Positive thoughts by your [[Whiskers]] will generate approval, it can be used it on various Actions and Policies in your colony.&lt;br /&gt;
#:* Diplomacy Seals - Used to negotiate special requests from the [[Claws]]&lt;br /&gt;
#:* Food Amount - Hover over this to view a drop-down menu of available food types.&lt;br /&gt;
#:* Fuel Amount - Info on your fuel reserves, hover over it for info on where you can make it.&lt;br /&gt;
# Warnings - Provides information on your colony, from [[Whiskers]] that need housing, to low food, and items of importance.&lt;br /&gt;
# Resources - Various resources that are used in construction or other industrial processes.&lt;br /&gt;
# Colony Menus - An array of menus that provide additional information on the [[Whiskers]], resources, tax reports, and your quest report.&lt;br /&gt;
# Time Management - [[Whiskers]] only work a certain number of hours every day. Use the controls to adjust the speed at which time passes.&lt;br /&gt;
# Colony Construction - Top-level categories for construction in your colony, divided into three areas: Transportation/Logistics, City Production/Housing, and Administrative/Decoration.&lt;br /&gt;
# Weather Conditions - Weather conditions and seasons impact multiple areas of your colony, with colder seasons requiring warmth from campfires and other sources, or a clear sky to increase crop growth. Keep an eye on the weather!&lt;br /&gt;
# Views - Toggles that provide a specific point of view, such as temperature, “slices” of the map at different levels to see underground, and a default bulldoze button.&lt;br /&gt;
&lt;br /&gt;
== Your Citizens: Whiskers ==&lt;br /&gt;
&lt;br /&gt;
Your [[Whiskers]] citizens are no basic mice - they have unique characteristics and [[traits]] that, when appropriately utilized, can create quite the efficient colony in service of the King.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at Cicel to get an idea of what kind of [[Whisker]] they are:&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_7.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Guild Association - Every [[Whisker]] is associated with a Guild: Explorer, Miner, Farmer, or Engineer, with each Guild providing three traits to that [[Whisker]], and also improving their efficiency in specific roles and jobs. These traits could lead to increased food consumption, resistance to certain weather conditions, or other factors that enhance their efficiency in specific tasks.&lt;br /&gt;
# Characteristic - Some [[Whiskers]] may have a characteristic that enhances their overall efficiency in various production categories, such as carrying capacity or eating habits or have negatives that lower their efficiency as well.&lt;br /&gt;
# Expectations - The higher the star rating, the more demanding a [[Whisker]] will be of more luxuries. Star ratings increase with certain traits as well as for [[Whiskers]] that are more experienced or educated, such as Apprentices, or anyone who is Educated.&lt;br /&gt;
# Jobs &amp;amp; Housing - While you can automatically assign a free [[Whisker]] to a job, you could manually assign them based on the aforementioned Guild Association and Characteristics by clicking the down arrow and selecting the appropriate job. You can also manually assign them to a house (as well as lock them to it) or let them sleep in any free bed.&lt;br /&gt;
# [[Whisker]] Stats - A set of stats that includes movement speed, productivity, carrying capacity, and body temperature. Guild Association, characteristics, food types, and heat sources can modify these stats.&lt;br /&gt;
# Modifiers - These are items that are affecting the [[Whisker]] in the moment, which can include food types and Guild Specialty bonuses when they are in a job that aligns with their Guild Association, pollution and cold.&lt;br /&gt;
# Positive &amp;amp; Negative Approval - Daily factors that provide the approval rating from your [[Whiskers]].&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, a well-fed, warm [[Whisker]] who is in a [[Guild Specialty]] job can see a massive boost to productivity and create the most efficient colonist!&lt;br /&gt;
&lt;br /&gt;
The [[Buildings|School]] provides a way to specialize your [[Whiskers]], should you have need to.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_8.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
In order to use the school, you must have a [[Educated]] Whisker that will become a Teacher  for other [[Whiskers]]. Selecting the Assign Teacher button will provide you with any [[Whiskers]] that meet the requirement. Once a Teacher is in the slot, you may assign up to three [[Whiskers]] that will learn under said Teacher.&lt;br /&gt;
&lt;br /&gt;
There are multiple Education Targets that you can select to educated your [[Whiskers]]:&lt;br /&gt;
&lt;br /&gt;
* Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.&lt;br /&gt;
&lt;br /&gt;
* Craftsmanship - Provides an educated Whisker that is more productive at their craft.&lt;br /&gt;
&lt;br /&gt;
** Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
** Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the Research Lab and some other buildings as well.&lt;br /&gt;
&lt;br /&gt;
Do note that the more specialized a [[Whisker]] is, the higher the Expectations they will have, as indicated by their stars.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_9.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
At the end of every workday, you will receive a daily report, which includes any approval gains/losses, a breakdown of positive and negative thoughts that contributed to the overall approval for the day, as well as any resources harvested/mined/generated, any resources used through food consumption/construction/production, and any trades that occurred. It will also show you your tax breakdown, which can increase daily depending on any resources bought or [[Whiskers]] accepted into the colony, but let’s talk about that in the next section.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_10.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Approval not only shows that your [[Whiskers]] are pleased with your governance, but it’s also a resource that can be used to accept additional [[Whiskers]] into your colony, enact policies, or use in actions such as picking up [[Whiskers]] to move them.&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_11.jpg|center]]&lt;br /&gt;
Research is a necessity to advance your colony, unlocking new housing types, production methods, transportation and logistical options, and even quality of life items such as decorations. Research is conducted in the Research Lab, and can only employ an Educated [[Whisker]].&lt;br /&gt;
&lt;br /&gt;
Looking at the Research Tech Tree, research is broken up into Tiers, with each Tier requiring a large amount of planks, copper, bronze, and iron to unlock. Every tier adds one of the further resources to the cost of doing research.  Within a Tier, you can see what technologies are available to be researched, as well as the cost to research them. Some technologies require you to have researched another technology in order for it to be researched, meaning some future planning will be required to reach a certain tech.&lt;br /&gt;
&lt;br /&gt;
Once researched, the building is immediately buildable, and you can move on to the next research item!&lt;br /&gt;
&lt;br /&gt;
Making more then one [[Research Lab]] has diminishing returns on speed of research per building, but overall you will end up faster. IE 2 will drop to 82% each but together you are researching at 164%. More [[Research Lab]]&#039;s make the bonus speed shrink but are still faster all together.&lt;br /&gt;
&lt;br /&gt;
== Taxes and the [[Claws]] ==&lt;br /&gt;
&lt;br /&gt;
Your ultimate goal as Governor is to provide Taxes to the Crown and prove your loyalty to the [[Claws]]. The Tax Collector arrives every three days, giving you time to gather resources and goods that can be used to pay the balance.&lt;br /&gt;
&lt;br /&gt;
When the Tax Collector arrives, you have several options to look over:&lt;br /&gt;
&lt;br /&gt;
# Trust Level - Your Trust Level is how loyal you are to the Crown. If this falls too low, the [[Claws]] will bombard your colony with cannon balls!&lt;br /&gt;
# Tax &amp;amp; Debt - The total amount due to the Tax Collector, which is a combination of taxes, travel costs for your [[Whiskers]], and any supplies you may have purchased in those three days.&lt;br /&gt;
# Resources - Provides a list of resources you can use to make your payment.&lt;br /&gt;
# Payment Levels - You have several payment levels, ranging from a portion of your total amount to a large shipment, vastly more than what is being demanded of you. Each level below the full shipment results in lost trust from the [[Claws]], while each full shipment or higher increases trust, providing additional benefits such as building schematics, extra supplies, and Diplomacy Seals.&lt;br /&gt;
&lt;br /&gt;
Should you choose a shipment level that comes with extra supplies, you’ll receive an offer of Supply Gifts, with the ability to use Diplomacy Seals to reroll, should you not like the offers presented to you.&lt;br /&gt;
&lt;br /&gt;
It’s up to you as Governor to determine how much you choose to pay in taxes. With taxes rising every time you pay, due to taking on more [[Whiskers]], buying supplies, or just the demands of the Crown in general, you may not be able to overpay every time, balancing their trust and loyalty with the needs of your own colony for their survival.&lt;br /&gt;
&lt;br /&gt;
== Vertical Construction ==&lt;br /&gt;
&lt;br /&gt;
The colonies of Whiskerwood are built on islands, and though they range in size, space will always be limited. Utilizing wooden paths, stairs, ramps, and slides, you can - and will - need to stack buildings and roads on top of each other, climbing up the mountains of your islands, or dig deep underground and into the cliff sides and mountains to make the most of the space available to you. &lt;br /&gt;
&lt;br /&gt;
The life of a pioneer is not an easy one – far from home without familiar creature comforts, you must learn to withstand and harness the forces of nature to provide for your colony and tend to the various needs and wants of your colonists.&lt;br /&gt;
&lt;br /&gt;
== Climate, Seasons, and Heat ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_19.png|center]]&lt;br /&gt;
&lt;br /&gt;
Climate plays a key role in the success of your new home – a stormy day might dampen the natural enthusiasm of your mice, while a cold front can quickly ruin a season’s harvest or otherwise endanger their lives. Hovering over the weather in the bottom left corner will show you any positive or negative modifiers that could affect your colony.&lt;br /&gt;
Seasons also play a role in how you approach infrastructure and the well-being of your citizens. Spring and Summer will see higher temperatures and ideal conditions for growing certain crops, as well as keeping your citizens warm enough.&lt;br /&gt;
&lt;br /&gt;
During the Fall season the temperature starts to drop, and by Winter, the temperature will drop low enough that without proper heat sources, your colonist may freeze to death. &lt;br /&gt;
&lt;br /&gt;
Using hotkey H, you can toggle the heat overlay to get an idea of what areas of your colony are hot or cold. Providing campfires will keep your [[Whiskers]] warm. However, they will eventually run out of wood, meaning you will need to rebuild them periodically.&lt;br /&gt;
&lt;br /&gt;
There will be more advanced heating and cooling mechanics further into the game, providing much more efficient ways to keep your colonist alive during the cold months.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
* Unlike most other city builders, it’s not always a good idea to stock up on food and wood immediately. By prioritizing mining and sending larger shipments of metals and other resources to the [[Claws]], you can receive all kinds of goods and luxuries you need, assuming you stay in their good graces. The [[Claws]] may also reward you with favors you can use to reroll more reward options, or request additional [[Whiskers]] from the tax report screen.&lt;br /&gt;
&lt;br /&gt;
* When mining, be sure to use the slice view (Z default) to see what lies beneath the immediately visible deposits on the surface. It’s often the case that there will be even more resources in a vein right below the initial tile, but it’s always possible that there’s even more below; you’ll only discover by digging closer.&lt;br /&gt;
&lt;br /&gt;
* Your main warehouse may fill up quickly, especially since the [[Claws]] aren’t interested in everything you’re finding as tax payments. Be sure to prioritize having some extra storage around resource sites early, both for storage and better logistics.&lt;br /&gt;
&lt;br /&gt;
* At the end of the day, [[Whiskers]] will need to go somewhere to eat, bath and then go to bed afterwards if they have a home. Be sure these locations aren’t so far apart that a poor mouse has dinner but can’t make it to wash or home for bed before morning!&lt;br /&gt;
&lt;br /&gt;
* Consider approval as a resource to be spent rather than as a “happiness meter”. If it’s being maxed out every night, you should be spending your approval where you can each day rather than letting it sit unused.&lt;br /&gt;
&lt;br /&gt;
* Remember, winter is coming, and the [[Claws]] (hating the cold and snow) are hesitant to travel during the season. This means fewer immediate tax collection ships, but you can still build up debt through supplies and other means. Be sure to stock up for winter and prepare for the cats to return in spring!&lt;br /&gt;
&lt;br /&gt;
* Beyond stacking your buildings on top of each other, you can build out into (or across) the sea. Just keep in mind that the support for these structures and bridges will cost you in logs, especially as the ocean grows deeper.&lt;br /&gt;
&lt;br /&gt;
* You can use the Earthworks building to terraform the landscape using Stone, filling in open spaces. This can prevent the need to use log supports when building out at sea, or to fill gaps carved in mountains.&lt;br /&gt;
&lt;br /&gt;
* Some [[Whiskers]] have traits that can assist in specific jobs that may not always align with their guild position, and are worth paying close attention to if you’re aiming for max efficiency.&lt;br /&gt;
&lt;br /&gt;
* You can directly move [[Whiskers]] by clicking on one and then using the “Pick Up [[Whisker]]” icon next to their information panel. This is especially handy if a [[Whisker]] is stuck or too far somewhere, but they’re not going to enjoy the experience, so it will cost an approval point to handle them.&lt;br /&gt;
&lt;br /&gt;
Bulldozing buildings (B default) will often return to you a portion of resources. This is especially handy for creating makeshift paths for mining operations that can then be easily dismantled as the operation moves elsewhere. Mining scaffolding can also be demolished in order to construct across the holes, but this will cost more in log supports similar to building on water tiles.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1213</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Beginner%27s_Guide&amp;diff=1213"/>
		<updated>2026-02-15T19:54:59Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Colony Setup */ minor grammar fix - odd use of first-person&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Whiskerwood, you will need to establish a colony on untouched islands, rich in all manner of resources, to meet the immediate and ever-growing demands of your [[Claws|feline masters]]. Your citizens, [[Whiskers|the common mouse]], will need to have their own needs met to stay happy, and you’ll need to establish core [[Buildings|structures]], essential services, and production capabilities to ensure continued growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
Govern well, and you’ll be rewarded! It’s up to you, Governor!&lt;br /&gt;
&lt;br /&gt;
== Colony Setup ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_1.jpg|center]]&lt;br /&gt;
Before you can begin this perilous journey, you must first set up the basics of your colony:&lt;br /&gt;
&lt;br /&gt;
# Colony Name - The [[Claws]] have granted you the opportunity to name your first colony; pick something befitting a royal charter!&lt;br /&gt;
# Difficulty Presets - Clicking on any of these presets will automatically toggle all settings underneath this Preset, allowing you to start your journey much faster.&lt;br /&gt;
# Custom Settings - Should you prefer to customize your settings, you can do so here, with options ranging from map size to number of islands, from fertility to the greediness level of the [[Claws]], the feline empire you serve.&lt;br /&gt;
# Colony Crew - You will start with five [[Whiskers]] as your first colonists. All [[Whiskers]] have a set of traits, attributes, and expectations that are befitting of certain job types. Hovering over these will bring up a tooltip to help you determine the best jobs accordingly. NOTE: Clicking on the dice will reroll all crew, providing better (or worse) options in who you start with.&lt;br /&gt;
# Starting Resources - All charters begin with a small set of resources that will allow for basic infrastructure and keep your citizens alive until they can make their own food.&lt;br /&gt;
&lt;br /&gt;
Once you’re all set, select the Embark button at the bottom, and your journey begins!&lt;br /&gt;
&lt;br /&gt;
== First Steps ==&lt;br /&gt;
&lt;br /&gt;
Your first step in starting a colony is to place your Export Dock on an island, preferably in a location with adequate trees and berry bushes. Once built, another ship will drop off your starting colony crew, when you’ll construct your warehouse, receive your initial starting resources, and sign your charter.&lt;br /&gt;
&lt;br /&gt;
*tip- Before placing your dock you have 8 free logs to use. If not used in total they disappear. &lt;br /&gt;
&lt;br /&gt;
Your Charter is ready to be signed, and with it comes taxes to the Crown, due regularly. You can view a breakdown of the debts owed and the acceptable resources to pay your taxes. Hovering over each resource displays the value it contributes to repay your debt. Sign the charter, and your Colony is now entirely in your governance.&lt;br /&gt;
&lt;br /&gt;
Unsure of where to start? Have no fear, Governor! You will receive quests that guide you through the basics of setting up the necessary infrastructure for success, including mining for precious stones and metals, wood cutting, food gathering, and constructing houses for your [[Whiskers]] to stay cozy in. This will help you understand the baselevel ins and outs of running a colony.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_5.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Understanding the User Interface is essential for a good Governor; thus, the King would like you to review this portion closely. As the interface that you will interact with the most, we will break down all main elements, beginning at the top left, and going clockwise:&lt;br /&gt;
&lt;br /&gt;
# Upcoming Events - Provides you with the time the debt is to be paid, the debt amount, and the total value of goods in storage that you can use towards your debt, as well as the status of any current mission objectives.&lt;br /&gt;
# Citizen Elements - An overview of several elements tied to your citizens.&lt;br /&gt;
#:* Total Population - Clicking on the mouse icon will bring up a list of all [[Whiskers]].&lt;br /&gt;
#:* Construction Workers - any citizens not working a job will work on construction sites.&lt;br /&gt;
#:* Population Approval - Positive thoughts by your [[Whiskers]] will generate approval, it can be used it on various Actions and Policies in your colony.&lt;br /&gt;
#:* Diplomacy Seals - Used to negotiate special requests from the [[Claws]]&lt;br /&gt;
#:* Food Amount - Hover over this to view a drop-down menu of available food types.&lt;br /&gt;
#:* Fuel Amount - Info on your fuel reserves, hover over it for info on where you can make it.&lt;br /&gt;
# Warnings - Provides information on your colony, from [[Whiskers]] that need housing, to low food, and items of importance.&lt;br /&gt;
# Resources - Various resources that are used in construction or other industrial processes.&lt;br /&gt;
# Colony Menus - An array of menus that provide additional information on the [[Whiskers]], resources, tax reports, and your quest report.&lt;br /&gt;
# Time Management - [[Whiskers]] only work a certain number of hours every day. Use the controls to adjust the speed at which time passes.&lt;br /&gt;
# Colony Construction - Top-level categories for construction in your colony, divided into three areas: Transportation/Logistics, City Production/Housing, and Administrative/Decoration.&lt;br /&gt;
# Weather Conditions - Weather conditions and seasons impact multiple areas of your colony, with colder seasons requiring warmth from campfires and other sources, or a clear sky to increase crop growth. Keep an eye on the weather!&lt;br /&gt;
# Views - Toggles that provide a specific point of view, such as temperature, “slices” of the map at different levels to see underground, and a default bulldoze button.&lt;br /&gt;
&lt;br /&gt;
== Your Citizens: Whiskers ==&lt;br /&gt;
&lt;br /&gt;
Your [[Whiskers]] citizens are no basic mice - they have unique characteristics and [[traits]] that, when appropriately utilized, can create quite the efficient colony in service of the King.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at Cicel to get an idea of what kind of [[Whisker]] they are:&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_7.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Guild Association - Every [[Whisker]] is associated with a Guild: Explorer, Miner, Farmer, or Engineer, with each Guild providing three traits to that [[Whisker]], and also improving their efficiency in specific roles and jobs. These traits could lead to increased food consumption, resistance to certain weather conditions, or other factors that enhance their efficiency in specific tasks.&lt;br /&gt;
# Characteristic - Some [[Whiskers]] may have a characteristic that enhances their overall efficiency in various production categories, such as carrying capacity or eating habits or have negatives that lower their efficiency as well.&lt;br /&gt;
# Expectations - The higher the star rating, the more demanding a [[Whisker]] will be of more luxuries. Star ratings increase with certain traits as well as for [[Whiskers]] that are more experienced or educated, such as Apprentices, or anyone who is Educated.&lt;br /&gt;
# Jobs &amp;amp; Housing - While you can automatically assign a free [[Whisker]] to a job, you could manually assign them based on the aforementioned Guild Association and Characteristics by clicking the down arrow and selecting the appropriate job. You can also manually assign them to a house (as well as lock them to it) or let them sleep in any free bed.&lt;br /&gt;
# [[Whisker]] Stats - A set of stats that includes movement speed, productivity, carrying capacity, and body temperature. Guild Association, characteristics, food types, and heat sources can modify these stats.&lt;br /&gt;
# Modifiers - These are items that are affecting the [[Whisker]] in the moment, which can include food types and Guild Specialty bonuses when they are in a job that aligns with their Guild Association, pollution and cold.&lt;br /&gt;
# Positive &amp;amp; Negative Approval - Daily factors that provide the approval rating from your [[Whiskers]].&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, a well-fed, warm [[Whisker]] who is in a [[Guild Specialty]] job can see a massive boost to productivity and create the most efficient colonist!&lt;br /&gt;
&lt;br /&gt;
