Bloomery
What is left: its planned recipes (3 of 4 planned recipe modes).
2 iron ore + 1 coal into iron
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 | Bloom | 2 Iron Ore, 1 Coal | 1 Iron |
| 2 | High shaft | High shaft: 3 iron ore and 3 coal make 2 iron. Less ore for each bar, more coal. | |
| 3 | Bog iron | Bog iron: 3 bog ore and 1 coal make 1 iron. Lean ore, but the bog gives it. | |
Its goods are used by:
Research: tier 2 node, base cost 300 research points.
Planned design Planned
The redesign: what changes, its window, its goods and the decision it gives. Numbers are proposals.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the industry group.
Age
Middle Age, hall 4+
Problems it fixes
- iron has no quality
- iron provinces only
- no slag
- placeholder
Today
2 iron ore + 1 coal into 1 iron in 56 ticks, 3 levels
Modes
- Bloom: 2 iron ore + 2 charcoal into 1 iron + 1 slag
- Bog iron: (wetland, no iron province needed) gathers bog ore within 24 m, 3 bog ore + 2 charcoal into 1 iron
- High shaft: (L5, river: water bellows) 3 iron ore + 2 coal into 2 iron
- Slag: 2 slag into 1 road gravel
Inputs and outputs
Range rule
bog (wetland, no iron province needed) gathers bog ore within 24 m, 3 bog ore + 2 charcoal into 1 iron
Links
The player decision
bog iron anywhere vs mined ore; charcoal (steel grade) vs coal (cheap); the river site
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
- 30 wood, 30 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 iron, {'iron ore': 40, 'coal': 20} input
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- iron
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Iron ore: 2; Coal: 1
- Supplied
- yes
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 | +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 % iron |
| 9 | +50 % storage | Bigger yard |
| 10 | Master bloomery | +1 iron from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Bloomery you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Iron guild | +5 % iron at every Bloomery | 1 Bloomery |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Bloomery walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Bloomery | 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 | Iron charter | +10 % iron | 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 iron works | +15 % iron, -15 % upkeep | one at level 10, 10 in the realm |