Colour Mill
Everything it needs is in the game.
2 workers a level turn 1 limestone + 1 iron ore into 1 sulphur from the town's stock. Grinds earth and mineral pigments.
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 | Pigments | 1 Limestone, 1 Iron Ore | 1 Sulphur |
| 2 | Ochre | 1 Clay, 1 Iron Ore | 2 Ochre |
| 3 | Green vitriol | 1 Iron Ore | 1 Green vitriol |
| 4 | Blue earth | 1 Copper ore, 1 Limestone | 2 Ochre |
| 5 | Quern-ground ochre | Quern-ground ochre: 2 iron ore ground fine on 1/4 quern make 2 ochre. | |
| 6 | Edge runner | Edge runner: 1 clay and 1 iron ore ground under 1/4 millstone make 3 ochre. | |
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
Middle Age, hall 4+
Inputs and outputs
- Makes pigments: ochre, lead white, verdigris, azurite, lamp black
- Needs clay-pit earths, bog ore, lead + vinegar (Vinegar Maker, fNEW), copper + vinegar, copper ore, soot; TH4
Links
Why it is interesting
one mill colours four lines; pigments differ by region
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Made by
Made by
Needed by
Needed by
Needed by
Needed by
Needed by
All stats Game data
- Model
- colour mill
- 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 sulphur
- Card slots
- 1
- Tier
- a
- Makes
- sulphur
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Limestone: 1; Iron ore: 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 % sulphur |
| 9 | +50 % storage | Bigger yard |
| 10 | Master colour mill | +1 sulphur from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Colour Mill you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Sulphur guild | +5 % sulphur at every Colour Mill | 1 Colour Mill |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Colour Mill walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Colour Mill | 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 | Sulphur charter | +10 % sulphur | 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 sulphur works | +15 % sulphur, -15 % upkeep | one at level 10, 10 in the realm |