The [[Buildings|School]] provides a way to specialize your [[Whiskers]], should you have need to.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_8.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
In order to use the school, you must have a [[Educated]] Whisker that will become a Teacher  for other [[Whiskers]]. Selecting the Assign Teacher button will provide you with any [[Whiskers]] that meet the requirement. Once a Teacher is in the slot, you may assign up to three [[Whiskers]] that will learn under said Teacher.&lt;br /&gt;
&lt;br /&gt;
There are multiple Education Targets that you can select to educated your [[Whiskers]]:&lt;br /&gt;
&lt;br /&gt;
* Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.&lt;br /&gt;
&lt;br /&gt;
* Craftsmanship - Provides an educated Whisker that is more productive at their craft.&lt;br /&gt;
&lt;br /&gt;
** Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
** Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the Research Lab and some other buildings as well.&lt;br /&gt;
&lt;br /&gt;
Do note that the more specialized a [[Whisker]] is, the higher the Expectations they will have, as indicated by their stars.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_9.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
At the end of every workday, you will receive a daily report, which includes any approval gains/losses, a breakdown of positive and negative thoughts that contributed to the overall approval for the day, as well as any resources harvested/mined/generated, any resources used through food consumption/construction/production, and any trades that occurred. It will also show you your tax breakdown, which can increase daily depending on any resources bought or [[Whiskers]] accepted into the colony, but let’s talk about that in the next section.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_10.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Approval not only shows that your [[Whiskers]] are pleased with your governance, but it’s also a resource that can be used to accept additional [[Whiskers]] into your colony, enact policies, or use in actions such as picking up [[Whiskers]] to move them.&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_11.jpg|center]]&lt;br /&gt;
Research is a necessity to advance your colony, unlocking new housing types, production methods, transportation and logistical options, and even quality of life items such as decorations. Research is conducted in the Research Lab, and can only employ an Educated [[Whisker]].&lt;br /&gt;
&lt;br /&gt;
Looking at the Research Tech Tree, research is broken up into Tiers, with each Tier requiring a large amount of planks, copper, bronze, and iron to unlock. Every tier adds one of the further resources to the cost of doing research.  Within a Tier, you can see what technologies are available to be researched, as well as the cost to research them. Some technologies require you to have researched another technology in order for it to be researched, meaning some future planning will be required to reach a certain tech.&lt;br /&gt;
&lt;br /&gt;
Once researched, the building is immediately buildable, and you can move on to the next research item!&lt;br /&gt;
&lt;br /&gt;
Making more then one [[Research Lab]] has diminishing returns on speed of research per building, but overall you will end up faster. IE 2 will drop to 82% each but together you are researching at 164%. More [[Research Lab]]&#039;s make the bonus speed shrink but are still faster all together.&lt;br /&gt;
&lt;br /&gt;
== Taxes and the [[Claws]] ==&lt;br /&gt;
&lt;br /&gt;
Your ultimate goal as Governor is to provide Taxes to the Crown and prove your loyalty to the [[Claws]]. The Tax Collector arrives every three days, giving you time to gather resources and goods that can be used to pay the balance.&lt;br /&gt;
&lt;br /&gt;
When the Tax Collector arrives, you have several options to look over:&lt;br /&gt;
&lt;br /&gt;
# Trust Level - Your Trust Level is how loyal you are to the Crown. If this falls too low, the [[Claws]] will bombard your colony with cannon balls!&lt;br /&gt;
# Tax &amp;amp; Debt - The total amount due to the Tax Collector, which is a combination of taxes, travel costs for your [[Whiskers]], and any supplies you may have purchased in those three days.&lt;br /&gt;
# Resources - Provides a list of resources you can use to make your payment.&lt;br /&gt;
# Payment Levels - You have several payment levels, ranging from a portion of your total amount to a large shipment, vastly more than what is being demanded of you. Each level below the full shipment results in lost trust from the [[Claws]], while each full shipment or higher increases trust, providing additional benefits such as building schematics, extra supplies, and Diplomacy Seals.&lt;br /&gt;
&lt;br /&gt;
Should you choose a shipment level that comes with extra supplies, you’ll receive an offer of Supply Gifts, with the ability to use Diplomacy Seals to reroll, should you not like the offers presented to you.&lt;br /&gt;
&lt;br /&gt;
It’s up to you as Governor to determine how much you choose to pay in taxes. With taxes rising every time you pay, due to taking on more [[Whiskers]], buying supplies, or just the demands of the Crown in general, you may not be able to overpay every time, balancing their trust and loyalty with the needs of your own colony for their survival.&lt;br /&gt;
&lt;br /&gt;
== Vertical Construction ==&lt;br /&gt;
&lt;br /&gt;
The colonies of Whiskerwood are built on islands, and though they range in size, space will always be limited. Utilizing wooden paths, stairs, ramps, and slides, you can - and will - need to stack buildings and roads on top of each other, climbing up the mountains of your islands, or dig deep underground and into the cliff sides and mountains to make the most of the space available to you. &lt;br /&gt;
&lt;br /&gt;
The life of a pioneer is not an easy one – far from home without familiar creature comforts, you must learn to withstand and harness the forces of nature to provide for your colony and tend to the various needs and wants of your colonists.&lt;br /&gt;
&lt;br /&gt;
== Climate, Seasons, and Heat ==&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskerwood_BeginnersGuide_19.png|center]]&lt;br /&gt;
&lt;br /&gt;
Climate plays a key role in the success of your new home – a stormy day might dampen the natural enthusiasm of your mice, while a cold front can quickly ruin a season’s harvest or otherwise endanger their lives. Hovering over the weather in the bottom left corner will show you any positive or negative modifiers that could affect your colony.&lt;br /&gt;
Seasons also play a role in how you approach infrastructure and the well-being of your citizens. Spring and Summer will see higher temperatures and ideal conditions for growing certain crops, as well as keeping your citizens warm enough.&lt;br /&gt;
&lt;br /&gt;
During the Fall season the temperature starts to drop, and by Winter, the temperature will drop low enough that without proper heat sources, your colonist may freeze to death. &lt;br /&gt;
&lt;br /&gt;
Using hotkey H, you can toggle the heat overlay to get an idea of what areas of your colony are hot or cold. Providing campfires will keep your [[Whiskers]] warm. However, they will eventually run out of wood, meaning you will need to rebuild them periodically.&lt;br /&gt;
&lt;br /&gt;
There will be more advanced heating and cooling mechanics further into the game, providing much more efficient ways to keep your colonist alive during the cold months.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
* Unlike most other city builders, it’s not always a good idea to stock up on food and wood immediately. By prioritizing mining and sending larger shipments of metals and other resources to the [[Claws]], you can receive all kinds of goods and luxuries you need, assuming you stay in their good graces. The [[Claws]] may also reward you with favors you can use to reroll more reward options, or request additional [[Whiskers]] from the tax report screen.&lt;br /&gt;
&lt;br /&gt;
* When mining, be sure to use the slice view (Z default) to see what lies beneath the immediately visible deposits on the surface. It’s often the case that there will be even more resources in a vein right below the initial tile, but it’s always possible that there’s even more below; you’ll only discover by digging closer.&lt;br /&gt;
&lt;br /&gt;
* Your main warehouse may fill up quickly, especially since the [[Claws]] aren’t interested in everything you’re finding as tax payments. Be sure to prioritize having some extra storage around resource sites early, both for storage and better logistics.&lt;br /&gt;
&lt;br /&gt;
* At the end of the day, [[Whiskers]] will need to go somewhere to eat, bath and then go to bed afterwards if they have a home. Be sure these locations aren’t so far apart that a poor mouse has dinner but can’t make it to wash or home for bed before morning!&lt;br /&gt;
&lt;br /&gt;
* Consider approval as a resource to be spent rather than as a “happiness meter”. If it’s being maxed out every night, you should be spending your approval where you can each day rather than letting it sit unused.&lt;br /&gt;
&lt;br /&gt;
* Remember, winter is coming, and the [[Claws]] (hating the cold and snow) are hesitant to travel during the season. This means fewer immediate tax collection ships, but you can still build up debt through supplies and other means. Be sure to stock up for winter and prepare for the cats to return in spring!&lt;br /&gt;
&lt;br /&gt;
* Beyond stacking your buildings on top of each other, you can build out into (or across) the sea. Just keep in mind that the support for these structures and bridges will cost you in logs, especially as the ocean grows deeper.&lt;br /&gt;
&lt;br /&gt;
* You can use the Earthworks building to terraform the landscape using Stone, filling in open spaces. This can prevent the need to use log supports when building out at sea, or to fill gaps carved in mountains.&lt;br /&gt;
&lt;br /&gt;
* Some [[Whiskers]] have traits that can assist in specific jobs that may not always align with their guild position, and are worth paying close attention to if you’re aiming for max efficiency.&lt;br /&gt;
&lt;br /&gt;
* You can directly move [[Whiskers]] by clicking on one and then using the “Pick Up [[Whisker]]” icon next to their information panel. This is especially handy if a [[Whisker]] is stuck or too far somewhere, but they’re not going to enjoy the experience, so it will cost an approval point to handle them.&lt;br /&gt;
&lt;br /&gt;
Bulldozing buildings (B default) will often return to you a portion of resources. This is especially handy for creating makeshift paths for mining operations that can then be easily dismantled as the operation moves elsewhere. Mining scaffolding can also be demolished in order to construct across the holes, but this will cost more in log supports similar to building on water tiles.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Water,_Heating_and_Piping&amp;diff=1157</id>
		<title>Water, Heating and Piping</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Water,_Heating_and_Piping&amp;diff=1157"/>
		<updated>2026-02-02T01:27:07Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Heating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Heating, Water, Steam and Piping all make a challenging mix of infrastructure that you will need to provide to your Whisker colony to be able to succeed in the long run.  &lt;br /&gt;
&lt;br /&gt;
Your first challenge will be to make sure your Whiskers can stay warm up in the winter using heaters like the [[Campfire]], [[Bonfire]], [[Heating Stove]] or [[Steam Radiator]].  Early on, you will only be able to use the Campfire and Bonfire, but you will be able to research more technology as the game progresses.  &lt;br /&gt;
&lt;br /&gt;
Your next challenge will be to bring water to your Whiskers.  They do not need it to drink, but it provides opportunities to refine materials at the [[Sifting Tower]], cook foods at the [[Soup Kitchen]], or provide bathing facilities like the [[Showers]].  Water will introduce the concept of piping which you must run throughout your colony, spanning from sources like the [[Water Pump]] all the way to where it is needed.  You will have to get creative in placing pipe, especially if you had not planned for it before.  Try building your piping underground to avoid tangled overhead pipes and a lot of supports.&lt;br /&gt;
&lt;br /&gt;
Finally, your Whiskers will discover the power of steam which will allow you to efficiently heat your colony with [[Steam Radiator]]s, give your Whiskers luxurious baths at the [[Bathhouse]], and speed up your factories with the [[Steam Engine]].  All of this will require you to run an additional set of pipes throughout your colony to carry steam from [[Steam Boiler]]s to wherever it may be needed.  In combination with your water pipe infrastructure, it can become a real infrastructure challenge.&lt;br /&gt;
&lt;br /&gt;
== Heating ==&lt;br /&gt;
Heating is needed in your colony whenever temperatures reach 10 C or below.  The colder it gets, the harder it will be for you to keep your colony heated.  You have 4 heating sources you can use that will provide warmth in a radius around them.  When placing a heating source, it will display various colors around itself that will show you to what degree it will warm the surrounding area.  Below is a chart showing what each color means and the effects, if any, it will have on nearby buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Heating Table&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Warmth !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dark Red || Very Warm || High-resistance to increasing cold&lt;br /&gt;
|-&lt;br /&gt;
| Red || Warm || Normal Operations/Safe for Whiskers&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || Warm || Temps lowering will next effect this area but otherwise safe&lt;br /&gt;
|-&lt;br /&gt;
| Blue || Chilly || Slower Production/Possible chilled paws for Whiskers&lt;br /&gt;
|-&lt;br /&gt;
| Purple || Very Cold || Slower Production/Possible Illnesses/Machinery Degrades Faster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are currently 4 heating options for your Whiskers outside of the fact that some factories like the [[Ore Furnace]] and [[Blast Furnace]] heat themselves and a small area around them while in operation.  Occupational heat sources should not be relied upon to heat your colony as they only function during the their operation and only during the day (unless you&#039;re using overtime).  For the most part, you will be using the following heating options.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Heating Source Table (at 10 C)&lt;br /&gt;
|-&lt;br /&gt;
! Heating Source !! Total Radius !! Dark Red&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Red !! Yellow !! Fuel Capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || 5 || 0 || 3 || 2 || 3 (Click to Refill)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bonfire]] || 8 || 1 || 6 || 2 || 6 (Fuel Tender)&lt;br /&gt;
|-&lt;br /&gt;
| [[Heating Stove]] || 8 || 2 || 6 || 2 || 8 (Fuel Tender)&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam Radiator]] || 9 || 3 || 7 || 2 || 3 (Piped Steam)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The &amp;quot;dark red&amp;quot; radius is just part of the overall red radius and does not extend it.  It represents extra warmth and more resilience to increasing cold.  The extra heat may penetrate rock ground in the case of a Steam Radiator.&lt;br /&gt;
&lt;br /&gt;
As temperatures continue to plummet, the overall radii provided above will shrink by approximately 1, starting at 0 C and continuing as the weather gets colder (Note: More information is needed to determine how temperature is applied to buildings and Whiskers in relation to the temperature overlay screen).  This means that placing heating elements throughout your city cannot be planned just at 10 C temperature because buildings that were safe from chilly conditions may no longer be in late winter.  Make sure to give yourself some &amp;quot;cushion&amp;quot; by overlapping heating sources.  An example of the effects on a campfire from -30 C to 0 C is provided in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:TempEffects.jpg|thumb|center|alt=Picture showing the progressive effects of winter temperatures on the effectiveness of campfires.|Temperature Effects on Campfire from -30 C to 0 C]]&lt;br /&gt;
&lt;br /&gt;
If you find yourself in a pinch, you can place heating sources in &amp;quot;overdrive&amp;quot; on an individual basis via a toggle switch.  This will double their fuel consumption but effectively increase their heating radius by 2.  This can help stay off the extra cold days if you can sustain the extra fuel consumption.  Campfires cannot be put in overdrive.&lt;br /&gt;
&lt;br /&gt;
Farms can continue to function during the winter if they are heated properly, but you may not want to waste the additional fuel.  If you choose not to heat farms, be sure to unassign the associated farmers.  They will go to their place of work every day and sit in the snow after harvesting any salvageable crops.  This can expose your Whiskers to unnecessary cold while they idle.  You will not get an &amp;quot;idle camp&amp;quot; warning when farmers are sitting around during winter.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Water is required at a number of different buildings in your colony. Buildings like [[Showers]], [[Bathhouse]], the [[Sifting Tower]], [[Chemist]], [[Steam Boiler]], and [[Soup Kitchen]] all require piped water.&lt;br /&gt;
&lt;br /&gt;
Water systems in the game consist of a simple mix of [[Water Pump]]s, [[Water Pipe]], and [[Water Tank]]s at a minimum.  &lt;br /&gt;
&lt;br /&gt;
You need at least one Water Pump that is pumping water from the sea to create a long-term viable water system.  While Water Tanks with unobstructed tanks can technically catch rain water, this only provides a slow, supplemental source of water.  A single water pump will provide sufficient water for a good number of facilities, so do not worry about constructing multiple trying to get a few Showers online.&lt;br /&gt;
&lt;br /&gt;
The key to a well functioning water system is having a few Water Tanks connected to your water system via Water Pipe.  These tanks store water in greater quantities than the small reservoir each facility has within it.  This allows your colony to consume water even when your Water Pump isn&#039;t working (like at night).  You will want a couple of Water Tanks to start and likely will not need too many to create a sufficient &amp;quot;buffer&amp;quot; against water usage spikes.&lt;br /&gt;
&lt;br /&gt;
Outside of these basic component parts, your real challenge will be running Water Pipe throughout your colony.  If this is your first colony, you may not have left adequate space for this infrastructure so you may have to make difficult decisions in rearranging your colony or digging underground pipelines.  Just be prepared for the fact that bringing water to your Whiskers will take some time and cost you a good chunk of copper.&lt;br /&gt;
&lt;br /&gt;
== Steam ==&lt;br /&gt;
Is used at a smaller number of buildings, but its main importance is keeping your colony warmer during the winter.  Piped steam to [[Steam Radiator]]s provides a continuous supply of heat that will not drown your Whiskers in smoke.  It can also be used to provide luxurious baths at the [[Bathhouse]] which is the only bathing facility that can reach 4-star quality when provided with soap.  Finally, Steam can be used to improve the efficiency of your base.  [[Rail Booster]]s speed up your rail cars with a burst of steam and [[Steam Engine]]s increase factory production rates and elevator speeds.&lt;br /&gt;
&lt;br /&gt;
Whatever you intend to do with steam in your base, you will need, at the very least, a [[Steam Boiler]], [[Fire Tender]], [[Steam Pipe]], and [[Steam Tank]]s.&lt;br /&gt;
&lt;br /&gt;
While you can get away with one Steam Boiler for awhile, it is recommended you build 2-3 due to how they provide steam (in bursts as they consume fuel) and because fuel is manually provided by a Fire Tender. You do not want your only boiler to run out of fuel and have to wait on a Fire Tender to bring some fuel over.  Unlike the [[Water Pump]], Steam Boilers operate on their own as long as they have piped water and fuel inside.&lt;br /&gt;
&lt;br /&gt;
Much like your water system, you will want some Steam Tanks to buffer any demand spikes or shortages.  Steam Tanks are a little trickier to deal with than Water Tanks, so you may want to develop some new placement strategies.&lt;br /&gt;
&lt;br /&gt;
Finally, the most challenging part will be running another set of piping throughout your colony.  Unfortunately, Steam Pipe cannot occupy the same space as Water Pipe, so you will have to work around your existing infrastructure.  Even more frustrating is the steam input on the Steam Radiator may make replacing other heating sources in dense building clusters difficult.  &lt;br /&gt;
&lt;br /&gt;
Just remember to retire your old Fire Tenders once you have replaced all of your Bonfires and Heating Stoves with Steam Radiators!&lt;br /&gt;
&lt;br /&gt;
Also, keep an eye on your water supply because your Steam system is an extra consumer on that system as well.  Every Steam Boiler producing steam is drawing water and you may have to revisit your water systems as you power your Whiskers&#039; future with steam.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=File:TempEffects.jpg&amp;diff=1156</id>
		<title>File:TempEffects.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=File:TempEffects.jpg&amp;diff=1156"/>
		<updated>2026-02-02T01:24:43Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Temperature Effects from a Campfire over various temps.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1155</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1155"/>
		<updated>2026-02-01T21:22:22Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Whisker Ship Travel Costs, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Production Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Whisker Ship Travel Cost Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Shipments Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:TaxRateTable.jpg|thumb|center|alt=An image of an in-game Tax Report|In-Game Tax Report Example]]&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1154</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1154"/>
		<updated>2026-02-01T21:21:28Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Whisker Ship Travel Costs, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Production Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Whisker Ship Travel Cost Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Shipments Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:TaxRateTable.jpg|thumb|left|alt=An image of an in-game Tax Report|In-Game Tax Report Example]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1153</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1153"/>
