Clay Pit
Everything it needs is in the game.
Digs clay from shore / floodplain / marsh within 12 m for clay
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 | Common clay | nothing | 1 Clay |
| 2 | Levigate | Levigate: settle the clay in pits. Slower, finer clay. | |
| 3 | Weather | nothing | 1 Clay |
| 4 | Puddle | nothing | 2 Clay |
| 5 | China clay | nothing | 1 Clay |
Its goods are used by:
Research: tier 1 node, base cost 100 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 industry group.
Problems it fixes
- generic output: one clay for pots, bricks, tiles and daub, no grade
- no range logic: dug cells leave no mark
- no modes
Today
2 diggers a level dig floodplain, marsh and river-shore clay within 12 m (2.5 a cell a month, L1 250 needs 100 cells); rests at 2 months of cover
Modes
- Common clay: makes clay T1-T3
- Levigate: settling pits, 3 clay into 1 fine clay at +2 grade
- Weather: dug in autumn, left out over winter: +1 grade in spring at no work, the pit idles 4 months
- Puddle: 2 clay into 1 puddle clay
Inputs and outputs
Range rule
12 m clay land; cell grade: river alluvium T2-T4, floodplain T1-T3, marsh T1 (+1 ironstone nodule per 50 clay for the bloomery); a cell holds 600 units, then becomes a pond
The player decision
bricks by volume now or washed fine clay for the Home line; weathering idles the pit for a better spring
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
- 25 wood, 5 stone
- Build work
- 2,000
- Builders at once
- 3
- Storage
- 150 clay
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- clay
- Work per batch
- 16 ticks (0.8 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- clays within 12 m
- Yield per source
- 2.5 units
- Cover
- 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 | +4 m reach | Wider reach |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +4 m reach | Wider reach |
| 8 | Better yield | +5 % clay |
| 9 | +50 % storage | Bigger yard |
| 10 | Master clay pit | +1 clay from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Clay Pit you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Clay guild | +5 % clay at every Clay Pit | 1 Clay Pit |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Clay Pit walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Clay Pit | 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 | Clay charter | +10 % clay | 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 clay works | +15 % clay, -15 % upkeep | one at level 10, 10 in the realm |