Crab Pots
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.
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 | 1 Wood | 1 Food |
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 food group.
Age
Dark Age
Inputs and outputs
- 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
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.
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 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master 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.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Crab Pots | 1 Crab Pots |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Crab Pots walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Crab Pots | 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 | Food charter | +10 % food | 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 food works | +15 % food, -15 % upkeep | one at level 10, 10 in the realm |