		<updated>2026-02-01T21:19:43Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Whisker Ship Travel Costs, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Production Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Whisker Ship Travel Cost Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Shipments Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:TaxRateTable.jpg|thumb|left|alt=An image of an in-game Tax Report|In-Game Tax Report Example]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1152</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1152"/>
		<updated>2026-02-01T21:19:27Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Whisker Ship Travel Costs, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Production Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Whisker Ship Travel Cost Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Shipments Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:TaxRateTable.jpg|thumb|left|alt=An image of an in-game Tax Report|In-Game Tax Report Example]]&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=File:TaxRateTable.jpg&amp;diff=1151</id>
		<title>File:TaxRateTable.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=File:TaxRateTable.jpg&amp;diff=1151"/>
		<updated>2026-02-01T21:18:41Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tax Rate Table Example&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1150</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1150"/>
		<updated>2026-02-01T20:57:53Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Whisker Ship Travel Costs, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Production Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Whisker Ship Travel Cost Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Shipments Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1149</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1149"/>
		<updated>2026-02-01T20:57:39Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Whisker Ship Travel Costs, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industry Production Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Whisker Ship Travel Cost Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Shipments Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1148</id>
		<title>Storage and Belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1148"/>
		<updated>2026-02-01T20:54:44Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Warehouses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Warehouses and Conveyor Belts are the backbone of your resource logistics.  How fast you can move resources, where you store them, and how many you store are vital to your success. &lt;br /&gt;
&lt;br /&gt;
You will need enough warehouse space to store the goods The Claws require and Pirates demand,  plus more to run your daily operations.   &lt;br /&gt;
&lt;br /&gt;
You should carefully plan out where you locate Warehouses, what you store in them,  and how you&#039;re moving resources around your colony. &lt;br /&gt;
&lt;br /&gt;
== Warehouses ==&lt;br /&gt;
Warehouses come in various sizes, starting at the very small [[Storage Shed]] and ending at the massive [[Giant Warehouse]].  What size warehouses you use and where you locate them is up to you,  but will be driven by which you have researched so far.   &lt;br /&gt;
&lt;br /&gt;
As Warehouses grow both in size and expense,  it may not make sense to use just one size throughout your colony. A [[Medium Warehouse]] next to an [[Ore Furnace]] is likely sufficient to shorten supply lines without running out of storage. &lt;br /&gt;
&lt;br /&gt;
There are numerous controls you can manage to help oversee your storage.  You can set storage limits on Warehouses, production limits on resources,  and control the logistics of [[Factories]] to set where they pickup and drop off resources.  You may not need to use every setting, especially right away, but these tools can really help manage a logistically complex mid to late game colony. &lt;br /&gt;
&lt;br /&gt;
Do not forget that if you run out of storage,  your resource gatherers and factories can idle waiting on more space to become available.  Make sure you are managing your storage space effectively, so that you don&#039;t waste valuable production time.  If you&#039;re routinely running into this issue,  make sure you&#039;re not overproducing goods by setting production limits and/or making sure your factories can keep up with processing raw materials.  Lastly, take advantage of ships visiting your ports and sell your goods for gold ore better tax rewards.  You&#039;re encouraged not to hoard too much in this game.  Idle resources are not helping you succeed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Warehouse Size Table&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Capacity !! Size !! Volume !! Specific capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Dropoff]] || 13 || 2x1x1 or 2x1x2 || 2 or 3 || 6.5 or 4.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Storage Shed]] || 55 || 1x2 || 3 || 18.33&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Warehouse]] || 144 || 2x2x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5 || 28.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Warehouse]] || 377 || 3x3x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 37.7&lt;br /&gt;
|-&lt;br /&gt;
| Central Warehouse&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 377 || 3x3x2 || 10 || 37.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Warehouse]] || 987 || 3x4x2 || 24 || 41.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant Warehouse]] || 2584 || 3x6x3 || 54 || 47.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The Small Warehouse and Medium Warehouse visually extend to a 2nd floor but only the conveyor input tile is &amp;quot;hard&amp;quot; and cannot be built over.  The rest of the 2nd floor can be built upon like house rooves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The Central Warehouse is a building you place at the beginning of the game and may only ever have one.  Provided here for size comparison.&lt;br /&gt;
&lt;br /&gt;
== Conveyor Belts ==&lt;br /&gt;
Conveyor belts provide you with an opportunity to slowly move goods to waiting Warehouses without requiring your Whiskers to make the same trip to drop off those resources.  This can keep Whiskers processing goods for a greater proportion of the day.&lt;br /&gt;
&lt;br /&gt;
Conveyor belts consist of the [[Flat Belt]], [[Up-Lift Stairs]] and [[Down-Drop Slide]].  All three of these components can be combined to create a continuous conveyor system that leads to a Warehouse.  You can currently merge lines such as having a Down-Drop Slide place goods onto an existing Flat Belt lines.  You cannot currently split lines.&lt;br /&gt;
&lt;br /&gt;
Goods are placed onto the line via an [[Input Hopper]].  Make sure to face the black spout onto the line.  You may place multiple Input Hoppers on a single conveyor belt system, but be aware that lines can become backed up if there is not enough space to deposit goods on the line.  The Input Hopper will store the materials until space becomes available on the line.  You cannot recover these materials stuck in the Input Hopper by destroying it. You may have to wait until the night, so the line can clear while the Whiskers sleep.&lt;br /&gt;
&lt;br /&gt;
Whiskers will consider Input Hoppers as a free-for-all drop off point if you do not put filters on it.  You can choose to only allow it to accept certain materials and also control which facilities can deposit goods in it.  Whether you set filters or not,  remember that conveyor belts deposit their goods in a warehouse amd do not respect its allowable goods list. &lt;br /&gt;
&lt;br /&gt;
This feature can be helpful because you can use a [[Logistics Hub]] to move materials out of the receiving warehouse and into appropriately filtered Warehouses.  This is done by setting the receiving warehouse to ship out its goods and rejecting all goods for storage (prevents Whiskers from filling it up and backing up thr conveyor line).  &lt;br /&gt;
&lt;br /&gt;
There are a lot of creative logistics solutions using conveyor belts, but do keep in mind that lengthy setups will delay access to the goods on the belt until they are deposited.  Currently, the belt has just one speed - very slow.  It cannot be sped up using steam or further research.  If your Whiskers are running low on vital resources, you may wish to avoid allowing those on your conveyor belts until the shortage is resolved.&lt;br /&gt;
&lt;br /&gt;
Also, conveyors must end at a Warehouse or a Drop-off Shed to recover goods on it. If it does not,  Whiskers can still deposit goods on it via an Input Hopper, but the goods will just magically stop moving at the end of the line until the situation is resolved. Conveyor belts will not drop goods on the ground for later recovery or disposal into the sea.&lt;br /&gt;
&lt;br /&gt;
== Advanced Belts ==&lt;br /&gt;
Researching Advanced Belts allows for more options in conveying goods throughout your colony.  With only basic conveyor belt technology,  you are limited to simple setups that convey goods from an Input Hopper to a Warehouse. &lt;br /&gt;
&lt;br /&gt;
This research gives you access to [[Splitter]], [[Filter]], [[Dropoff]], [[Liftback]], and [[Extractor]].&lt;br /&gt;
&lt;br /&gt;
Combined, these new conveyor belt pieces will allow you to tackle many more logistical issues such as automatically sorting conveyor belt goods into warehouses and staging goods near [[Factories]].  The Liftback also allows for more space efficient conveyor belt builds and opens up opportunities for moving goods through mineshafts.&lt;br /&gt;
&lt;br /&gt;
New technology does come at a price in that applying it may be challenging in existing colonies with space constraints.   You may have to get creative not only in how to use the technology but how to restructure your existing colony.  Be prepared to move buildings, rethink existing warehouse layouts, and to think vertically (build lines underground and/or above existing structures).&lt;br /&gt;
&lt;br /&gt;
== Logistics Hub ==&lt;br /&gt;
The [[Logistics Hub]] is a place where up to three Whiskers can be stationed to move goods from warehouse to warehouse. They do not help move goods to and from any other location.  They only do their job when you&#039;ve set a warehouse to empty its contents or to request goods (the amounts that can be set in their menu per resource).   Once set,  these Whiskers will busily move these goods. This can be helpful for staging goods near factories and sorting goods between warehouses. &lt;br /&gt;
&lt;br /&gt;
How many Logistics Hubs you need is based on how frequently you&#039;re moving goods between Warehouses and how many goods need to be moved.  You may not even need to keep the Logistics Hub staffed until you need goods moved.   &lt;br /&gt;
&lt;br /&gt;
In the Conveyor Belts section, there is mention of setting up warehouses that receive all goods but then have Logistics Hub sort out the mess into other Warehouses.  In this scenario,  you may need multiple continuously staffed Logistics Hubs to keep up with these setups; however, this is not an early game concern.  &lt;br /&gt;
&lt;br /&gt;
It is unlikely you will need a Logistics Hub early in the game unless your Central Warehouse becomes overwhelmed, and you need to move the goods to other warehouses. It is a good idea to set your Central Warehouse to empty its contents and post a Logistics Hub nearby.   It is a catch-all when resources do not have anywhere else to go.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1147</id>
		<title>Storage and Belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1147"/>
		<updated>2026-02-01T20:44:08Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Advanced Belts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Warehouses and Conveyor Belts are the backbone of your resource logistics.  How fast you can move resources, where you store them, and how many you store are vital to your success. &lt;br /&gt;
&lt;br /&gt;
You will need enough warehouse space to store the goods The Claws require and Pirates demand,  plus more to run your daily operations.   &lt;br /&gt;
&lt;br /&gt;
You should carefully plan out where you locate Warehouses, what you store in them,  and how you&#039;re moving resources around your colony. &lt;br /&gt;
&lt;br /&gt;
== Warehouses ==&lt;br /&gt;
Warehouses come in various sizes, starting at the very small [[Storage Shed]] and ending at the massive [[Giant Warehouse]].  What size warehouses you use and where you locate them is up to you,  but will be driven by which you have researched so far.   &lt;br /&gt;
&lt;br /&gt;
As Warehouses grow both in size and expense,  it may not make sense to use just one size throughout your colony. A [[Medium Warehouse]] next to an [[Ore Furnace]] is likely sufficient to shorten supply lines without running out of storage. &lt;br /&gt;
&lt;br /&gt;
There are numerous controls you can manage to help oversee your storage.  You can set storage limits on Warehouses, production limits on resources,  and control the logistics of [[Factories]] to set where they pickup and drop off resources.  You may not need to use every setting, especially right away, but these tools can really help manage a logistically complex mid to late game colony. &lt;br /&gt;
&lt;br /&gt;
Do not forget that if you run out of storage,  your resource gatherers and factories can idle waiting on more space to become available.  Make sure you are managing your storage space effectively, so that you don&#039;t waste valuable production time.  If you&#039;re routinely running into this issue,  make sure you&#039;re not overproducing goods by setting production limits and/or making sure your factories can keep up with processing raw materials.  Lastly, take advantage of ships visiting your ports and sell your goods for gold ore better tax rewards.  You&#039;re encouraged not to hoard too much in this game.  Idle resources are not helping you succeed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Warehouse Size Table&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Capacity !! Size !! Volume !! Specific capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Storage Shed]] || 55 || 1x2 || 3 || 18.33&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Warehouse]] || 144 || 2x2x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5 || 28.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Warehouse]] || 377 || 3x3x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| Central Warehouse&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 377 || 3x3x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Warehouse]] || 987 || 3x4x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant Warehouse]] || 2584 || 3x6x3 || NA || NA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The Small Warehouse and Medium Warehouse visually extend to a 2nd floor but only the conveyor input tile is &amp;quot;hard&amp;quot; and cannot be built over.  The rest of the 2nd floor can be built upon like house rooves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The Central Warehouse is a building you place at the beginning of the game and may only ever have one.  Provided here for size comparison.&lt;br /&gt;
&lt;br /&gt;
== Conveyor Belts ==&lt;br /&gt;
Conveyor belts provide you with an opportunity to slowly move goods to waiting Warehouses without requiring your Whiskers to make the same trip to drop off those resources.  This can keep Whiskers processing goods for a greater proportion of the day.&lt;br /&gt;
&lt;br /&gt;
Conveyor belts consist of the [[Flat Belt]], [[Up-Lift Stairs]] and [[Down-Drop Slide]].  All three of these components can be combined to create a continuous conveyor system that leads to a Warehouse.  You can currently merge lines such as having a Down-Drop Slide place goods onto an existing Flat Belt lines.  You cannot currently split lines.&lt;br /&gt;
&lt;br /&gt;
Goods are placed onto the line via an [[Input Hopper]].  Make sure to face the black spout onto the line.  You may place multiple Input Hoppers on a single conveyor belt system, but be aware that lines can become backed up if there is not enough space to deposit goods on the line.  The Input Hopper will store the materials until space becomes available on the line.  You cannot recover these materials stuck in the Input Hopper by destroying it. You may have to wait until the night, so the line can clear while the Whiskers sleep.&lt;br /&gt;
&lt;br /&gt;
Whiskers will consider Input Hoppers as a free-for-all drop off point if you do not put filters on it.  You can choose to only allow it to accept certain materials and also control which facilities can deposit goods in it.  Whether you set filters or not,  remember that conveyor belts deposit their goods in a warehouse amd do not respect its allowable goods list. &lt;br /&gt;
&lt;br /&gt;
This feature can be helpful because you can use a [[Logistics Hub]] to move materials out of the receiving warehouse and into appropriately filtered Warehouses.  This is done by setting the receiving warehouse to ship out its goods and rejecting all goods for storage (prevents Whiskers from filling it up and backing up thr conveyor line).  &lt;br /&gt;
&lt;br /&gt;
There are a lot of creative logistics solutions using conveyor belts, but do keep in mind that lengthy setups will delay access to the goods on the belt until they are deposited.  Currently, the belt has just one speed - very slow.  It cannot be sped up using steam or further research.  If your Whiskers are running low on vital resources, you may wish to avoid allowing those on your conveyor belts until the shortage is resolved.&lt;br /&gt;
&lt;br /&gt;
Also, conveyors must end at a Warehouse or a Drop-off Shed to recover goods on it. If it does not,  Whiskers can still deposit goods on it via an Input Hopper, but the goods will just magically stop moving at the end of the line until the situation is resolved. Conveyor belts will not drop goods on the ground for later recovery or disposal into the sea.&lt;br /&gt;
&lt;br /&gt;
== Advanced Belts ==&lt;br /&gt;
Researching Advanced Belts allows for more options in conveying goods throughout your colony.  With only basic conveyor belt technology,  you are limited to simple setups that convey goods from an Input Hopper to a Warehouse. &lt;br /&gt;
&lt;br /&gt;
This research gives you access to [[Splitter]], [[Filter]], [[Dropoff]], [[Liftback]], and [[Extractor]].&lt;br /&gt;
&lt;br /&gt;
Combined, these new conveyor belt pieces will allow you to tackle many more logistical issues such as automatically sorting conveyor belt goods into warehouses and staging goods near [[Factories]].  The Liftback also allows for more space efficient conveyor belt builds and opens up opportunities for moving goods through mineshafts.&lt;br /&gt;
&lt;br /&gt;
New technology does come at a price in that applying it may be challenging in existing colonies with space constraints.   You may have to get creative not only in how to use the technology but how to restructure your existing colony.  Be prepared to move buildings, rethink existing warehouse layouts, and to think vertically (build lines underground and/or above existing structures).&lt;br /&gt;
&lt;br /&gt;
== Logistics Hub ==&lt;br /&gt;
The [[Logistics Hub]] is a place where up to three Whiskers can be stationed to move goods from warehouse to warehouse. They do not help move goods to and from any other location.  They only do their job when you&#039;ve set a warehouse to empty its contents or to request goods (the amounts that can be set in their menu per resource).   Once set,  these Whiskers will busily move these goods. This can be helpful for staging goods near factories and sorting goods between warehouses. &lt;br /&gt;
&lt;br /&gt;
How many Logistics Hubs you need is based on how frequently you&#039;re moving goods between Warehouses and how many goods need to be moved.  You may not even need to keep the Logistics Hub staffed until you need goods moved.   &lt;br /&gt;
&lt;br /&gt;
In the Conveyor Belts section, there is mention of setting up warehouses that receive all goods but then have Logistics Hub sort out the mess into other Warehouses.  In this scenario,  you may need multiple continuously staffed Logistics Hubs to keep up with these setups; however, this is not an early game concern.  &lt;br /&gt;
&lt;br /&gt;
It is unlikely you will need a Logistics Hub early in the game unless your Central Warehouse becomes overwhelmed, and you need to move the goods to other warehouses. It is a good idea to set your Central Warehouse to empty its contents and post a Logistics Hub nearby.   It is a catch-all when resources do not have anywhere else to go.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Dropoff&amp;diff=1146</id>
		<title>Dropoff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Dropoff&amp;diff=1146"/>
		<updated>2026-02-01T20:43:13Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Dropoff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dropoff==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Dropoff&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| [[File:Tinyaimwarehouse.png|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Advanced Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Storage&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|Very small warehouse that can receive resources from conveyors.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|2x1x1 or 2x1x2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
A very small storage shed that can receive goods from a conveyor belt and make them immediately available to Whiskers.  It cannot receive deliveries from Whiskers.&lt;br /&gt;
&lt;br /&gt;
It comes in two varieties with one simply being taller than the other.  The taller variant receives goods from conveyors on the 2nd floor as opposed to the first floor.&lt;br /&gt;
&lt;br /&gt;
Holding only 13 goods, the Dropoff is the smallest warehouse building available. It will need a constant supply of goods provided by a conveyor belt to ensure Whiskers can access the goods they need.  Additionally, unlike other warehouse buildings, you cannot filter the goods it receives.  This must be done at the [[Extractor]] or [[Input Hopper]] providing it with resources via a conveyor belt.&lt;br /&gt;
&lt;br /&gt;
Dropoffs require Advanced Belt research.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Dropoff&amp;diff=1145</id>
		<title>Dropoff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Dropoff&amp;diff=1145"/>
		<updated>2026-02-01T20:31:47Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Dropoff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dropoff==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Dropoff&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| [[File:Tinyaimwarehouse.png|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Advanced Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Storage&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|Very small warehouse that can receive resources from conveyors.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|2x1x1 or 2x1x2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
A very small storage shed that can receive goods from a conveyor belt and make them immediately available to Whiskers.  It cannot receive deliveries from Whiskers.&lt;br /&gt;
&lt;br /&gt;
It comes in two varieties with one simply being taller than the other.  The taller variant receives goods from conveyors on the 2nd floor as opposed to the first floor.&lt;br /&gt;
&lt;br /&gt;
