Clan Hall

Overview
The Clan Hall is a service building that provides and  for, , and  when there is at least one worker, as well as the passive effect Ancient Ways when all worker slots are filled.

The Clan Hall is a species-specific building. It can show up as a Blueprint choice only when are present in your settlement. This restriction can be bypassed if you find a Clan Hall Ruin or with a wildcard Blueprint pick from:
 * Overgrown Library - World Map modifier
 * Smuggler's Visit - Legendary Cornerstone
 * Contraband - Perk available for purchase from some Traders

Building Effects
Although Lizards are mentioned in the flavor text of the Clan Hall's passive effect, Lizards do not need to be workers nor even in your settlement for the Clan Hall to work.

The camps affected by Ancient Ways are the following. (The effect applies to both large and small versions of these camps.)


 * Foragers' Camp
 * Harvesters' Camp
 * Herbalists' Camp
 * Stonecutters' Camp
 * Trappers' Camp

Service Building Mechanics
The Clan Hall, like all service buildings, does not require villagers to visit it in order to fulfill their needs. All services are fulfilled at the Hearth during a break. Clan Hall workers still have to carry service goods to the building before they can be consumed.

The Clan Hall does not need to be built within the Hearth Radius. It retains full functionality when built outside of the Hearth range, but will not count towards the level 3 Hearth Upgrade unless all of the Clan Hall tiles are within its range.