collectitem [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 , if the current ocean province's supply of fish runs out.
collect 87 10
collect 10 # Recruit as many peasants  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  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 10 none 100%
recruit68 yew worker yew groves 5 9569 100%
yew77 wood worker forest 30 9568 100%
wood78 stone worker mountains 50 9566 100%
quarry87 fish sailor ocean 50 9582 50%
fish51 wild horse noble plains 3 9517 25%
Other rare items which may be collected are listed in the lore sheets for Collect rare foliage , a subskill of Forestry , and Collect rare elements , a subskill of Alchemy .
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  Forestry  cutting timber Harvest lumber  Forestry  quarrying Stone quarrying  Construction  fishing Fishing  Shipcraft  horse catching Catch wild horses  Beastmastery 
However, some tasks have an element of randomness. Horse-catching, for example, is a difficult, uncertain task. Each day there is only a 25% 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 ---- -----
For example, the orders `
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
 forest, plains or mountain