Holding only 13 goods, the Dropoff is the smallest warehouse building available. It will need a constant supply of goods provided by a conveyor belt to ensure Whiskers can access the goods they need.  Additionally, unlike other warehouse buildings, you cannot filter the goods it receives.  This must be done at the [[Extractor]] or [[Input Hopper]] providing it with resources via a conveyor belt.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Extractor&amp;diff=1144</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Extractor&amp;diff=1144"/>
		<updated>2026-02-01T20:24:04Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Extractor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Extractor==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Extractor&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Aim extractor.png|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Advanced Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex_wood_07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex ingots 12.png|30px]]Copper Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Extracts resources directly from adjacent warehouses onto a belt.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|1x1x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Extractor can automatically remove resources from an adjacent warehouse and place them on a conveyor belt.  Each Extractor has settings available to determine which goods will be extracted from a warehouse, allowing you to decide filter one or more outputs from a given warehouse.  Additionally, you may enable or disable an Extractor, as needed, without needing to bulldoze/rebuild it.  &lt;br /&gt;
&lt;br /&gt;
Try using Extractors to automatically move goods closer to factories that process them.  Just remember, like any conveyor belt, it must end in   a [[Dropoff]] or Warehouse for Whiskers to be able to grab the goods.  You cannot directly insert goods into other buildings.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Filter&amp;diff=1143</id>
		<title>Filter</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Filter&amp;diff=1143"/>
		<updated>2026-02-01T13:27:52Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Filter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Filter==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Filter&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Aim sorter.png|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Advanced Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex_wood_07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex ingots 12.png|30px]]Copper Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Drops only the cofigured item types down. Allows for separation of items out of a mixed item belt.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|1x1x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The Filter allows you to isolate a single good on a conveyor belt line and filter it off onto a different conveyor belt line.   Goods input at the top of the Filter and output on the top and bottom of the Filter.  Unfiltered goods will exit on the top and filtered goods will exit on the bottom. &lt;br /&gt;
&lt;br /&gt;
Clicking on the Filter will open a menu to select which good you would like to filter.  It can be changed at will.&lt;br /&gt;
&lt;br /&gt;
Make sure both outputs from the Filter do not backup or it may not perform optimally.  This is especially important for the filtered output line because it could stall out the input line and any subsequent unfiltered output.  This could create significant issues if you have further downstream Filters for other goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Splitter&amp;diff=1142</id>
		<title>Splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Splitter&amp;diff=1142"/>
		<updated>2026-02-01T13:19:35Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Splitter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Splitter==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Splitter&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Aim splitter.png|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Advanced Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex_wood_07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex ingots 12.png|30px]]Copper Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Splits items into two paths.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|2x1x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The Splitter is a multifunction belt component that is available after Advanced Belt research.  It has 2 inputs and 2 outputs, not all of which must be connected to function. There are three functions that the Splitter can perform based on how many belt connections are made to it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splitting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to split a conveyor belt line into two lines,  connect a single belt to the input side of the Splitter and connect two different belts to the output side.   The Splitter will then split goods between the two output lines on an every other item basis.   That is,  effectively 50% of the input goods will end up on each of the two output lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can merge two lines by connecting two conveyor belt lines to the input side of the Splitter and only line to the output.  The Splitter will than take goods from both input lines and merge them onto the output line.  Similar to the Splitting function,  this is on an every other item basis. &lt;br /&gt;
&lt;br /&gt;
You can merge conveyor belt lines without the Splitter, but only the Splitter will force the merge on a consistent and fair basis.  For example,  if you use a slide to merge goods onto an existing line,  it can only move goods onto that line if there is space.  This can lead to one line backing up while the other takes priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Load Balancing&#039;&#039;&#039;&lt;br /&gt;
If you hook up conveyor belts to all of the input and output ports of the Splitter, it will work to evenly split goods between the input and output lines.  This can be helpful for evening out inconsistent input flows and improve throughput.  The same every other item rule applies to this mode too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Liftback&amp;diff=1141</id>
		<title>Liftback</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Liftback&amp;diff=1141"/>
		<updated>2026-02-01T12:59:59Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Liftback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Liftback==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Liftback&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Aim clift.png|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Advanced Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex_wood_07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex ingots 12.png|30px]]Copper Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Using gears to lift items vertically with a double back directional flip.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|1x1x2 or 1x1x3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The Liftback provides a compact way to lift goods on conveyor belt lines.   It comes in two varieties which allows goods to be lifted one or two tiles above their current location.   Goods are fed into the Liftback at the bottom and exit on the opposite side at the new elevation.   &lt;br /&gt;
&lt;br /&gt;
The Liftback requires Advanced Belt research.  &lt;br /&gt;
&lt;br /&gt;
The [[Up-Lift Stairs]] are available to lift goods with basic conveyor belt research but require more horizontal space to provide the same elevation lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Liftback&amp;diff=1140</id>
		<title>Liftback</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Liftback&amp;diff=1140"/>
		<updated>2026-02-01T12:59:04Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Liftback==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Liftback&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Aim clift.png|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Advanced Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex_wood_07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex ingots 12.png|30px]]Copper Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Using gears to lift items vertically with a double back directional flip.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|1x1x2 or 1x1x3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The Liftback provides a compact way to lift goods on conveyor belt lines.   It comes in two varieties which allows goods to be lifted one or two tiles above their current location.   Goods are fed into the Liftback at the bottom and exit on the opposite side at the new elevation.   &lt;br /&gt;
&lt;br /&gt;
The Liftback requires Advanced Belt research.  &lt;br /&gt;
&lt;br /&gt;
The [[Up-lift Stairs]] are available to lift goods with basic conveyor belt research but require more horizontal space to provide the same elevation lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Flat_Belt&amp;diff=1139</id>
		<title>Flat Belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Flat_Belt&amp;diff=1139"/>
		<updated>2026-02-01T12:46:59Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Flat Belt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flat Belt==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Flat Belt&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Flat Belt.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Conveyor Belts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex wood 03.png|30px]]Logs&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 1&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Rolling belt to move resources.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|1x1&lt;br /&gt;
|}&lt;br /&gt;
The flat belt is part of the conveyor system of buildings, it will move items in a direction of your choosing. They receive goods from input hoppers and carry them to storage conveyor ports which stores resources inside.&lt;br /&gt;
&lt;br /&gt;
Flat Belts must be placed in their intended direction which is indicated both by the yellow arrows on belt and a white arrow when placing the belts.  Flat Belts can be turned by placing another Flat Belt at the end of the line facing another direction.  The graphical image of the Flat Belt will change into a &amp;quot;corner&amp;quot; piece on placement.&lt;br /&gt;
&lt;br /&gt;
Flat Belts must terminate on another conveyor belt piece or a conveyor belt input at a Warehouse, Dropoff Shed, or other conveyor belt pieces.  Goods may not fall off of a Flat Belt and will wait on the line until appropriately connected.  Demolishing a Flat Belt in this state will move the goods back along the line. &lt;br /&gt;
&lt;br /&gt;
Flat Belts can merge goods onto a single line, but cannot split them.  With Advanced Belt research, a [[Splitter]] can be used to perform this function. &lt;br /&gt;
&lt;br /&gt;
Flat Belts move goods along them at a glacial pace. Any goods needed urgently should be handled differently.  The advantage of using Flat Belts is their ability to stop Whiskers from repeatedly having to find an appropriate Warehouse - wasting time in transit rather than working a farm, mine,  etc. &lt;br /&gt;
&lt;br /&gt;
Flat belts are built instantly and do not require Whiskers to have access to their location.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1138</id>
		<title>Storage and Belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1138"/>
		<updated>2026-02-01T12:41:45Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Warehouses and Conveyor Belts are the backbone of your resource logistics.  How fast you can move resources, where you store them, and how many you store are vital to your success. &lt;br /&gt;
&lt;br /&gt;
You will need enough warehouse space to store the goods The Claws require and Pirates demand,  plus more to run your daily operations.   &lt;br /&gt;
&lt;br /&gt;
You should carefully plan out where you locate Warehouses, what you store in them,  and how you&#039;re moving resources around your colony. &lt;br /&gt;
&lt;br /&gt;
== Warehouses ==&lt;br /&gt;
Warehouses come in various sizes, starting at the very small [[Storage Shed]] and ending at the massive [[Giant Warehouse]].  What size warehouses you use and where you locate them is up to you,  but will be driven by which you have researched so far.   &lt;br /&gt;
&lt;br /&gt;
As Warehouses grow both in size and expense,  it may not make sense to use just one size throughout your colony. A [[Medium Warehouse]] next to an [[Ore Furnace]] is likely sufficient to shorten supply lines without running out of storage. &lt;br /&gt;
&lt;br /&gt;
There are numerous controls you can manage to help oversee your storage.  You can set storage limits on Warehouses, production limits on resources,  and control the logistics of [[Factories]] to set where they pickup and drop off resources.  You may not need to use every setting, especially right away, but these tools can really help manage a logistically complex mid to late game colony. &lt;br /&gt;
&lt;br /&gt;
Do not forget that if you run out of storage,  your resource gatherers and factories can idle waiting on more space to become available.  Make sure you are managing your storage space effectively, so that you don&#039;t waste valuable production time.  If you&#039;re routinely running into this issue,  make sure you&#039;re not overproducing goods by setting production limits and/or making sure your factories can keep up with processing raw materials.  Lastly, take advantage of ships visiting your ports and sell your goods for gold ore better tax rewards.  You&#039;re encouraged not to hoard too much in this game.  Idle resources are not helping you succeed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Warehouse Size Table&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Capacity !! Size !! Volume !! Specific capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Storage Shed]] || 55 || 1x2 || 3 || 18.33&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Warehouse]] || 144 || 2x2x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5 || 28.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Warehouse]] || 377 || 3x3x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| Central Warehouse&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 377 || 3x3x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Warehouse]] || 987 || 3x4x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant Warehouse]] || 2584 || 3x6x3 || NA || NA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The Small Warehouse and Medium Warehouse visually extend to a 2nd floor but only the conveyor input tile is &amp;quot;hard&amp;quot; and cannot be built over.  The rest of the 2nd floor can be built upon like house rooves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The Central Warehouse is a building you place at the beginning of the game and may only ever have one.  Provided here for size comparison.&lt;br /&gt;
&lt;br /&gt;
== Conveyor Belts ==&lt;br /&gt;
Conveyor belts provide you with an opportunity to slowly move goods to waiting Warehouses without requiring your Whiskers to make the same trip to drop off those resources.  This can keep Whiskers processing goods for a greater proportion of the day.&lt;br /&gt;
&lt;br /&gt;
Conveyor belts consist of the [[Flat Belt]], [[Up-Lift Stairs]] and [[Down-Drop Slide]].  All three of these components can be combined to create a continuous conveyor system that leads to a Warehouse.  You can currently merge lines such as having a Down-Drop Slide place goods onto an existing Flat Belt lines.  You cannot currently split lines.&lt;br /&gt;
&lt;br /&gt;
Goods are placed onto the line via an [[Input Hopper]].  Make sure to face the black spout onto the line.  You may place multiple Input Hoppers on a single conveyor belt system, but be aware that lines can become backed up if there is not enough space to deposit goods on the line.  The Input Hopper will store the materials until space becomes available on the line.  You cannot recover these materials stuck in the Input Hopper by destroying it. You may have to wait until the night, so the line can clear while the Whiskers sleep.&lt;br /&gt;
&lt;br /&gt;
Whiskers will consider Input Hoppers as a free-for-all drop off point if you do not put filters on it.  You can choose to only allow it to accept certain materials and also control which facilities can deposit goods in it.  Whether you set filters or not,  remember that conveyor belts deposit their goods in a warehouse amd do not respect its allowable goods list. &lt;br /&gt;
&lt;br /&gt;
This feature can be helpful because you can use a [[Logistics Hub]] to move materials out of the receiving warehouse and into appropriately filtered Warehouses.  This is done by setting the receiving warehouse to ship out its goods and rejecting all goods for storage (prevents Whiskers from filling it up and backing up thr conveyor line).  &lt;br /&gt;
&lt;br /&gt;
There are a lot of creative logistics solutions using conveyor belts, but do keep in mind that lengthy setups will delay access to the goods on the belt until they are deposited.  Currently, the belt has just one speed - very slow.  It cannot be sped up using steam or further research.  If your Whiskers are running low on vital resources, you may wish to avoid allowing those on your conveyor belts until the shortage is resolved.&lt;br /&gt;
&lt;br /&gt;
Also, conveyors must end at a Warehouse or a Drop-off Shed to recover goods on it. If it does not,  Whiskers can still deposit goods on it via an Input Hopper, but the goods will just magically stop moving at the end of the line until the situation is resolved. Conveyor belts will not drop goods on the ground for later recovery or disposal into the sea.&lt;br /&gt;
&lt;br /&gt;
== Advanced Belts ==&lt;br /&gt;
Researching Advanced Belts allows for more options in conveying goods throughout your colony.  With only basic conveyor belt technology,  you are limited to simple setups that convey goods from an Input Hopper to a Warehouse. &lt;br /&gt;
&lt;br /&gt;
This research gives you access to [[Splitter]], [[Filter]], [[Drop-off Shed]], [[Liftback]], and [[Extractor]].&lt;br /&gt;
&lt;br /&gt;
Combined, these new conveyor belt pieces will allow you to tackle many more logistical issues such as automatically sorting conveyor belt goods into warehouses and staging goods near [[Factories]].  The Liftback also allows for more space efficient conveyor belt builds and opens up opportunities for moving goods through mineshafts.&lt;br /&gt;
&lt;br /&gt;
New technology does come at a price in that applying it may be challenging in existing colonies with space constraints.   You may have to get creative not only in how to use the technology but how to restructure your existing colony.  Be prepared to move buildings, rethink existing warehouse layouts, and to think vertically (build lines underground and/or above existing structures).  &lt;br /&gt;
&lt;br /&gt;
== Logistics Hub ==&lt;br /&gt;
The [[Logistics Hub]] is a place where up to three Whiskers can be stationed to move goods from warehouse to warehouse. They do not help move goods to and from any other location.  They only do their job when you&#039;ve set a warehouse to empty its contents or to request goods (the amounts that can be set in their menu per resource).   Once set,  these Whiskers will busily move these goods. This can be helpful for staging goods near factories and sorting goods between warehouses. &lt;br /&gt;
&lt;br /&gt;
How many Logistics Hubs you need is based on how frequently you&#039;re moving goods between Warehouses and how many goods need to be moved.  You may not even need to keep the Logistics Hub staffed until you need goods moved.   &lt;br /&gt;
&lt;br /&gt;
In the Conveyor Belts section, there is mention of setting up warehouses that receive all goods but then have Logistics Hub sort out the mess into other Warehouses.  In this scenario,  you may need multiple continuously staffed Logistics Hubs to keep up with these setups; however, this is not an early game concern.  &lt;br /&gt;
&lt;br /&gt;
It is unlikely you will need a Logistics Hub early in the game unless your Central Warehouse becomes overwhelmed, and you need to move the goods to other warehouses. It is a good idea to set your Central Warehouse to empty its contents and post a Logistics Hub nearby.   It is a catch-all when resources do not have anywhere else to go.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1137</id>
		<title>Storage and Belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1137"/>
		<updated>2026-02-01T12:11:42Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Conveyor Belts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Warehouses and Conveyor Belts are the backbone of your resource logistics.  How fast you can move resources, where you store them, and how many you store are vital to your success. &lt;br /&gt;
&lt;br /&gt;
You will need enough warehouse space to store the goods The Claws require and Pirates demand,  plus more to run your daily operations.   &lt;br /&gt;
&lt;br /&gt;
You should carefully plan out where you locate Warehouses, what you store in them,  and how you&#039;re moving resources around your colony. &lt;br /&gt;
&lt;br /&gt;
== Warehouses ==&lt;br /&gt;
Warehouses come in various sizes, starting at the very small [[Storage Shed]] and ending at the massive [[Giant Warehouse]].  What size warehouses you use and where you locate them is up to you,  but will be driven by which you have researched so far.   &lt;br /&gt;
&lt;br /&gt;
As Warehouses grow both in size and expense,  it may not make sense to use just one size throughout your colony. A [[Medium Warehouse]] next to an [[Ore Furnace]] is likely sufficient to shorten supply lines without running out of storage. &lt;br /&gt;
&lt;br /&gt;
There are numerous controls you can manage to help oversee your storage.  You can set storage limits on Warehouses, production limits on resources,  and control the logistics of [[Factories]] to set where they pickup and drop off resources.  You may not need to use every setting, especially right away, but these tools can really help manage a logistically complex mid to late game colony. &lt;br /&gt;
&lt;br /&gt;
Do not forget that if you run out of storage,  your resource gatherers and factories can idle waiting on more space to become available.  Make sure you are managing your storage space effectively, so that you don&#039;t waste valuable production time.  If you&#039;re routinely running into this issue,  make sure you&#039;re not overproducing goods by setting production limits and/or making sure your factories can keep up with processing raw materials.  Lastly, take advantage of ships visiting your ports and sell your goods for gold ore better tax rewards.  You&#039;re encouraged not to hoard too much in this game.  Idle resources are not helping you succeed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Warehouse Size Table&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Capacity !! Size !! Volume !! Specific capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Storage Shed]] || 55 || 1x2 || 3 || 18.33&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Warehouse]] || 144 || 2x2x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5 || 28.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Warehouse]] || 377 || 3x3x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| Central Warehouse&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 377 || 3x3x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Warehouse]] || 987 || 3x4x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant Warehouse]] || 2584 || 3x6x3 || NA || NA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The Small Warehouse and Medium Warehouse visually extend to a 2nd floor but only the conveyor input tile is &amp;quot;hard&amp;quot; and cannot be built over.  The rest of the 2nd floor can be built upon like house rooves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The Central Warehouse is a building you place at the beginning of the game and may only ever have one.  Provided here for size comparison.&lt;br /&gt;
