Charcuterie
Everything it needs is in the game.
2 workers a level turn 2 meat + 1 salt into 1 expedition ration from the town's stock. Cures bacon and smoked ham.
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 | Bacon and ham | 2 Meat, 1 Salt | 1 Expedition Ration |
| 2 | Salt meat | 1 Meat, 1 Salt | 1 Salted meat |
| 3 | Smoked | 2 Meat, 1 Wood | 2 Smoked meat |
| 4 | Smoked ham | Smoked ham: 1 meat hung over 1 wood make 1 smoked meat. | |
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
Middle Age
Inputs and outputs
- Makes Smoked ham (Table T5): houses L5+, Feast Hall, Inn, gifts; Bacon: Kitchen, ships' stores, field rations
- Needs pork, salt, saltpetre (barn manure), wood (smoke); 2 curers
Range rule
a cool cellar; hams cure 6 months to 2 years
Why it is interesting
Hams climb inside their grade with time: sell young hams now or age them for the Table T5 the houses ask.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- charcuterie
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 expedition ration
- Card slots
- 1
- Tier
- a
- Makes
- expedition ration
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Meat: 2; Salt: 1
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 % expedition ration |
| 9 | +50 % storage | Bigger yard |
| 10 | Master charcuterie | +1 expedition ration from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Charcuterie you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Expedition_ration guild | +5 % expedition ration at every Charcuterie | 1 Charcuterie |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Charcuterie walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Charcuterie | 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 | Expedition_ration charter | +10 % expedition ration | 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 expedition ration works | +15 % expedition ration, -15 % upkeep | one at level 10, 10 in the realm |