Department Store

* Old World

*Offers various consumer goods for a high life society.*

**Department Store** is a Shopping Arcade building, which when provided with appropriate goods fulfills the basic need of all skyscrapers of  Engineers and  Investors. Additionally, it can provide buffs to residences within the circular radius of the store. It requires  The High Life DLC and can be built only in the Old World (and Cape Trelawney).

## Need fulfilment and effect on residences

Like many other buildings the department store can fulfill needs of only those buildings which are connected to it by roads and are placed within its range. Its range (dark green) is 42 tiles for  dirt roads and 62 for  paved streets.

When  Engineer Skyscrapers are in the range of the department store, each of them gains 20 inhabitants. When  Investor Skyscrapers are in the range of the department store, each of them gains 25 inhabitants.

When residences are within the circular radius of the department store, they are affected by the bonus provided by the active patent. Each bonus increases the happiness, income and reduces consumption of specific goods.

Department stores also have a special effect on the  Skyline Tower. Every operational store with a unique recipe increases the tower's population by 100 inhabitants, who do not contribute to the consumption of other needs. The tower does not have to be in the range or radius of the store, they can be located anywhere as long as they are on the same island. Having five department stores on the same island, every store using a different patent, can increase the skyline tower's population by 500 inhabitants.

### Production requirements

Department store fulfills the population's needs and provides all its bonuses only if a few conditions are met:

* Artisan workforce is available
* The building is provided with necessary goods
* The building has access to electricity

It requires three different input goods and it takes 60 seconds to process 1 ton of every input good so the consumption rate is 1 ton of every input good per minute. Because the department store needs an input, it requires a  Warehouse or  Trading Post to be located within its range in order to send out carts to transport goods. Alternatively, the department store can be within range of specific production buildings which could deliver required goods they produce directly to the store.

## Patents

*Department Stores fulfill a myriad of everyday needs– A toasted slice for breakfast? A chill drink? A snazzy bag? There is pleasure for the customer merely in exploring such a miscellany.*

Department stores can work based on five different patents, three of them are available without additional DLCs, one requires  The Passage DLC and another requires  Land of Lions DLC. Each patent needs different ingredients, while providing different bonuses to nearby residences - additional happiness, bonus income and reduction of consumption of particular goods. Choice of the patent has no impact on the fulfilment of the department store need. Each department store can use a different patent, effects of different patents stack, but the effect from the exact same patent cannot be applied twice to the same residence.

### Toasters

*This fully automated breakfast machine is, apparently, calibrated perfectly for the toast that's 'just right' — simply pop in a slice, wait, and soon you'll smell the delightful scent of perfectly toasted bread! If you like your bread rare or well-done, look elsewhere.*

**Toasters**
*Department Store Patent*

Affects All Old World Residences except Scholar Residences:
• Happiness: +2
• Income: +5%
• Consumption reduction: -10% •  -15%

 -5350 -400 -960 -600 -10

 253000 308 595 312 380 200

* **Department Store: Toasters**
**4** @ 200%

	+ Furnace
	**2** @ 100%

		- Iron Mine
		**1** @ 100%
		- Coal Mine
		**1** @ 100%
	+ Zinc Mine
	**2** @ 100%
	+ Filament Factory
	**4** @ 100%

		- Coal Mine
		**1** @ 100%

### Vacuum Cleaners

*No more sweeping things under the rug! This machine removes dirt in no time. Five minutes until the guests arrive? No problem! It'll huff and puff and leave the apartment clean as a new dime. It can even tackle the bigger stains! Sick of the cat, the kids, the wife or husband? You know what to do!*

**Unlock condition:**

* *Once you've provided your citizens with toasters and accepted the hunt for new patents from Donald, you should attempt to fulfill his demands.*

**or**
* *Have at least 5 Investor skyscrapers of level 3 height. Expanding the amount of habitable square meters may create new and more efficient ways to keep them clean.*

**Vacuum Cleaners**
*Department Store Patent*

Affects All Old World Residences except Scholar Residences:
• Happiness: +5
• Income: +16%
• Consumption reduction: -25% •  -15%

 -5370 -20 -300 -960 -155 -500 -50

 395800 436 700 240 320 140

* **Department Store: Vacuum Cleaners**
**4** @ 200%

	+ Sheep Farm
	**2** @ 100%
	+ Chemical Plant: Celluloid
	**2** @ 100%

		- Cotton Plantation
		**4** @ 100%
		- Orchard: Camphor Wax
		**2** @ 100%
		- Chemical Plant: Ethanol
		**2** @ 100%