&lt;br /&gt;
== Conveyor Belts ==&lt;br /&gt;
Conveyor belts provide you with an opportunity to slowly move goods to waiting Warehouses without requiring your Whiskers to make the same trip to drop off those resources.  This can keep Whiskers processing goods for a greater proportion of the day.&lt;br /&gt;
&lt;br /&gt;
Conveyor belts consist of the [[Flat Belt]], [[Up-Lift Stairs]] and [[Down-Drop Slide]].  All three of these components can be combined to create a continuous conveyor system that leads to a Warehouse.  You can currently merge lines such as having a Down-Drop Slide place goods onto an existing Flat Belt lines.  You cannot currently split lines.&lt;br /&gt;
&lt;br /&gt;
Goods are placed onto the line via an [[Input Hopper]].  Make sure to face the black spout onto the line.  You may place multiple Input Hoppers on a single conveyor belt system, but be aware that lines can become backed up if there is not enough space to deposit goods on the line.  The Input Hopper will store the materials until space becomes available on the line.  You cannot recover these materials stuck in the Input Hopper by destroying it. You may have to wait until the night, so the line can clear while the Whiskers sleep.&lt;br /&gt;
&lt;br /&gt;
Whiskers will consider Input Hoppers as a free-for-all drop off point if you do not put filters on it.  You can choose to only allow it to accept certain materials and also control which facilities can deposit goods in it.  Whether you set filters or not,  remember that conveyor belts deposit their goods in a warehouse amd do not respect its allowable goods list. &lt;br /&gt;
&lt;br /&gt;
This feature can be helpful because you can use a [[Logistics Hub]] to move materials out of the receiving warehouse and into appropriately filtered Warehouses.  This is done by setting the receiving warehouse to ship out its goods and rejecting all goods for storage (prevents Whiskers from filling it up and backing up thr conveyor line).  &lt;br /&gt;
&lt;br /&gt;
There are a lot of creative logistics solutions using conveyor belts, but do keep in mind that lengthy setups will delay access to the goods on the belt until they are deposited.  Currently, the belt has just one speed - very slow.  It cannot be sped up using steam or further research.  If your Whiskers are running low on vital resources, you may wish to avoid allowing those on your conveyor belts until the shortage is resolved.&lt;br /&gt;
&lt;br /&gt;
Also, conveyors must end at a Warehouse or a Drop-off Shed to recover goods on it. If it does not,  Whiskers can still deposit goods on it via an Input Hopper, but the goods will just magically stop moving at the end of the line until the situation is resolved. Conveyor belts will not drop goods on the ground for later recovery or disposal into the sea.&lt;br /&gt;
&lt;br /&gt;
== Logistics Hub ==&lt;br /&gt;
The [[Logistics Hub]] is a place where up to three Whiskers can be stationed to move goods from warehouse to warehouse. They do not help move goods to and from any other location.  They only do their job when you&#039;ve set a warehouse to empty its contents or to request goods (the amounts that can be set in their menu per resource).   Once set,  these Whiskers will busily move these goods. This can be helpful for staging goods near factories and sorting goods between warehouses. &lt;br /&gt;
&lt;br /&gt;
How many Logistics Hubs you need is based on how frequently you&#039;re moving goods between Warehouses and how many goods need to be moved.  You may not even need to keep the Logistics Hub staffed until you need goods moved.   &lt;br /&gt;
&lt;br /&gt;
In the Conveyor Belts section, there is mention of setting up warehouses that receive all goods but then have Logistics Hub sort out the mess into other Warehouses.  In this scenario,  you may need multiple continuously staffed Logistics Hubs to keep up with these setups; however, this is not an early game concern.  &lt;br /&gt;
&lt;br /&gt;
It is unlikely you will need a Logistics Hub early in the game unless your Central Warehouse becomes overwhelmed, and you need to move the goods to other warehouses. It is a good idea to set your Central Warehouse to empty its contents and post a Logistics Hub nearby.   It is a catch-all when resources do not have anywhere else to go.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whisker_Launcher&amp;diff=1136</id>
		<title>Whisker Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whisker_Launcher&amp;diff=1136"/>
		<updated>2026-02-01T11:56:34Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Whisker Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Whisker Launcher==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Whisker Launcher&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Whisker Launcher.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Whisker Launcher&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex in 02.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 8&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 3&lt;br /&gt;
| scope=&amp;quot;row: colspan=&amp;quot;1&amp;quot;| [[File:Tex_SpellBook06_21.png|30px]]Steam Connection&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Travel Speed&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Extreme speed.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Drop off location that feeds into conveyor belts.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|1x1x1 with input and output space needed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
A fast way to send whiskers up or out, requires steam to be connected to it for it to function.&lt;br /&gt;
&lt;br /&gt;
The Whisker Launcher is placed instantly without the need for any construction time.   It requires a destination to be set before Whiskers will use it.   The further the destination is set,  the more steam each use will consume.  For example, a close range jump may consume 2 steam per use while a max range may consume 9. &lt;br /&gt;
&lt;br /&gt;
The maximum horizontal range is 8 tiles starting at but not including the red sqaure. The Whisker Launcher will not send a Whisker careening down more than 3 tiles of elevation from its current position.  The maximum height of a jump appears to be 10 tiles.&lt;br /&gt;
&lt;br /&gt;
This is an extremely fast way to move whiskers up in elevation at the cost of steam.   If it is the fastest path available to a whisker, they will take it. Care should be taken in using the Whisker Launcher in a high traffic area as it can quickly deplete piped steam and fuel.&lt;br /&gt;
&lt;br /&gt;
The piped steam input is located directly on top of the steam tank.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1135</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1135"/>
		<updated>2026-02-01T06:14:59Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Colony Ships, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industry Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Colony Ship Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Ship Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1134</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1134"/>
		<updated>2026-02-01T06:14:28Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Tax Bill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Colony Ships, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments, and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax payment you make will let you recover some relations and allow you to reject more shipments. &amp;lt;br /&amp;gt;&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &amp;lt;br /&amp;gt;&lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industry Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Colony Ship Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Ship Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1133</id>
		<title>Demands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Demands&amp;diff=1133"/>
		<updated>2026-02-01T06:12:26Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, the [[Claws]] or the [[Pirates]] will demand something from your colony, rarely on the same day.&lt;br /&gt;
&lt;br /&gt;
The Claw send a tax ship every few days during Spring, Summer, and Fall. Their arrival is not consistent and you may have short or long spans before their arrival. You will get a minimum of a three day warning before they arrive to collect any taxes accrued and owed. The Claw will not collect taxes during the cold winter and their last tax ship will arrive on or before the last day of Autumn.  They will return in the first few days of Spring to collect your entire Winter tax bill.&lt;br /&gt;
&lt;br /&gt;
Pirates approach for a ransom demand more infrequently throughout the year. You are not warned about their arrival, but you can click on the Dock to see what ships and in which order will arrive over the next three days - revealing if you will be facing any upcoming pirate demands.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTE: There are new game setting that change the frequency of ship arrivals and other factors.  Your experiences may vary if you chose settings outside of the default.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
Taxes accrue every single evening based on a variety factors including a population tax, industry tax, and supply ship charges. Your end of day report will list your current tax bill along with any changes due to your actions.&lt;br /&gt;
&lt;br /&gt;
As your colony grows, The Claw effectively will increase your taxes and increase the taxes you will owe on supply shipments.  You can only refuse a few shipments before The Claw will force you to pay with cannonballs instead.&lt;br /&gt;
&lt;br /&gt;
You may not avoid all taxes, but you can choose to pay on a spectrum of partial payment to overpayment.  Partial payments may grant you some temporary relief but can incur bombardment from The Claw if your diplomatic relations fall too low.  If you are bombarded, you will have your tax debt forgiven, but you will have to pay the costs to rebuild your lost structures.&lt;br /&gt;
&lt;br /&gt;
If you at least successfully pay your taxes, The Claw will reward you.  How much of a reward you receive is based on what payment threshold you reach.  There are three tiers with increasing rewards both in quantity and rarity.  For example, if you&#039;re in need of more machinery parts, the 2nd tier will usually reward you significantly more than at Tier 1. You can also sometimes find blueprints available to complete research, but you cannot rely on these rewards to complete all of your research.  The Claw are generous only to the point of keeping you working.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 reward is for paying 100% of your taxes, Tier 2 is for paying 125% of your taxes, and Tier 3 is for paying 175% of your taxes.  You cannot pay more than this.&lt;br /&gt;
&lt;br /&gt;
The Claw do not have a vested interest in seeing you progress and want your Whiskers doing hard labor.  This is reflected in the goods they accept for payment.  With the exception of gold bullion, they accept only &amp;quot;raw&amp;quot; products like ores, logs, fish and berries.  Sell what you must to stay alive but iron ore and cotton are usually good options to pay the tax bill.&lt;br /&gt;
&lt;br /&gt;
Whisker Cheese: Rebellious Whiskers can avoid some taxes by just letting the timer run out on the tax ship or hiding all of their buildings underground to avoid bombardment.  The Claw may become wise to these tactics so use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Collection Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fish || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trinkets || 3&lt;br /&gt;
|-&lt;br /&gt;
| Berries || 5&lt;br /&gt;
|-&lt;br /&gt;
| Flax || 5&lt;br /&gt;
|-&lt;br /&gt;
| Logs || 8&lt;br /&gt;
|-&lt;br /&gt;
| Coal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Rock Salt || 8&lt;br /&gt;
|-&lt;br /&gt;
| Potash || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || 13&lt;br /&gt;
|-&lt;br /&gt;
| Cotton || 21&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 21&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore|| 21&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tax Bill ==&lt;br /&gt;
The taxes you owe to the Claw, while seemingly capricious, are calculated using some formulas which may help you plan your colony. There are five primary taxes: Industry, Population, Administrative, Colony Ships, and Supply Ships.  Each tax is calculated differently and accumulates each until a tax ship arrives.  A table below lists each tax and the method by which it is calculated.&lt;br /&gt;
&lt;br /&gt;
Three of these taxes allow you some degree of control in your eventual tax bill.  &lt;br /&gt;
&lt;br /&gt;
#You get to choose which supply shipment option you would like to take each time it arrives (costs rise with overall population).  Cheaper supply options provide less goods (and decreased quality of goods therein) but can minimize your tax bill.  You can also choose to reject shipments and &#039;&#039;&#039;you should reject shipments when you can.&#039;&#039;&#039;  Remember, the Claw will not attack you until relations fall to zero.  This means you can reject 3 shipments in a row before a 4th will result in an attack.  Each tax ship you pay will let you recover some relations and thus allow you to reject more shipments and save on your tax bill bill.&lt;br /&gt;
#You can limit your population to prevent paying taxes on Whiskers not yet needed. &lt;br /&gt;
#You can limit scaling up your industry so you are not overproducing goods for which you will be taxed on but cannot be used in turn to pay those taxes.  Remember, The Claw only accepts &amp;quot;raw&amp;quot; goods - refined goods cannot be used to pay taxes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Tax Rate Table&lt;br /&gt;
|-&lt;br /&gt;
! Tax Type !! Tax Amount&lt;br /&gt;
|-&lt;br /&gt;
| Industry Tax || Sum of 10% value of each item produced in factories&lt;br /&gt;
|-&lt;br /&gt;
| Population Tax || 3 coins per day per Whisker&lt;br /&gt;
|-&lt;br /&gt;
| Administrative Tax || 13 coins + 0.334 per day survived (in perpetuity)&lt;br /&gt;
|-&lt;br /&gt;
| Colony Ship Tax || 21 coins per visit&lt;br /&gt;
|-&lt;br /&gt;
| Supply Ship Tax || Sum of all supply shipments accepted from Supply Ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Difficulty settings modify some of these tax rates.  For example, the Population Tax and Admin Tax are 1.5x and 2x higher on hard and dire difficulty, respectively.  &lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates make a single demand that is usually less than your usual tax bill.  It will grow with each visit just as your colony grows in size.&lt;br /&gt;
&lt;br /&gt;
You can partially pay the pirate demands but anything less than full payment will result in cannonballs being fired at your colony.  You can see the number of cannonballs you will receive above the payment button.  Each one will equate to a randomly destroyed building that they can reach with their cannons. Destroyed buildings will need to be repaired at the full cost of their construction.&lt;br /&gt;
&lt;br /&gt;
Aside from gold, Pirates demand materials that The Claw does not trade in.  This can be particularly helpful in paying both demands back to back.  The Pirates also only demand a small selection of materials, so it is best to learn their demands and stockpile accordingly.  Remember, gold is their favorite and gold bullion will satiate their demands quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Pirate Demand Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Oil || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 89&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 144&lt;br /&gt;
|-&lt;br /&gt;
| Gold Bullion || 233&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Smuggler ==&lt;br /&gt;
The Smuggler does not make any demands of you but can help you pay your pending tax bills or pirate demands. Accepting a wide variety if Whisker manufactured goods from meals to clothing, you can sell surplus material in exchange for gold bullion.  Gold bullion is accepted by both the Pirates and The Claw at the highest exchange rate.  Be aware that the Smuggler is still profiting off you in demanding more in exchange than the gold bullion will sell to the others.  Most of these items cannot otherwise be sold, so this is the only way you can receive trade value for them.&lt;br /&gt;
&lt;br /&gt;
You must sell a minimum of goods to reach each gold bullion, often hundreds of coins in value each. Be aware that you can &amp;quot;overpay&amp;quot; for the next bullion, so be careful not to give the Smuggler free goods. Each Smuggler will have a maximum number of gold bullion to sell; although, you are unlikely to buy them all for quite awhile.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will show up a few times per season, but like The Claw, will not visit during the Winter.  If you&#039;re really lucky, they will arrive right before the tax ship or pirates. Like the Pirates, you can check for their arrival at the Dock.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Smuggler Offer Table&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Price (in coins)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Smoked Fish || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bread || 5&lt;br /&gt;
|-&lt;br /&gt;
| Planks || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ropes || 13&lt;br /&gt;
|-&lt;br /&gt;
| Soap || 13&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Stew || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fish Skewers || 21&lt;br /&gt;
|-&lt;br /&gt;
| Jam Pastries || 21&lt;br /&gt;
|-&lt;br /&gt;
| Cut Stone || 21&lt;br /&gt;
|-&lt;br /&gt;
| Woven Cloaks || 21&lt;br /&gt;
|-&lt;br /&gt;
| Fertilizer || 21&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Savory Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Meals || 34&lt;br /&gt;
|-&lt;br /&gt;
| Furniture || 34&lt;br /&gt;
|-&lt;br /&gt;
| Bedding || 34&lt;br /&gt;
|-&lt;br /&gt;
| Tailored Cloaks || 55&lt;br /&gt;
|-&lt;br /&gt;
| Steel  Plates || 55&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || 144&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
This is the currency used during trades with The Claw, Pirates, and Smuggler.  They represent the value of the goods for which you are parting.  You may not keep surplus coins, so only exchange the goods you need to sell.&lt;br /&gt;
&lt;br /&gt;
The value of goods is currently the same between traders, but it does not mean everyone will accept those goods.  In-game tool tips about resources will reveal their tax value, but not the value for others.  For example, Cut Stone is moderately valuable when sold to the Smuggler but will show as &amp;quot;no tax value&amp;quot; via the in game tool tip.&lt;br /&gt;
&lt;br /&gt;
Additionally, when the game prompts you about taxes owed and the amount in storage, it will only be summarizing the tax value of goods in storage.  You may have far more &amp;quot;value&amp;quot; when factoring what you could sell to the Smuggler.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whiskerwood_Official_Wiki&amp;diff=1132</id>
		<title>Whiskerwood Official Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whiskerwood_Official_Wiki&amp;diff=1132"/>
		<updated>2026-02-01T05:05:00Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Whiskerwood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:  ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | [[File:whis.png|150px|center|link=https://store.steampowered.com/app/2489330/Whiskerwood/]]&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: center;&amp;quot; | Official Community Wiki for Whiskerwood&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | [[File:Hooded_Horse_Logo_W.png|link=https://hoodedhorse.com/|header|100px|center|Hooded Horse Publishing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gridBG&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color: #314550 ; align=center; width: 75%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 100%; text-align: center;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Join us&#039;&#039;&#039; as an editor or admin! [[Special:UserLogin|Login]] to start editing, and [https://discord.gg/5enmVANkEq say hi on the wiki Discord channel]!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiskerwood&#039;&#039;&#039; is a city builder with cats and mice. Establish a home for your industrious mice under the oppressive paw of your cat overlords in this city builder featuring complex simulations, intricate production chains, and the age-old rivalry between cat and mouse.&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
If you want to help, [[Special:UserLogin|log in here]] using your Steam account, and [https://discord.com/invite/uRKrjRgbM2 find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
日本語版は[[Whiskerwood Official Wiki/ja|こちら]]&lt;br /&gt;
&lt;br /&gt;
== Whiskerwood ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; text-align: left&amp;quot;&lt;br /&gt;
! Gameplay&lt;br /&gt;
! Key Concepts&lt;br /&gt;
! Development&lt;br /&gt;
|- style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%; |&lt;br /&gt;
* [[Whiskers]]&lt;br /&gt;
** [[Traits]]&lt;br /&gt;
** [[Guilds]]&lt;br /&gt;
** [[Education]]&lt;br /&gt;
&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
&lt;br /&gt;
* [[The Claws]]&lt;br /&gt;
** [[Demands#Taxes|Taxes]]&lt;br /&gt;
* [[Demands#Pirates|Pirates]]&lt;br /&gt;
* [[Demands#Smuggler|Smuggler]]&lt;br /&gt;
| style=&amp;quot;width: 33%; |&lt;br /&gt;
* [[Farmer&#039;s Almanac]]&lt;br /&gt;
* [[Whisker Travel]]&lt;br /&gt;
* [[Storage and Belts]]&lt;br /&gt;
* [[Railroad]]&lt;br /&gt;
* [[Housing]]&lt;br /&gt;
* [[Civil and Management buildings]]&lt;br /&gt;
* [[Services]]&lt;br /&gt;
* [[Fishing and Food Processing]]&lt;br /&gt;
* [[Resource Extraction]]&lt;br /&gt;
* [[Factories]]&lt;br /&gt;
* [[Water, Heating and Piping]]&lt;br /&gt;
| style=&amp;quot;width: 33%; |&lt;br /&gt;
* [[Beginner&#039;s Guide]]&lt;br /&gt;
* [https://store.steampowered.com/app/2489330/Whiskerwood/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/uRKrjRgbM2 Developer&#039;s Discord]&lt;br /&gt;
* [[Modding|Modding Whiskerwood]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Want to help improve the wiki? ==&lt;br /&gt;
&lt;br /&gt;
Anyone can contribute to the wiki. If you want to become a contributor please register and check out the &#039;&#039;&#039;[[Project:Work needed|work needed page]]&#039;&#039;&#039;. If you spot anything in need of improvement, don&#039;t hesitate to make an edit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Whiskerwood, developed by Minakata Dynamics and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whiskers&amp;diff=1110</id>
