COLLECT <item> [number] [days] time: as given priority: 3
Catch, harvest, collect or produce the given item from the unit's current location, if possible. Collection proceeds until the desired quantity of the item has been obtained, or the given number of days has passed, whichever comes first.
If neither number or days is given, collect
will continue until
the location's supply of the item is fully depleted.
Collection ceases when no more of the resource is available in the
location. Thus, `
' may obtain less than 10
fish [87], if the current ocean province's supply of fish runs out.
collect
87 10
Examples:
collect 10 # Recruit as many peasants [10] as possible collect 68 2 # Harvest two yew trees collect 87 0 10 # Fish for 10 days collect 87 25 10 # Fish until 25 fish [87] have been caught, or # for 10 days, whichever comes first
Many collection commands have aliases so they can be more easily remembered. For example, the above orders could be written:
recruit yew 2 fish 0 10 fish 25 10
Most collection tasks require the unit to possess a particular skill, and to be in a likely location to obtain the desired item.
num item who where qty skill chance alias --- ---- --- ----- --- ----- ------ ----- 10 peasant noble city, province[1] 10 none 100%recruit
68 yew worker yew groves 5 703 100%yew
77 wood worker forest 30 702 100%wood
78 stone worker mountains 50 683 100%quarry
87 fish sailor ocean 50 603 50%fish
51 wild horse noble plains 5 655 50%catch
Other rare items which may be collected are listed in the lore sheets for Collect rare foliage [704], a subskill of Forestry [700], and Collect rare elements [696], a subskill of Alchemy [690].
Explanation of table columns:
Fishing, however, requires sailors. The noble himself does not participate. The more sailors available for fishing, the quicker the fish will be caught.
activity subskill category -------- -------- -------- recruiting none none cutting yew Harvest yew [703] Forestry [700] cutting timber Harvest lumber [702] Forestry [700] quarrying Stone quarrying [682] Construction [680] fishing Fishing [603] Shipcraft [600] horse catching Catch wild horses [655] Beastmastery [650]
However, some tasks have an element of randomness. Horse-catching, for example, is a difficult, uncertain task. Each day there is only a 50% chance that a noble will catch a wild horse.
The chance is for the unit as a whole, not for individual men engaged in the task. Thus, a unit of sailors will collect fish about half of the days they spend fishing. The other half, no fish will be caught.
task alias ---- -----collect
10recruit
collect
68yew
collect
77wood
collect
78quarry
collect
87fish
collect
51catch
For example, the orders `
' and
`collect
51 0 10
' are equivalent.
catch
0 10
Note that if no arguments are supplied to the collect
order (or
one of its aliases), it may never terminate. For instance, suppose a
unit with one sailor fishes alone in an ocean province:
fish -or- collect 87
Since no arguments were given for the fish
order, fishing will
continue as long as the ocean has a supply of fish. The sailor will
produce, on average, a fish every two days, or 15 fish per month. Since
this is less than the monthly supply of fish in an ocean province, the
sailor will never exhaust the supply, and thus is likely to continue
fishing forever, until interrupted with a stop
order.
[1] forest, plains or mountain