Cider House
Everything it needs is in the game.
2 workers a level turn 1 apples and 1 barley into 1 beer from the town's stock. Ferments the juice and serves it by the jug.
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 | Cider | 1 Apples, 1 Barley | 1 Beer |
| 2 | Berry wine | Berry wine: 3 berries make 1 berry wine. | |
| 3 | Heather ale | Heather ale: 2 barley brewed with heather tops make 1 heather ale. | |
| 4 | Mead vinegar | Mead vinegar: 1 mead soured makes 2 food. | |
| 5 | Alegar | Alegar: 1 heather ale soured makes 2 food. | |
| 6 | Fruit vinegar | Fruit vinegar: 1 berry wine soured makes 2 food. | |
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 crafts group.
Age
Dark Age
Inputs and outputs
- Makes Aged cider and perry (Drink T4, keeps 2 years, climbs inside its grade): Tavern, Inn, trade; Cider vinegar: Pickling House, Vinegar Maker
- Needs cider, perry, barrels (Cooper); 1 cellarer
Range rule
a cool cellar within 64 m of the presses
Why it is interesting
Young cider sells in weeks; a year in the cider house lifts it inside Drink T4 and lets it travel north.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 3
- 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 beer
- Card slots
- 1
- Tier
- a
- Makes
- beer
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Apples: 1; Barley: 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 % beer |
| 9 | +50 % storage | Bigger yard |
| 10 | Master cider house | +1 beer from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Cider House you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Beer guild | +5 % beer at every Cider House | 1 Cider House |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Cider House walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Cider House | 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 | Beer charter | +10 % beer | 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 beer works | +15 % beer, -15 % upkeep | one at level 10, 10 in the realm |