		<title>Whiskers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whiskers&amp;diff=1110"/>
		<updated>2026-01-31T07:39:22Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Education */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whiskers are the clever, ingenious mice that act as the colonists of your islands. They inhabit the archipelago after arriving by ship, and build, mantain, and operate its buildings.&lt;br /&gt;
&lt;br /&gt;
Whiskers are historically a working class under the [[Claws|Claws Empire]], which is ruled by cats. At the time of Whiskerwood, Whiskers can be either in favor of the Claws Monarchy or rebellious, and their political leanings impact the fate of your colony and if it stays under the cats&#039; thumbs or declares independence.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
&lt;br /&gt;
Whiskers may occasionally be recruited with an education upgrade . These education traits,  listed below, allow Whiskers to fill job slots at buildings that are restricted to them.  Sometimes these restricted slots provide production bonuses,  but other times it is just a minimum requirement.  &lt;br /&gt;
&lt;br /&gt;
None of the educational traits provide any inherent production bonus.   You only need enough Whiskers with these traits to cover available jobs.   &lt;br /&gt;
&lt;br /&gt;
Also, remember that educated Whiskers of any kind will have higher expectations.&lt;br /&gt;
&lt;br /&gt;
These traits can be taught to other Whiskers at the [[School]].&lt;br /&gt;
&lt;br /&gt;
* Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
* Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the [[Research Lab]].  Scholars are also required for the [[Management Office]] and several late game production buildings.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Whiskers have one or more unchangeable traits assigned to them.  These are not changeable, so be sure you select carefully when recruiting Whiskers.  &lt;br /&gt;
&lt;br /&gt;
Common &amp;quot;problem&amp;quot; traits are, for example, &amp;quot;snoring&amp;quot; which irritates other Whiskers living with a Whisker that snores.  Similarly, if you have a rebellious colony,  recruiting monarchists will create perpetual negative thoughts from those Whiskers.&lt;br /&gt;
&lt;br /&gt;
Also, be careful not to assume a trait does more than is stated.  Whiskers that cannot smell will not be unhappy about pollution, but will still be effected by the workspeed penalties from it.  &lt;br /&gt;
&lt;br /&gt;
A list of currently available traits is below with their associated impacts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:90%; margin-left:auto; margin-right:auto;&amp;quot;&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
!Stat Change&lt;br /&gt;
|-&lt;br /&gt;
|Can&#039;t Smell&lt;br /&gt;
|No negative thoughts from pollution&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Compassionate&lt;br /&gt;
|Does not expect as much for themselves but grows incredibly sad at the death of others&lt;br /&gt;
|Neutral&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Considerate&lt;br /&gt;
|Does not get offended at Rude comments&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Has learned to be more content with their current circumstances&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Diligent&lt;br /&gt;
|This Whisker works very hard&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;10 Production Speed&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Teacher&lt;br /&gt;
|This Whisker can teach others more quickly&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Healthy&lt;br /&gt;
|Highly resistant to illness or injury&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Eater&lt;br /&gt;
|Eats one more food per meal (allows for extra food buff)&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;1 Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
|Inquisitive&lt;br /&gt;
|Always asking questions. Learns faster at school&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Loner&lt;br /&gt;
|Unhappy if working or sleeping with others&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Masochist&lt;br /&gt;
|Is happy to perform hard labor&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Monarchist&lt;br /&gt;
|Naturally loyal to the Claws&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;60 Production Speed (Factory assignment only)&lt;br /&gt;
|-&lt;br /&gt;
|My Pace&lt;br /&gt;
|This Whisker works at their own pace&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;10 Production Speed&lt;br /&gt;
|-&lt;br /&gt;
|Nosey&lt;br /&gt;
|Cares deeply about others yet sometimes asks rude questions&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Optimist&lt;br /&gt;
|Chance to double the effect of positive thoughts&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Patient&lt;br /&gt;
|Does not see what all the rushing is about&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;10 Move Speed&lt;br /&gt;
|-&lt;br /&gt;
|Perfectionist&lt;br /&gt;
|This Whisker cares deeply about perfect execution&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;10 Production Speed&lt;br /&gt;
|-&lt;br /&gt;
|Pessimist&lt;br /&gt;
|Chance to double the effect of negative thoughts&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Rebellious&lt;br /&gt;
|More likely to say rebellious things or repeat such rumours&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Rude&lt;br /&gt;
|Chance to make passing Whiskers unhappy&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Sickly&lt;br /&gt;
|Less resistant to cold and illness&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Slow&lt;br /&gt;
|This Whisker doesn&#039;t walk very fast&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;15 Move Speed&lt;br /&gt;
|-&lt;br /&gt;
|Snores&lt;br /&gt;
|Annoys other Whiskers sleeping in the same home&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Strong Shoulders&lt;br /&gt;
|Increases lifting capacity&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;2 Carry Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Swift&lt;br /&gt;
|Moves faster than average&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;15 Move Speed&lt;br /&gt;
|-&lt;br /&gt;
|Thoughtful&lt;br /&gt;
|More likely to have positive and negative thoughts&lt;br /&gt;
|Neutral&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Unsafe Worker&lt;br /&gt;
|Wears out industrial machinery faster&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Core&lt;br /&gt;
|Extra resistant to cold temperatures&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Weak&lt;br /&gt;
|This Whisker cannot lift very much&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;2 Carry Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Weak Knees&lt;br /&gt;
|Strongly dislikes heavy labor and is more likely to get hurt&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whiskers&amp;diff=1109</id>
		<title>Whiskers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Whiskers&amp;diff=1109"/>
		<updated>2026-01-31T07:27:42Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whiskers are the clever, ingenious mice that act as the colonists of your islands. They inhabit the archipelago after arriving by ship, and build, mantain, and operate its buildings.&lt;br /&gt;
&lt;br /&gt;
Whiskers are historically a working class under the [[Claws|Claws Empire]], which is ruled by cats. At the time of Whiskerwood, Whiskers can be either in favor of the Claws Monarchy or rebellious, and their political leanings impact the fate of your colony and if it stays under the cats&#039; thumbs or declares independence.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
&lt;br /&gt;
* Guild Specialty - Allows the Teacher to turn any Whisker to their Guild. This can help fill optimal job slots in different guild areas that need a production boost.&lt;br /&gt;
&lt;br /&gt;
* Craftsmanship - Provides an educated Whisker that is more productive at their craft.&lt;br /&gt;
&lt;br /&gt;
** Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization.&lt;br /&gt;
&lt;br /&gt;
** Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers.&lt;br /&gt;
&lt;br /&gt;
* Scholarly - Educates a Whisker to research technology in the Research Lab.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Whiskers have one or more unchangeable traits assigned to them.  These are not changeable, so be sure you select carefully when recruiting Whiskers.  &lt;br /&gt;
&lt;br /&gt;
Common &amp;quot;problem&amp;quot; traits are, for example, &amp;quot;snoring&amp;quot; which irritates other Whiskers living with a Whisker that snores.  Similarly, if you have a rebellious colony,  recruiting monarchists will create perpetual negative thoughts from those Whiskers.&lt;br /&gt;
&lt;br /&gt;
Also, be careful not to assume a trait does more than is stated.  Whiskers that cannot smell will not be unhappy about pollution, but will still be effected by the workspeed penalties from it.  &lt;br /&gt;
&lt;br /&gt;
A list of currently available traits is below with their associated impacts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:90%; margin-left:auto; margin-right:auto;&amp;quot;&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
!Stat Change&lt;br /&gt;
|-&lt;br /&gt;
|Can&#039;t Smell&lt;br /&gt;
|No negative thoughts from pollution&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Compassionate&lt;br /&gt;
|Does not expect as much for themselves but grows incredibly sad at the death of others&lt;br /&gt;
|Neutral&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Considerate&lt;br /&gt;
|Does not get offended at Rude comments&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Has learned to be more content with their current circumstances&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Diligent&lt;br /&gt;
|This Whisker works very hard&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;10 Production Speed&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Teacher&lt;br /&gt;
|This Whisker can teach others more quickly&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Healthy&lt;br /&gt;
|Highly resistant to illness or injury&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Eater&lt;br /&gt;
|Eats one more food per meal (allows for extra food buff)&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;1 Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
|Inquisitive&lt;br /&gt;
|Always asking questions. Learns faster at school&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Loner&lt;br /&gt;
|Unhappy if working or sleeping with others&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Masochist&lt;br /&gt;
|Is happy to perform hard labor&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Monarchist&lt;br /&gt;
|Naturally loyal to the Claws&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;60 Production Speed (Factory assignment only)&lt;br /&gt;
|-&lt;br /&gt;
|My Pace&lt;br /&gt;
|This Whisker works at their own pace&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;10 Production Speed&lt;br /&gt;
|-&lt;br /&gt;
|Nosey&lt;br /&gt;
|Cares deeply about others yet sometimes asks rude questions&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Optimist&lt;br /&gt;
|Chance to double the effect of positive thoughts&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Patient&lt;br /&gt;
|Does not see what all the rushing is about&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;10 Move Speed&lt;br /&gt;
|-&lt;br /&gt;
|Perfectionist&lt;br /&gt;
|This Whisker cares deeply about perfect execution&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;10 Production Speed&lt;br /&gt;
|-&lt;br /&gt;
|Pessimist&lt;br /&gt;
|Chance to double the effect of negative thoughts&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Rebellious&lt;br /&gt;
|More likely to say rebellious things or repeat such rumours&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Rude&lt;br /&gt;
|Chance to make passing Whiskers unhappy&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Sickly&lt;br /&gt;
|Less resistant to cold and illness&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Slow&lt;br /&gt;
|This Whisker doesn&#039;t walk very fast&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;15 Move Speed&lt;br /&gt;
|-&lt;br /&gt;
|Snores&lt;br /&gt;
|Annoys other Whiskers sleeping in the same home&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Strong Shoulders&lt;br /&gt;
|Increases lifting capacity&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;2 Carry Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Swift&lt;br /&gt;
|Moves faster than average&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#43;15 Move Speed&lt;br /&gt;
|-&lt;br /&gt;
|Thoughtful&lt;br /&gt;
|More likely to have positive and negative thoughts&lt;br /&gt;
|Neutral&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Unsafe Worker&lt;br /&gt;
|Wears out industrial machinery faster&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Core&lt;br /&gt;
|Extra resistant to cold temperatures&lt;br /&gt;
|Positive&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|-&lt;br /&gt;
|Weak&lt;br /&gt;
|This Whisker cannot lift very much&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;2 Carry Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Weak Knees&lt;br /&gt;
|Strongly dislikes heavy labor and is more likely to get hurt&lt;br /&gt;
|Negative&lt;br /&gt;
|&amp;amp;#45;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1108</id>
		<title>Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1108"/>
		<updated>2026-01-31T07:09:16Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Guilds represent specialisation amongst your workforce of Whiskers. Every Whisker will belong to one of the four Guilds. The four Guilds are: Miners, Engineers, Farmers and Explorers.&lt;br /&gt;
&lt;br /&gt;
You will need a mix of Whiskers dedicated to each of the guilds to maximize the efficiency of your colony.  Be careful though, the name of each guild can be misleading.  For example,  Miner&#039;s Guild Whiskers prefer working at Ore Furnaces rather than Engineer&#039;s Guild Whiskers.&lt;br /&gt;
&lt;br /&gt;
== Job Assignments ==&lt;br /&gt;
&lt;br /&gt;
Guild specializations are important to consider in assigning to Whiskers to work. If you assign a Whisker to work at a building that matches their guild specialization, they will receive a large production speed bonus (+50).  Thus, while you can assign Whiskers of any guild to a building in a pinch,  it&#039;s better to match the Whisker to their preferred work. &lt;br /&gt;
&lt;br /&gt;
If you are unsure what guild is preferred by each building, you can check by selecting a preexisting building or by trying to build a new one.   Guild affiliation is also provided in the [[Buildings]] pages of this Wiki.&lt;br /&gt;
&lt;br /&gt;
Not every building has a guild preference (e.g., logistics hub).&lt;br /&gt;
&lt;br /&gt;
== Passive Traits ==&lt;br /&gt;
&lt;br /&gt;
Guild specialisation provides an assortment of passive modifiers to each Whisker, and influences their effectiveness at their jobs. Guild passive traits work at all times except the production bonus which requires working at an affiliated building. This means Miner&#039;s Guild Whiskers always can carry more which can be helpful when building or doing logistics work. &lt;br /&gt;
&lt;br /&gt;
Guild members also have preferred food they will seek out in the evenings.  Make sure you are providing a variety of food to keep everyone happy. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Guild Tables&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Passives !! Favorite Foods&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&#039;s Guild || +50% Production in Guild Industries &amp;lt;br /&amp;gt; Slower Machinery Parts Wear || Fish Skewers &amp;lt;br /&amp;gt; Smoked Fish&lt;br /&gt;
|-&lt;br /&gt;
| Explorer&#039;s Guild || +50% Production in Guild Industries &amp;lt;br /&amp;gt; Natural Resistance to Cold &amp;lt;br /&amp;gt; Not Slowed By Terrain || Hard Track &amp;lt;br /&amp;gt; Canned Food&lt;br /&gt;
|-&lt;br /&gt;
| Farmer&#039;s Guild ||  +50% Production in Guild Industries &amp;lt;br /&amp;gt; Greatly Dislikes Raw Food &amp;lt;br /&amp;gt; Walks Faster on Fields || Jam Pastries &amp;lt;br /&amp;gt; Bread&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Guild || +50% Production in Guild Industries &amp;lt;br /&amp;gt; +1 Carrying Capacity &amp;lt;br /&amp;gt; +1 Food per Meal || Mushroom Strew &amp;lt;br /&amp;gt; Berry Soup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Changing Guilds ==&lt;br /&gt;
&lt;br /&gt;
For a variety of reasons,  you may find yourself in a position where you would like to swap the guild affiliation of a Whisker.  For example,  you have a spare Farmer&#039;s Guild Craft Master and need a Miner&#039;s Guild Craft Master.  Instead of waiting for a lucky find on a Whisker Ship, use the [[School]] to convert Whiskers from one guild to another.  Just be sure to select guild on the teaching interface.&lt;br /&gt;
&lt;br /&gt;
Converting Whiskers between the 4 guilds is important to make sure your workforce matches the available jobs.  You may wish to routinely review if you need to make any modifications as you expand. &lt;br /&gt;
&lt;br /&gt;
Helpful Hint: If you have a School or two,  you can accept more Whiskers from the Whisker Ship, as you can train them to meet your needs. Stop looking for the &amp;quot;perfect Whisker&amp;quot; and focus on the traits you cannot change.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1107</id>
		<title>Rail Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1107"/>
		<updated>2026-01-31T05:33:30Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rail Station==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Rail Station&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| [[File:Rail station.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Passenger Rail&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 6&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 2&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex_in_06.png|30px]]Iron Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;5&amp;quot;|Allows Whiskers to enter or exit the rail netowrk.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|2x2&lt;br /&gt;
|}&lt;br /&gt;
The Railway Station is part of the railway network and allows your Whiskers to get on and off trains.&lt;br /&gt;
&lt;br /&gt;
Multiple Railway Stations can be set up on a single railway network allowing you to create multiple stops for your Whiskers.  A cart traveling along your railway network will stop for a few seconds to pickup and unload Whiskers whether they are on the platform or not. Railway Stations only need to be placed at the start and end of a railway network for it to function.  Carts will automatically reverse when reaching the end of the railway network unless the network forms a loop.  Rail networks cannot diverge or accommodate more than one cart. &lt;br /&gt;
&lt;br /&gt;
Whiskers will queue at Railway Stations until the next train arrives.  Hovering the cursor over the Railway Station will reveal the number of Whiskers queued.  Lengthy railway networks may make it difficult for Whiskers to get to their homes on time or deliver goods quickly. See [[Railroad#Physics and Steam|Rail Physics]] for tips on dealing with long distance journies.&lt;br /&gt;
&lt;br /&gt;
The maximum number of passengers in the rail cart on any given line is 12.  Passengers not served will remain queued until the next trip or may seek out a nearby rail station if it has a similar destination.  See [[Railroad#Congestion|Congestion]] for tips on dealing with rail station congestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1106</id>
		<title>Rail Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1106"/>
		<updated>2026-01-31T05:33:17Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Rail Station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rail Station==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Rail Station&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| [[File:Rail station.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Passenger Rail&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 6&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 2&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex_in_06.png|30px]]Iron Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;5&amp;quot;|Allows Whiskers to enter or exit the rail netowrk.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|2x2&lt;br /&gt;
|}&lt;br /&gt;
The Railway Station is part of the railway network and allows your Whiskers to get on and off trains.&lt;br /&gt;
&lt;br /&gt;
Multiple Railway Stations can be set up on a single railway network allowing you to create multiple stops for your Whiskers.  A cart traveling along your railway network will stop for a few seconds to pickup and unload Whiskers whether they are on the platform or not. Railway Stations only need to be placed at the start and end of a railway network for it to function.  Carts will automatically reverse when reaching the end of the railway network unless the network forms a loop.  Rail networks cannot diverge or accommodate more than one cart. &lt;br /&gt;
&lt;br /&gt;
Whiskers will queue at Railway Stations until the next train arrives.  Hovering the cursor over the Railway Station will reveal the number of Whiskers queued.  Lengthy railway networks may make it difficult for Whiskers to get to their homes on time or deliver goods quickly. See [[Railroad#Physics and Steam|Rail Physics] for tips on dealing with long distance journies.&lt;br /&gt;
&lt;br /&gt;
The maximum number of passengers in the rail cart on any given line is 12.  Passengers not served will remain queued until the next trip or may seek out a nearby rail station if it has a similar destination.  See [[Railroad#Congestion|Congestion]] for tips on dealing with rail station congestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1105</id>
		<title>Rail Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1105"/>
		<updated>2026-01-31T05:31:14Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Rail Station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rail Station==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Rail Station&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| [[File:Rail station.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Passenger Rail&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 6&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 2&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex_in_06.png|30px]]Iron Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;5&amp;quot;|Allows Whiskers to enter or exit the rail netowrk.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|2x2&lt;br /&gt;
|}&lt;br /&gt;
The Railway Station is part of the railway network and allows your Whiskers to get on and off trains.&lt;br /&gt;
&lt;br /&gt;
Multiple Railway Stations can be set up on a single railway network allowing you to create multiple stops for your Whiskers.  A cart traveling along your railway network will stop for a few seconds to pickup and unload Whiskers whether they are on the platform or not. Railway Stations only need to be placed at the start and end of a railway network for it to function.  Carts will automatically reverse when reaching the end of the railway network unless the network forms a loop.  Rail networks cannot diverge or accommodate more than one cart. &lt;br /&gt;
