Amber Works
Everything it needs is in the game.
Amber from mountain cells within 24 m (luxury)
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
| Recipe | Mode | Uses | Makes |
|---|---|---|---|
| 1 | Surf netting | nothing | 1 Amber |
| 2 | Blue earth | nothing | 2 Amber |
| 3 | Sort and split | nothing | 1 Amber |
Its goods are used by:
Research: tier 3 node, base cost 900 research points.
Planned design Planned
Its planned design is built.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the industry group.
Problems it fixes
- no range logic: wrong source, European amber is netted from the Baltic surf and dug from coastal "blue earth", not mountains
- dead-end good
- no modes, no grade
Today
2 workers a level gather amber from mountain cells within 24 m (2,000 a cell, 95 ticks); T1 finery, east signature
Modes
- Surf netting: sea cells in range, autumn and winter; a storm month (30% roll) x4, a calm month x0.25
- Blue earth: dig coastal deposit cells: steady, bigger lumps, 1,000 a cell, erodes the beach
- Sort and split: lumps into graded amber (T2 beads up to T8+ inclusion pieces) + amber rosin offcuts
Makes
Range rule
24 m of temperate or boreal sea coast (+ an amber-coast province trait); the amber province specialty stays
Links
The player decision
gamble on storms or dig the coast away; sell lumps or sort them into grades
Its job
Amber into beads (Finery T2) and varnish (furniture, instruments).
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Needed by
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 10 stone
- Build work
- 2,400
- Builders at once
- 3
- Storage
- 150 amber
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- amber
- Work per batch
- 95 ticks (4.75 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- autumn
- Takes from
- mountains within 24 m
- Yield per source
- 2 units
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Stopped until haulers take the output away.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 3 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +4 m reach | Wider reach |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +4 m reach | Wider reach |
| 8 | Better yield | +5 % amber |
| 9 | +50 % storage | Bigger yard |
| 10 | Master amber works | +1 amber from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Amber Works you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Amber guild | +5 % amber at every Amber Works | 1 Amber Works |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Amber Works walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Amber Works | 4 of them |
| V | Master builders | Upgrades cost 15 % less | one at level 5 |
| VI | Apprentices | +1 worker place from level 5 | 6 of them |
| VII | Amber charter | +10 % amber | two at level 7 |
| VIII | All-season work | No slowdown outside the peak season | 8 of them |
| IX | Guild halls | Card effects here +10 % | one at level 9 |
| X | Royal amber works | +15 % amber, -15 % upkeep | one at level 10, 10 in the realm |