Post a new topic in regarding this. Do not know about similar idea, if there was something like that then sorry. So thing come up in connection with permafrost coal see HERE. 1. Fireplaces for light/ heating: Right now colonist are need food in each turn but firewood/ heating is not considered. Off course there is a neglectable need in tropical areas - except in deserts where at night temperature can fall drastically. So the base idea of how much wood or coal (or valuable wood - if there are nothing else) needed: Tropical: 0 Temperate: 1 / 3 citizen (+ 1 base) Cold: 1/ 2 citizen (+2 base) -> same can be for deserts Extreme cold (if there is permafrost plot in city radius): 1/ 1 citizen (+2 base) Deserts: if there is at least one plot in city radius Hot desert (only at night needs heating) -> same as temperate Rocky desert (steppe) -> ssame as cold (as night + winter needs). But what can be the effect when no materials for heating? Citizens can froze to death -> well that sounds too extreme (probably only if they cannot heat for 5+ turns) Strong negative health effect -> more likely Mild negative happiness Makes wood more valuable/ essential, also a way to "waste" valuable coal (or valuable wood) if there are no firewood. Also keeps those areas less suitable for settle -> avoid settlements crowded borderlands. 2. When multiple yields consumed gets implemented: Wood can be used for many production from smiths (tool, weapon) till rum/ other alcohol making. 3. Colonial upkeep: Probably also can get space in this topic. Means what kind of materials can be needed for settlement maintance? I mean outside the domestic market. Also comes from the possibility of the large number of small settlement -> to reduce that. But in that case my tired self lack of concrete concept, more like avait a branstorming from others right now.