Bleaching Green
Everything it needs is in the game.
2 workers a level turn 6 wool and 3 lime slaked into 5 clothes from the town's stock. Whitens linen in the sun with lye and sour milk.
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 | Lime bleach | 2 Wool, 1 Slaked lime | 1 Clothes |
| 2 | Lye buck | Lye buck: 2 wool steeped in the lye of 1 wood ash and bleached make 1 clothes. | |
Its goods are used by:
Research: tier 4 node, base cost 2700 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 crafts group.
Age
Middle Age, hall 6+
Inputs and outputs
- Makes fine linen
- Needs linen (Weaver), potash, buttermilk (dairy); spring and summer only; TH6
Links
Why it is interesting
the dairy feeds the dress line; a seasonal outdoor plot (Haarlem bleachfields)
Notes
dragged plot
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 50 wood, 50 stone
- Build work
- 4,200
- Builders at once
- 3
- Storage
- 150 clothes
- Card slots
- 1
- Tier
- a
- Makes
- clothes
- Work per batch
- 70 ticks (3.5 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wool: 2; Lime slaked: 1
- Needs town hall level
- 6
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: 1 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % clothes |
| 9 | +50 % storage | Bigger yard |
| 10 | Master bleaching green | +1 clothes from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Bleaching Green you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Clothes guild | +5 % clothes at every Bleaching Green | 1 Bleaching Green |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Bleaching Green walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Bleaching Green | 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 | Clothes charter | +10 % clothes | 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 clothes works | +15 % clothes, -15 % upkeep | one at level 10, 10 in the realm |