			* Lumberjack's Hut
			**1** @ 100%
			* Corn Farm
			**4** @ 100%
	+ Furnace
	**2** @ 100%

		- Iron Mine
		**1** @ 100%
		- Coal Mine
		**1** @ 100%

### Crockery

*Feel good about having guests again! Set the table for any occasion — a cosy breakfast, a quick lunch, a fancy dinner party — then leave the dirty dishes for the next day! Or the one after that... Or just throw them out and buy some more!*

**Unlock condition:**

* *Once you've provided your citizens with toasters and accepted the hunt for new patents from Donald, you should attempt to fulfill his demands.*

**or**
* *Have a member's club next to a pub. The proximity of the classes may lead to new innovations for the dining room!*

**Crockery**
*Department Store Patent*

Affects All Old World Residences except Scholar Residences:
• Happiness: +4
• Income: +15%
• Consumption reduction: -10% •  -25%

 -5510 -70 -200 -960 -200 -45 -250 -40

 378200 384 650 272 350 170

* **Department Store: Crockery**
**4** @ 200%

	+ Clay Pit
	**2** @ 100%
	+ Sand Mine
	**2** @ 100%
	+ Chemical Plant: Lacquer
	**2** @ 100%

		- Sand Mine
		**2** @ 100%
		- Orchard: Resin
		**2** @ 100%
		- Chemical Plant: Ethanol
		**2** @ 100%

			* Lumberjack's Hut
			**1** @ 100%
			* Corn Farm
			**4** @ 100%

### Refrigerators

*Tired of going up and down the stairs to the ice cellar at garden parties? Dashing to the iceman for your icebox, or worse still, waiting for that big snow? Imagine ice every day, all year 'round! Spoiled food? Yesterday's worry! A perfectly iced glass of summer strawberry and cucumber? Coming right up!*

**Unlock condition:**

* *Once you've provided your citizens with toasters and accepted the hunt for new patents from Donald, you should attempt to fulfill his demands.*

**or**
* *Invent and equip "The Magnificone" Ice Cream Maker in a town hall in the Old World. The concept of chilling food could be a study for your Engineers.*

**Refrigerators**
*Department Store Patent*

Affects All Old World Residences except Scholar Residences:
• Happiness: +4
• Income: +22%
• Consumption reduction: -20% •  -10%

 -7000 -300 -960 -40 -1250 -10

 244400 496 500 409 320 140

* **Department Store: Refrigerators**
**4** @ 200%

	+ Furnace
	**2** @ 100%

		- Iron Mine
		**1** @ 100%
		- Coal Mine
		**1** @ 100%
	+ Caoutchouc Plantation
	**4** @ 100%
	+ Gas Mine
	**5** @ 360%

### Briefcases

*A superior leather attaché for people with all-too-important business to attend to. Perfect for legal documents, top secret papers, diamonds, and cash bribes — all the essentials in one place! But for goodness' sake, don't leave it lying around.*

**Unlock condition:**

* *Once you've provided your citizens with toasters and accepted the hunt for new patents from Donald, you should attempt to fulfill his demands.*

**or**
* *Place a Department Store next to your Scholar residences. The particularly inspired customers could lead to new fashionable trends and patents...*

**Briefcases**
*Department Store Patent*

Affects All Old World Residences:
• Happiness: +5
• Income: +12%
• Consumption reduction: -20% •  -10%

 -7070 -200 -960 -155 -500 -80 -80

 484200 480 800 336 400 220 16

* **Department Store: Briefcases**
**4** @ 200%

	+ Brass Smeltery
	**4** @ 100%

		- Copper Mine
		**2** @ 100%
		- Zinc Mine
		**2** @ 100%
	+ Chemical Plant: Celluloid
	**2** @ 100%

		- Cotton Plantation
		**4** @ 100%
		- Orchard: Camphor Wax
		**2** @ 100%
		- Chemical Plant: Ethanol
		**2** @ 100%

			* Lumberjack's Hut
			**1** @ 100%
			* Corn Farm
			**4** @ 100%
	+ Sanga Farm
	**4** @ 100%

## Items

Some items when equipped in trade unions can have an impact on all department stores.

## Screenshots

Inactive department storeActive department store