&lt;br /&gt;
Whiskers will queue at Railway Stations until the next train arrives.  Hovering the cursor over the Railway Station will reveal the number of Whiskers queued.  Lengthy railway networks may make it difficult for Whiskers to get to their homes on time or deliver goods quickly. &lt;br /&gt;
&lt;br /&gt;
The maximum number of passengers in the rail cart on any given line is 12.  Passengers not served will remain queued until the next trip or may seek out a nearby rail station if it has a similar destination.  See [[Railroad#Congestion|Congestion]] for tips on dealing with rail station congestion.&lt;br /&gt;
&lt;br /&gt;
Lengthy railway systems will prove up that the cart is slowed over time without a boost from either a Rail Station or Rail Boosters.  If you are pursuing the Achievement to send a Whisker 233 track segments away, you will notice the effect.  If you are planning to send your Whiskers to nearby islands via rail, you may wish to run a steam line along the track to periodically boost the speed.  With no boosts, a track at 233 segments in length will take the majority of the work day to even get to the end station.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1104</id>
		<title>Rail Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Rail_Station&amp;diff=1104"/>
		<updated>2026-01-31T05:30:01Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Rail Station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rail Station==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Rail Station&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| [[File:Rail station.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Passenger Rail&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 6&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 2&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex_in_06.png|30px]]Iron Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;5&amp;quot;|Allows Whiskers to enter or exit the rail netowrk.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|2x2&lt;br /&gt;
|}&lt;br /&gt;
The Railway Station is part of the railway network and allows your Whiskers to get on and off trains.&lt;br /&gt;
&lt;br /&gt;
Multiple Railway Stations can be set up on a single railway network allowing you to create multiple stops for your Whiskers.  A cart traveling along your railway network will stop for a few seconds to pickup and unload Whiskers whether they are on the platform or not. Railway Stations only need to be placed at the start and end of a railway network for it to function.  Carts will automatically reverse when reaching the end of the railway network unless the network forms a loop.  Rail networks cannot diverge or accommodate more than one cart. &lt;br /&gt;
&lt;br /&gt;
Whiskers will queue at Railway Stations until the next train arrives.  Hovering the cursor over the Railway Station will reveal the number of Whiskers queued.  Lengthy railway networks may make it difficult for Whiskers to get to their homes on time or deliver goods quickly. &lt;br /&gt;
&lt;br /&gt;
The maximum number of passengers in the rail cart on any given line is 12.  Passengers not served will remain queued until the next trip or may seek out a nearby rail station if it has a similar destination.  See [[Congestion]] for tips on dealing with rail station congestion.&lt;br /&gt;
&lt;br /&gt;
Lengthy railway systems will prove up that the cart is slowed over time without a boost from either a Rail Station or Rail Boosters.  If you are pursuing the Achievement to send a Whisker 233 track segments away, you will notice the effect.  If you are planning to send your Whiskers to nearby islands via rail, you may wish to run a steam line along the track to periodically boost the speed.  With no boosts, a track at 233 segments in length will take the majority of the work day to even get to the end station.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Railroad&amp;diff=1103</id>
		<title>Railroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Railroad&amp;diff=1103"/>
		<updated>2026-01-31T05:27:08Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Congestion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Railroad systems allow your Whiskers the opportunity to travel much faster than their little feet can carry them, even over stone paths.  This is vitally important as your Whisker colony grows into a Whisker nation.  Resources and farmland will require them to travel further and building railroads can help them reach those resources faster.&lt;br /&gt;
&lt;br /&gt;
All you need are a [[Rail Segment]] or two and two [[Rail Station]]s to get started.  Slap a cart down and watch your Whiskers ride to their destination. &lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Placing rail is much like placing any pathways.  You can lay down multiple segments in a straight line and will have to pay additional costs for any needed log supports.&lt;br /&gt;
&lt;br /&gt;
Where things get a little bit different are that you cannot create intersections (no T-shaped railroads), and you can create sloped tracks by raising or lowering elevation while trying to place a sufficiently long track.&lt;br /&gt;
&lt;br /&gt;
You may place any number of Railway Stations on your tracks, but you need a minimum of two for your Whiskers to even consider using your railroad system.  They have to have somewhere to go, right?  &lt;br /&gt;
&lt;br /&gt;
Just keep in mind that only one train cart (12 Whiskers maximum) will run on any given system and will operate automatically.  This means it will wait a few moments at each station before moving onto the next.  If you add too many stops, your Whiskers may have to wait a long time for the next train.&lt;br /&gt;
&lt;br /&gt;
== Physics and Steam ==&lt;br /&gt;
Railroad systems are subject to some level of in-game physics such as friction on the track.  If you are building small railroad systems or ones with frequent stops, you may never notice that your carts are slowing down between stops.  That is because each time a cart stops at a railway station, it gets a little boost of speed when it gets on its way again.&lt;br /&gt;
&lt;br /&gt;
If you are planning to use railroad systems to cross large distances (50+ segments), you will need to plan accordingly. This is where steam may come in handy.  The [[Rail Booster]] allows you to apply a significant single-direction speed boost to your passing carts.  You may use one or more in each direction to accelerate them to their destination, both fixing the friction problem and decreasing transit time.&lt;br /&gt;
&lt;br /&gt;
You may use more than Rail Booster on a line (remember to duplicate for the return trip or between each station) to achieve increased speeds.  There are diminishing returns on speed enhancement,  so your dreams of sending a Whisker to the moon won&#039;t be happening.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
Before you get started in building railroads, it is important to take note of their significant cost.  At 1 iron ingot and 1 plank for each tile of distance, the cost can be extraordinarily high when first unlocked.  Make sure you build a sufficient supply of resources before you get started.   &lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to calculate in the cost of railway stations, rail boosters,  and the necessary steam piping if you decide on using rail boosters.  All of these cost iron ingots too!&lt;br /&gt;
&lt;br /&gt;
You also cannot forget about any support costs.  Crossing waterways with rail can get extremely expensive.  Remember to check out the masonry tab as archways can help reduce the log cost at the price of cut stone.&lt;br /&gt;
&lt;br /&gt;
== Congestion ==&lt;br /&gt;
Your Whiskers are happy to queue up at a railway station if they think it is their fastest route to a location.  Since a cart can only hold 12 Whiskers, this can lead to long lines of idle Whiskers if you are not careful.&lt;br /&gt;
&lt;br /&gt;
For the most part,  Whiskers will choose the station closest to them that gets them to their destination. If the train station is full and there is another train station nearby, they will queue up at the adjacent station.  Whiskers may navigate to the first station before realizing the congestion and picking the alternative option.  Keep this in mind when trying to solve congestion issues.&lt;br /&gt;
&lt;br /&gt;
You can also consider speeding up the rail line with rail boosters to reduce wait times or limiting the reasons Whiskers need to use a particular line (e.g., fewer job assignments on the other side).&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Railroad&amp;diff=1102</id>
		<title>Railroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Railroad&amp;diff=1102"/>
		<updated>2026-01-31T05:21:52Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Railroad systems allow your Whiskers the opportunity to travel much faster than their little feet can carry them, even over stone paths.  This is vitally important as your Whisker colony grows into a Whisker nation.  Resources and farmland will require them to travel further and building railroads can help them reach those resources faster.&lt;br /&gt;
&lt;br /&gt;
All you need are a [[Rail Segment]] or two and two [[Rail Station]]s to get started.  Slap a cart down and watch your Whiskers ride to their destination. &lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Placing rail is much like placing any pathways.  You can lay down multiple segments in a straight line and will have to pay additional costs for any needed log supports.&lt;br /&gt;
&lt;br /&gt;
Where things get a little bit different are that you cannot create intersections (no T-shaped railroads), and you can create sloped tracks by raising or lowering elevation while trying to place a sufficiently long track.&lt;br /&gt;
&lt;br /&gt;
You may place any number of Railway Stations on your tracks, but you need a minimum of two for your Whiskers to even consider using your railroad system.  They have to have somewhere to go, right?  &lt;br /&gt;
&lt;br /&gt;
Just keep in mind that only one train cart (12 Whiskers maximum) will run on any given system and will operate automatically.  This means it will wait a few moments at each station before moving onto the next.  If you add too many stops, your Whiskers may have to wait a long time for the next train.&lt;br /&gt;
&lt;br /&gt;
== Physics and Steam ==&lt;br /&gt;
Railroad systems are subject to some level of in-game physics such as friction on the track.  If you are building small railroad systems or ones with frequent stops, you may never notice that your carts are slowing down between stops.  That is because each time a cart stops at a railway station, it gets a little boost of speed when it gets on its way again.&lt;br /&gt;
&lt;br /&gt;
If you are planning to use railroad systems to cross large distances (50+ segments), you will need to plan accordingly. This is where steam may come in handy.  The [[Rail Booster]] allows you to apply a significant single-direction speed boost to your passing carts.  You may use one or more in each direction to accelerate them to their destination, both fixing the friction problem and decreasing transit time.&lt;br /&gt;
&lt;br /&gt;
You may use more than Rail Booster on a line (remember to duplicate for the return trip or between each station) to achieve increased speeds.  There are diminishing returns on speed enhancement,  so your dreams of sending a Whisker to the moon won&#039;t be happening.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
Before you get started in building railroads, it is important to take note of their significant cost.  At 1 iron ingot and 1 plank for each tile of distance, the cost can be extraordinarily high when first unlocked.  Make sure you build a sufficient supply of resources before you get started.   &lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to calculate in the cost of railway stations, rail boosters,  and the necessary steam piping if you decide on using rail boosters.  All of these cost iron ingots too!&lt;br /&gt;
&lt;br /&gt;
You also cannot forget about any support costs.  Crossing waterways with rail can get extremely expensive.  Remember to check out the masonry tab as archways can help reduce the log cost at the price of cut stone.&lt;br /&gt;
&lt;br /&gt;
== Congestion ==&lt;br /&gt;
Your Whiskers are happy to queue up at a railway station if they think it is their fastest route to a location.  Since a cart can only hold 12 Whiskers, this can lead to long lines of idle Whiskers if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Whiskers will struggle to recognize the congestion issue, and even if you build another line next door,  they might not use it.   For the most part,  Whiskers will choose the station closest to them that gets them to their destination.  Keep this in mind when trying to solve congestion issues.&lt;br /&gt;
&lt;br /&gt;
You can also consider speeding up the rail line with rail boosters to reduce wait times or limiting the reasons Whiskers need to use that particular line (e.g., fewer job assignments on the other side).&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1101</id>
		<title>Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1101"/>
		<updated>2026-01-31T05:20:38Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guilds represent specialisation amongst your workforce of Whiskers. Every Whisker can belong to one of four Guilds, and will always have one selected at random by default. The four Guilds are: Miners, Engineers, Farmers and Explorers.&lt;br /&gt;
&lt;br /&gt;
Guild specialisation provides an assortment of passive modifiers to each Whisker, and influences their effectiveness at their jobs. Every job has a preferred Guild, and assigning a Whisker whose specialisation matches will provide a +50 additional bonus to work speed.&lt;br /&gt;
&lt;br /&gt;
Specialisation of individual Whiskers can be changed at a School, though this will require a Whisker of the desired Guild be available to teach them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Guild Tables&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Passives !! Favorite Foods&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&#039;s Guild || +50% Production in Guild Industries &amp;lt;br /&amp;gt; Slower Machinery Parts Wear || Fish Skewers &amp;lt;br /&amp;gt; Smoked Fish&lt;br /&gt;
|-&lt;br /&gt;
| Explorer&#039;s Guild || +50% Production in Guild Industries &amp;lt;br /&amp;gt; Natural Resistance to Cold &amp;lt;br /&amp;gt; Not Slowed By Terrain || Hard Track &amp;lt;br /&amp;gt; Canned Food&lt;br /&gt;
|-&lt;br /&gt;
| Farmer&#039;s Guild ||  +50% Production in Guild Industries &amp;lt;br /&amp;gt; Greatly Dislikes Raw Food &amp;lt;br /&amp;gt; Walks Faster on Fields || Jam Pastries &amp;lt;br /&amp;gt; Bread&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Guild || +50% Production in Guild Industries &amp;lt;br /&amp;gt; +1 Carrying Capacity &amp;lt;br /&amp;gt; +1 Food per Meal || Mushroom Strew &amp;lt;br /&amp;gt; Berry Soup&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1100</id>
		<title>Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1100"/>
		<updated>2026-01-31T05:16:02Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guilds represent specialisation amongst your workforce of Whiskers. Every Whisker can belong to one of four Guilds, and will always have one selected at random by default. The four Guilds are: Miners, Engineers, Farmers and Explorers.&lt;br /&gt;
&lt;br /&gt;
Guild specialisation provides an assortment of passive modifiers to each Whisker, and influences their effectiveness at their jobs. Every job has a preferred Guild, and assigning a Whisker whose specialisation matches will provide a +50 additional bonus to work speed.&lt;br /&gt;
&lt;br /&gt;
Specialisation of individual Whiskers can be changed at a School, though this will require a Whisker of the desired Guild be available to teach them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Passives !! Favorite Foods&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&#039;s Guild || 50% Production in Guild Industries &amp;lt;br /&amp;gt; Slower Machinery Parts Wear || Fish Skewers &amp;lt;br /&amp;gt; Smoked Fish&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1099</id>
		<title>Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1099"/>
		<updated>2026-01-31T05:12:22Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guilds represent specialisation amongst your workforce of Whiskers. Every Whisker can belong to one of four Guilds, and will always have one selected at random by default. The four Guilds are: Miners, Engineers, Farmers and Explorers.&lt;br /&gt;
&lt;br /&gt;
Guild specialisation provides an assortment of passive modifiers to each Whisker, and influences their effectiveness at their jobs. Every job has a preferred Guild, and assigning a Whisker whose specialisation matches will provide a +50 additional bonus to work speed.&lt;br /&gt;
&lt;br /&gt;
Specialisation of individual Whiskers can be changed at a School, though this will require a Whisker of the desired Guild be available to teach them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Passives !! Favorite Foods&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&#039;s Guild || 50% Production in Guild Industries | Slower Machinery Parts Wear || Fish Skewers&lt;br /&gt;
| || Slower Machinery Parts Wear || Smoked Fish&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1098</id>
		<title>Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Guilds&amp;diff=1098"/>
		<updated>2026-01-31T05:11:30Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guilds represent specialisation amongst your workforce of Whiskers. Every Whisker can belong to one of four Guilds, and will always have one selected at random by default. The four Guilds are: Miners, Engineers, Farmers and Explorers.&lt;br /&gt;
&lt;br /&gt;
Guild specialisation provides an assortment of passive modifiers to each Whisker, and influences their effectiveness at their jobs. Every job has a preferred Guild, and assigning a Whisker whose specialisation matches will provide a +50 additional bonus to work speed.&lt;br /&gt;
&lt;br /&gt;
Specialisation of individual Whiskers can be changed at a School, though this will require a Whisker of the desired Guild be available to teach them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Passives !! Favorite Foods&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&#039;s Guild || 50% Production in Guild Industries || Fish Skewers&lt;br /&gt;
| || Slower Machinery Parts Wear || Smoked Fish&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Fine_Kitchen&amp;diff=1091</id>
		<title>Fine Kitchen</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Fine_Kitchen&amp;diff=1091"/>
		<updated>2026-01-30T06:14:45Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Recipes */ Fixed Fuel to Spices on one recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fine Kitchen==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;|Fine Kitchen&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Fine Kitchen.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Fine Kitchen&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;rowspan=&amp;quot;2&amp;quot;&amp;quot; colspan=&amp;quot;2&amp;quot;| 21&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 21&lt;br /&gt;
|-style=&amp;quot;background-color: rgb(0 0 0 / 5%)&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex MiningIcons 14 t.png|30px]]Machinery&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Employees&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 5%)&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Icons8-barley-100.png|30px]] Farming Guild Preference&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Requires one craftsman and two scholars.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 5%)&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Prepares fine meals using rare spices. &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|1x3x1&lt;br /&gt;
|}&lt;br /&gt;
The Fine Kitchen is the final stop on the food production supply chain that will produce the highest quality of foods.  There are multiple available recipes, all of which are complex and all of which require spice.  Be sure to have a fully functioning spice supply chain before starting up your fine kitchen.&lt;br /&gt;
&lt;br /&gt;
Up until this point, producing only the highest food quality recipes was the strategy of choice.  That is, 3-star food is better in all ways to 2-star food, so why risk Whiskers eating it? Recipes at the Fine Kitchen require revisiting a mix of recipes to be able to produce the finest foods.  Watch out for Dining Halls and Cafes that will try to serve the lower quality food you are using in your recipes.  You may wish to disallow those foods at your eating establishments.&lt;br /&gt;
&lt;br /&gt;
Much like with the fiber supply chain, providing all your Whiskers with the finest quality items will require scaling up your entire supply chain to support the associated costs.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will buy meals made at the Fine Kitchen for a rate of 34 coins towards a gold bullion. &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
==Recipes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%;margin: auto;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | Input&lt;br /&gt;
! style=&amp;quot;width: 20%;&amp;quot; | Production time&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Output&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tex meat 081.png|30px|30px]] Smoked Fish 1&lt;br /&gt;
| [[File:Tex soup.png|30px]] Mushroom Stew 1 &lt;br /&gt;
| [[File:Tex reagent 04.png|30px]] Spices 1&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 144.0s &lt;br /&gt;
| [[File:Tex MiningIcons 111 t.png|30px]] Savory Meals 5&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 2%)&amp;quot;&lt;br /&gt;
| [[File:Tex baking 04.png|30px|30px]] Bread 1&lt;br /&gt;
| [[File:Tex meat 08.png|30px]] Fish Skewers 1 &lt;br /&gt;
| [[File:Tex reagent 04.png|30px]] Spices 1&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 144.0s &lt;br /&gt;
| [[File:Tex_dish_02.png|30px]] Hearty Meals 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tex ForestIcons 97 t.png|30px|30px]] Berry Soup 1 &lt;br /&gt;
| [[File:Tex baking 05 edit.png|30px]] Jam Pastries 1 &lt;br /&gt;
| [[File:Tex reagent 04.png|30px]] Spices 1&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 144.0s &lt;br /&gt;
| [[File:Tex dish 01.png|30px]] Fancy Meals 5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Housing&amp;diff=1090</id>
		<title>Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Housing&amp;diff=1090"/>
		<updated>2026-01-30T05:57:02Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Upgrading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Every Whisker you recruit to your colony will require a house eventually.  Whiskers sleeping outside will produce significant negative thoughts about it.  They will also not be shielded from the harsh elements,  especially during winter.&lt;br /&gt;
&lt;br /&gt;
In the beginning, you will be reliant on sheltering Whiskers in Stone Shelters and Log Cabins based on your limited starting resources and space to build. Once you get going, you will be able to build better quality houses.&lt;br /&gt;
&lt;br /&gt;
