Coppersmith
What is left: its own 3D model; its planned recipes (makes salt (planned)).
2 workers a level turn 2 copper ore, 1 coal into 1 tools from the town's stock. Hammers copper into pans, stills and vats.
Building window In game
What opens when you click it.
3D model In game
Model coming
The Coppersmith has no 3D model of its own yet.
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 | Copperware | 2 Copper ore, 1 Coal | 1 Tools |
| 2 | Smelt copper | 2 Copper ore, 1 Coal | 1 Copper |
| 3 | Parting | Parting: 4 copper ore and 1 coal part out 1 bar of the rarest metal in the ore. | |
| 4 | Kettles | 1 Copper ingot | 1 Tools |
Its goods are used by:
Research: tier 3 node, base cost 900 research points.
Planned design Planned
The redesign: what changes, its window, its goods and the decision it gives. Numbers are proposals.
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 copper ware: kettles, brew pans, dye vats, stills, salt pans, copper roofs
- Needs copper bar; TH4
Links
Why it is interesting
copper gets its own sink; producers upgrade with real equipment
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Needed by
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All stats Game data
- Model
- workshop blacksmith
- 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 tools
- Card slots
- 1
- Tier
- a
- Makes
- tools
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Copper ore: 2; Coal: 1
- Needs town hall level
- 4
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 % tools |
| 9 | +50 % storage | Bigger yard |
| 10 | Master coppersmith | +1 tools from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Coppersmith you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Tools guild | +5 % tools at every Coppersmith | 1 Coppersmith |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Coppersmith walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Coppersmith | 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 | Tools charter | +10 % tools | 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 tools works | +15 % tools, -15 % upkeep | one at level 10, 10 in the realm |