Butcher
Everything it needs is in the game.
2 workers a level turn 17 food into 20 meat from the town's stock. Butchers the animals brought in.
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 | Meat | 2 Food | 1 Meat |
| 2 | Meat and hides | 3 Food | 1 Meat, 1 Hides |
Its goods are used by:
Research: tier 2 node, base cost 300 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 food group.
Age
Dark Age
Inputs and outputs
- Makes Meat (beef, pork, mutton): houses, Kitchen, Salting House, Sausage Maker; Hides: Tannery, Parchment maker; Tallow: Tallow Chandler, Soap boiler; Bones: Bone Mill, Glue Boiler, Horner
- Needs cattle, pigs or sheep (culled heads); 2 butchers
Range rule
takes culled heads from barns within 64 m; smell: -appeal within 16 m
Why it is interesting
Where the cull rule meets the market: slaughter more now for meat and hides, or keep heads and grow the herd.
Notes
makes meat, tallow, hides, bones; needs livestock
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- butcher
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 25 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 meat
- Card slots
- 1
- Tier
- a
- Makes
- meat
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Food: 2
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 % meat |
| 9 | +50 % storage | Bigger yard |
| 10 | Master butcher | +1 meat from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Butcher you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Meat guild | +5 % meat at every Butcher | 1 Butcher |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Butcher walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Butcher | 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 | Meat charter | +10 % meat | 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 meat works | +15 % meat, -15 % upkeep | one at level 10, 10 in the realm |