Be sure to build more houses than you currently need so that you&#039;re ready for the next Whisker ship.   If you&#039;re not sure how many houses you have available versus Whiskers, you can put your cursor over your Whisker count on the top menu bar.   It will then display Whiskers versus available housing. &lt;br /&gt;
&lt;br /&gt;
== Housing Quality ==&lt;br /&gt;
Whiskers need housing that at least matches their desired expectations.   &lt;br /&gt;
&lt;br /&gt;
If you give them a house that exceeds their expectations, they will produce additional positive thoughts.  If you give them a house that is below their expectations, they will produce negative thoughts related to subpar housing. &lt;br /&gt;
&lt;br /&gt;
Housing is available in the following qualities.&lt;br /&gt;
&lt;br /&gt;
O star - [[Stone Shelter]]&lt;br /&gt;
&lt;br /&gt;
1 star - [[Log Cabin]]&lt;br /&gt;
&lt;br /&gt;
2 star - [[Plank Abode]], [[Plank Rowhouse]], [[Plank Blockhouse]]&lt;br /&gt;
&lt;br /&gt;
3 star - [[Stone Abode]], [[Stone Rowhouse]], [[Stone Blockhouse]]&lt;br /&gt;
&lt;br /&gt;
4-star quality houses are not yet available. You may provide bedding and furniture to a 3-star house via a [[Luxuries Supplier]] to increase positive thoughts by up to 4.  This effect on the house is temporary as bedding and furniture functions like catalysts in factories.   That is, they decay over time.&lt;br /&gt;
&lt;br /&gt;
== Occupancy ==&lt;br /&gt;
Houses only allow one or two Whiskers to live in them.  Only the rowhouses and blockhouses allow two Whiskers to live in them.  This additional occupancy comes at the price of more resources to construct and 2 additional tiles in size (5 versus 3, albeit in different configurations)&lt;br /&gt;
&lt;br /&gt;
Two Whisker traits will cause problems with using blockhouses and rowhouses.  Whiskers that snore will inflict the disturbed sleep negative thought on the other occupant of the house.   Loner Whiskers will be upset about their lack of solitude. Make sure to build single occupant homes if you have these Whiskers in your colony. &lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
Some housing can be upgraded in place to the next tier of housing of the same type as long as you have sufficient resources and the associated building researched. &lt;br /&gt;
&lt;br /&gt;
This can be done by selecting a house and looking for the upgrade button on the pop-up menu. Once pressed, the house will automatically upgrade to the next tier over a few seconds and the resources will be deducted from storage. Whiskers are not required to complete the upgrade construction. &lt;br /&gt;
&lt;br /&gt;
Single occupancy houses cost 13 resources of the next tier to upgrade.  A Log Cabin will cost 13 planks to upgrade to a Plank Abode and then 13 stone to upgrade to a Stone Abode.  &lt;br /&gt;
&lt;br /&gt;
Double occupancy houses cost 21 resources to upgrade. &lt;br /&gt;
&lt;br /&gt;
Stone Shelters cannot be upgraded and must be replaced by other housing.&lt;br /&gt;
&lt;br /&gt;
Should you upgrade or rebuild?&lt;br /&gt;
&lt;br /&gt;
Short answer: Upgrade&lt;br /&gt;
&lt;br /&gt;
Unless you want to move your housing or are in dire need to recover some incremental resources otherwise lost in upgrading, there is no good argument against just using the upgrade button.&lt;br /&gt;
&lt;br /&gt;
The tradeoff is that you will not receive back the differential cost for sunk resources.  For example, a Log Cabin costs 5 logs (converts to 25 planks).  Upgrading it to a Plank Abode costs 13 planks but you lose the 5 logs.  This makes the total cost effectively 38 planks.  If you built a new Plank Abode, it costs 21 planks.  Keep in mind this is the largest difference in resources for any house upgrade and you still have to &amp;quot;pay&amp;quot; the construction costs of time and Whiskers assigned to build the new house. You are also paying the opportunity cost of not just assigning those builders to a Sawmill or to gather logs.  You will also have to micromanage rebuilding houses to prevent leaving Whiskers homeless in the process.&lt;br /&gt;
&lt;br /&gt;
Effectively, this means rebuilding for the resource conservation is niche.  It is included here because it may be a tactic to consider on harder difficulties or in extreme circumstances.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Steam_Engine&amp;diff=1074</id>
		<title>Steam Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Steam_Engine&amp;diff=1074"/>
		<updated>2026-01-23T04:57:26Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: /* Steam Engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Steam Engine==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;|Steam Engine&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Steam Engine.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Steam Engine&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;rowspan=&amp;quot;2&amp;quot;&amp;quot; colspan=&amp;quot;2&amp;quot;| 13&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 13&lt;br /&gt;
|-style=&amp;quot;background-color: rgb(0 0 0 / 5%)&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex in 06.png|30px]]Iron Bars&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 8&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex MiningIcons 14 t.png|30px]]Machinery&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 5%)&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Provides speed or production bonuses to adjacent buildings with steam power. &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|2x1x2&lt;br /&gt;
|}&lt;br /&gt;
The Steam Engine intakes piped steam from one of two available connection points and provides a large production bonus to directly adjacent buildings.  The amount of steam consumed is related to the number of connected buildings and their type (e.g., elevator versus factory).  Steam is also only consumed when an adjacent building is operating. This means even if it is adjacent to multiple buildings,  only the operational ones will influence the consumption rate of steam.&lt;br /&gt;
&lt;br /&gt;
To make this explicitly clear, whether you assign one steam engine  each to 4 different buildings or one steam engine connected simultaneously to 4 buildings, the steam consumption rate will be the same.  The only advantage to connecting a single engine to multiple buildings is the cost of placement in both resources and space compared to building multiple engines.&lt;br /&gt;
&lt;br /&gt;
Steam Engines placed next to an elevator will speed up the transit time. This significantly helps for helping Whiskers navigate deep mines.&lt;br /&gt;
&lt;br /&gt;
When placing a Steam Engine, buildings it will work on still be highlighted in white lines.  Additionally, connecting lines will show up to indicate which buildings will receive the production bonus upon placement. If a building is still under construction,  it will not provide the connection indicator. &lt;br /&gt;
&lt;br /&gt;
Steam Engines are built instantly upon placement.&lt;br /&gt;
&lt;br /&gt;
Make sure you have sufficient steam to handle Steam Engines.  They can consume a lot of Steam while in operation.  This may mean building extra Steam Boilers.&lt;br /&gt;
&lt;br /&gt;
Provides +100 production speed to attached factories while each one is in operation and steam is available.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1073</id>
		<title>Storage and Belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1073"/>
		<updated>2026-01-22T13:42:19Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Warehouses and Conveyor Belts are the backbone of your resource logistics.  How fast you can move resources, where you store them, and how many you store are vital to your success. &lt;br /&gt;
&lt;br /&gt;
You will need enough warehouse space to store the goods The Claws require and Pirates demand,  plus more to run your daily operations.   &lt;br /&gt;
&lt;br /&gt;
You should carefully plan out where you locate Warehouses, what you store in them,  and how you&#039;re moving resources around your colony. &lt;br /&gt;
&lt;br /&gt;
== Warehouses ==&lt;br /&gt;
Warehouses come in various sizes, starting at the very small [[Storage Shed]] and ending at the massive [[Giant Warehouse]].  What size warehouses you use and where you locate them is up to you,  but will be driven by which you have researched so far.   &lt;br /&gt;
&lt;br /&gt;
As Warehouses grow both in size and expense,  it may not make sense to use just one size throughout your colony. A [[Medium Warehouse]] next to an [[Ore Furnace]] is likely sufficient to shorten supply lines without running out of storage. &lt;br /&gt;
&lt;br /&gt;
There are numerous controls you can manage to help oversee your storage.  You can set storage limits on Warehouses, production limits on resources,  and control the logistics of [[Factories]] to set where they pickup and drop off resources.  You may not need to use every setting, especially right away, but these tools can really help manage a logistically complex mid to late game colony. &lt;br /&gt;
&lt;br /&gt;
Do not forget that if you run out of storage,  your resource gatherers and factories can idle waiting on more space to become available.  Make sure you are managing your storage space effectively, so that you don&#039;t waste valuable production time.  If you&#039;re routinely running into this issue,  make sure you&#039;re not overproducing goods by setting production limits and/or making sure your factories can keep up with processing raw materials.  Lastly, take advantage of ships visiting your ports and sell your goods for gold ore better tax rewards.  You&#039;re encouraged not to hoard too much in this game.  Idle resources are not helping you succeed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Warehouse Size Table&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Capacity !! Size !! Volume !! Specific capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Storage Shed]] || 55 || 1x2 || 3 || 18.33&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Warehouse]] || 144 || 2x2x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5 || 28.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Warehouse]] || 377 || 3x3x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| Central Warehouse&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 377 || 3x3x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Warehouse]] || 987 || 3x4x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant Warehouse]] || 2584 || 3x6x3 || NA || NA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The Small Warehouse and Medium Warehouse visually extend to a 2nd floor but only the conveyor input tile is &amp;quot;hard&amp;quot; and cannot be built over.  The rest of the 2nd floor can be built upon like house rooves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The Central Warehouse is a building you place at the beginning of the game and may only ever have one.  Provided here for size comparison.&lt;br /&gt;
&lt;br /&gt;
== Conveyor Belts ==&lt;br /&gt;
Conveyor belts provide you with an opportunity to slowly move goods to waiting Warehouses without requiring your Whiskers to make the same trip to drop off those resources.  This can keep Whiskers processing goods for a greater proportion of the day.&lt;br /&gt;
&lt;br /&gt;
Conveyor belts consist of the [[Flat Belt]], [[Up-Lift Stairs]] and [[Down-Drop Slide]].  All three of these components can be combined to create a continuous conveyor system that leads to a Warehouse.  You can currently merge lines such as having a Down-Drop Slide place goods onto an existing Flat Belt lines.  You cannot currently split lines.&lt;br /&gt;
&lt;br /&gt;
Goods are placed onto the line via an [[Input Hopper]].  Make sure to face the black spout onto the line.  You may place multiple Input Hoppers on a single conveyor belt system, but be aware that lines can become backed up if there is not enough space to deposit goods on the line.  The Input Hopper will store the materials until space becomes available on the line.  You cannot recover these materials stuck in the Input Hopper by destroying it. You may have to wait until the night, so the line can clear while the Whiskers sleep.&lt;br /&gt;
&lt;br /&gt;
Whiskers will consider Input Hoppers as a free-for-all drop off point if you do not put filters on it.  You can choose to only allow it to accept certain materials and also control which facilities can deposit goods in it.  Whether you set filters or not,  remember that conveyor belts deposit their goods in a warehouse amd do not respect its allowable goods list. &lt;br /&gt;
&lt;br /&gt;
This feature can be helpful because you can use a [[Logistics Hub]] to move materials out of the receiving warehouse and into appropriately filtered Warehouses.  This is done by setting the receiving warehouse to ship out its goods and rejecting all goods for storage (prevents Whiskers from filling it up and backing up thr conveyor line).  &lt;br /&gt;
&lt;br /&gt;
There are a lot of creative logistics solutions using conveyor belts, but do keep in mind that lengthy setups will delay access to the goods on the belt until they are deposited.  Currently, the belt has just one speed - very slow.  It cannot be sped up using steam or further research.  If your Whiskers are running low on vital resources, you may wish to avoid allowing those on your conveyor belts until the shortage is resolved.&lt;br /&gt;
&lt;br /&gt;
Also, conveyors must end at a Warehouse to recover goods on it. If it does not,  Whiskers can still deposit goods on it via an Input Hopper, but they still just magically stop moving at the end of the line until the situation is resolved. Conveyor belts will not drop goods on the ground for later recovery or disposal into the sea.&lt;br /&gt;
&lt;br /&gt;
== Logistics Hub ==&lt;br /&gt;
The [[Logistics Hub]] is a place where up to three Whiskers can be stationed to move goods from warehouse to warehouse. They do not help move goods to and from any other location.  They only do their job when you&#039;ve set a warehouse to empty its contents or to request goods (the amounts that can be set in their menu per resource).   Once set,  these Whiskers will busily move these goods. This can be helpful for staging goods near factories and sorting goods between warehouses. &lt;br /&gt;
&lt;br /&gt;
How many Logistics Hubs you need is based on how frequently you&#039;re moving goods between Warehouses and how many goods need to be moved.  You may not even need to keep the Logistics Hub staffed until you need goods moved.   &lt;br /&gt;
&lt;br /&gt;
In the Conveyor Belts section, there is mention of setting up warehouses that receive all goods but then have Logistics Hub sort out the mess into other Warehouses.  In this scenario,  you may need multiple continuously staffed Logistics Hubs to keep up with these setups; however, this is not an early game concern.  &lt;br /&gt;
&lt;br /&gt;
It is unlikely you will need a Logistics Hub early in the game unless your Central Warehouse becomes overwhelmed, and you need to move the goods to other warehouses. It is a good idea to set your Central Warehouse to empty its contents and post a Logistics Hub nearby.   It is a catch-all when resources do not have anywhere else to go.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1072</id>
		<title>Storage and Belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Storage_and_Belts&amp;diff=1072"/>
		<updated>2026-01-22T13:42:05Z</updated>

		<summary type="html">&lt;p&gt;76561198319944277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Basics ==&lt;br /&gt;
Warehouses and Conveyor Belts are the backbone of your resource logistics.  How fast you can move resources, where you store them, and how many you store are vital to your success. &lt;br /&gt;
&lt;br /&gt;
You will need enough warehouse space to store the goods The Claws require and Pirates demand,  plus more to run your daily operations.   &lt;br /&gt;
&lt;br /&gt;
You should carefully plan out where you locate Warehouses, what you store in them,  and how you&#039;re moving resources around your colony. &lt;br /&gt;
&lt;br /&gt;
== Warehouses ==&lt;br /&gt;
Warehouses come in various sizes, starting at the very small [[Storage Shed]] and ending at the massive [[Giant Warehouse]].  What size warehouses you use and where you locate them is up to you,  but will be driven by which you have researched so far.   &lt;br /&gt;
&lt;br /&gt;
As Warehouses grow both in size and expense,  it may not make sense to use just one size throughout your colony. A [[Medium Warehouse]] next to an [[Ore Furnace]] is likely sufficient to shorten supply lines without running out of storage. &lt;br /&gt;
&lt;br /&gt;
There are numerous controls you can manage to help oversee your storage.  You can set storage limits on Warehouses, production limits on resources,  and control the logistics of [[Factories]] to set where they pickup and drop off resources.  You may not need to use every setting, especially right away, but these tools can really help manage a logistically complex mid to late game colony. &lt;br /&gt;
&lt;br /&gt;
Do not forget that if you run out of storage,  your resource gatherers and factories can idle waiting on more space to become available.  Make sure you are managing your storage space effectively, so that you don&#039;t waste valuable production time.  If you&#039;re routinely running into this issue,  make sure you&#039;re not overproducing goods by setting production limits and/or making sure your factories can keep up with processing raw materials.  Lastly, take advantage of ships visiting your ports and sell your goods for gold ore better tax rewards.  You&#039;re encouraged not to hoard too much in this game.  Idle resources are not helping you succeed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Warehouse Size Table&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Capacity !! Size !! Volume !! Specific capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Storage Shed]] || 55 || 1x2 || 3 || 18.33&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Warehouse]] || 144 || 2x2x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5 || 28.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Warehouse]] || 377 || 3x3x2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| Central Warehouse&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 377 || 3x3x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Warehouse]] || 987 || 3x4x2 || NA || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant Warehouse]] || 2584 || 3x6x3 || NA || NA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The Small Warehouse and Medium Warehouse visually extend to a 2nd floor but only the conveyor input tile is &amp;quot;hard&amp;quot; and cannot be built over.  The rest of the 2nd floor can be built upon like house rooves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The Central Warehouse is a building you place at the beginning of the game and may only ever have one.  Provided here for size comparison.&lt;br /&gt;
&lt;br /&gt;
== Conveyor Belts ==&lt;br /&gt;
Conveyor belts provide you with an opportunity to slowly move goods to waiting Warehouses without requiring your Whiskers to make the same trip to drop off those resources.  This can keep Whiskers processing goods for a greater proportion of the day.&lt;br /&gt;
&lt;br /&gt;
Conveyor belts consist of the [[Flat Belt]], [[Up-Lift Stairs]] and [[Down-Drop Slide]].  All three of these components can be combined to create a continuous conveyor system that leads to a Warehouse.  You can currently merge lines such as having a Down-Drop Slide place goods onto an existing Flat Belt lines.  You cannot currently split lines.&lt;br /&gt;
&lt;br /&gt;
Goods are placed onto the line via an [[Input Hopper]].  Make sure to face the black spout onto the line.  You may place multiple Input Hoppers on a single conveyor belt system, but be aware that lines can become backed up if there is not enough space to deposit goods on the line.  The Input Hopper will store the materials until space becomes available on the line.  You cannot recover these materials stuck in the Input Hopper by destroying it. You may have to wait until the night, so the line can clear while the Whiskers sleep.&lt;br /&gt;
&lt;br /&gt;
Whiskers will consider Input Hoppers as a free-for-all drop off point if you do not put filters on it.  You can choose to only allow it to accept certain materials and also control which facilities can deposit goods in it.  Whether you set filters or not,  remember that conveyor belts deposit their goods in a warehouse amd do not respect its allowable goods list. &lt;br /&gt;
&lt;br /&gt;
This feature can be helpful because you can use a [[Logistics Hub]] to move materials out of the receiving warehouse and into appropriately filtered Warehouses.  This is done by setting the receiving warehouse to ship out its goods and rejecting all goods for storage (prevents Whiskers from filling it up and backing up thr conveyor line).  &lt;br /&gt;
&lt;br /&gt;
There are a lot of creative logistics solutions using conveyor belts, but do keep in mind that lengthy setups will delay access to the goods on the belt until they are deposited.  Currently, the belt has just one speed - very slow.  It cannot be sped up using steam or further research.  If your Whiskers are running low on vital resources, you may wish to avoid allowing those on your conveyor belts until the shortage is resolved.&lt;br /&gt;
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Also, conveyors must end at a Warehouse to recover goods on it. If it does not,  Whiskers can still deposit goods on it via an Input Hopper, but they still just magically stop moving at the end of the line until the situation is resolved. Conveyor belts will not drop goods on the ground for later recovery or disposal into the sea.&lt;br /&gt;
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== Logistics Hub ==&lt;br /&gt;
The [[Logistics Hub]] is a place where up to three Whiskers can be stationed to move goods from warehouse to warehouse. They do not help move goods to and from any other location.  They only do their job when you&#039;ve set a warehouse to empty its contents or to request goods (the amounts that can be set in their menu per resource).   Once set,  these Whiskers will busily move these goods. This can be helpful for staging goods near factories and sorting goods between warehouses. &lt;br /&gt;
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How many Logistics Hubs you need is based on how frequently you&#039;re moving goods between Warehouses and how many goods need to be moved.  You may not even need to keep the Logistics Hub staffed until you need goods moved.   &lt;br /&gt;
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In the Conveyor Belts section, there is mention of setting up warehouses that receive all goods but then have Logistics Hub sort out the mess into other Warehouses.  In this scenario,  you may need multiple continuously staffed Logistics Hubs to keep up with these setups; however, this is not an early game concern.  &lt;br /&gt;
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It is unlikely you will need a Logistics Hub early in the game unless your Central Warehouse becomes overwhelmed, and you need to move the goods to other warehouses. It is a good idea to set your Central Warehouse to empty its contents and post a Logistics Hub nearby.   It is a catch-all when resources do not have anywhere else to go.&lt;/div&gt;</summary>
		<author><name>76561198319944277</name></author>
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