PALE BLUE ROSELibrary

Crab Pots

Fully implemented

Everything it needs is in the game.

2 workers a level turn 1 wood into 1 food from the town's stock. Baited pots for crab and lobster.

Building window In game

What opens when you click it.

Crab Pots
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Foodthis batch
Storage & realm supply
Food here0 / 150
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintCommon
Crab Pots
Unlocks the Crab Pots
30 wood · 25 stone

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.

RecipeModeUsesMakes
11 Wood1 Food

Its goods are used by:

Research: tier 1 node, base cost 100 research points.

Planned design Planned

Its planned design is built.

Crab PotsProduction · level 1 · 2 / 2 workers
×
One batch (game data)
1 Woodinto1 Food 56 ticks
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness60 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.1 %
Injury a year1 %
Needs none
Around it
Nuisancenone
Fire risklow
Upkeep a month
Wages, 2 workers2 grain
Building1 tools
Condition100 %

production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the food group.

Age

Dark Age

Inputs and outputs

withiesnewfish offalnewintoCrab and lobsternewShellsnew
  • Makes Crab and lobster: Feast Hall, Inn, Fish Market; Shells: Compost Heap, Lime Kiln
  • Needs withies (pots), fish offal (bait); 2 crabbers and a skiff

Range rule

rocky coast within 24 m, where nets cannot fish

Links

Why it is interesting

Rocky shores no net can fish give dear shellfish, baited with the offal nobody else wants.

Goods and chains

What it takes in and gives out, with the buildings on the other end.

All stats Game data

Model
house 2
Footprint
6 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 food
Card slots
1
Tier
a
Makes
food
Work per batch
56 ticks (2.8 s of work)
Workers per level
2
Works outdoors
no
Consumes
Wood: 1

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

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).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % food
9+50 % storageBigger yard
10Master crab pots+1 food from every batch

Realm progression Planned

Paid once for the whole realm; helps every Crab Pots you own, old and new.

TierNameEffectNeeds
IFood guild+5 % food at every Crab Pots1 Crab Pots
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Crab Pots walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Crab Pots4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIFood charter+10 % foodtwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal food works+15 % food, -15 % upkeepone at level 10, 10 in the realm

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