Currier
What is left: its own 3D model.
2 workers a level turn 17 fish and 17 hides into 20 leather from the town's stock. Dresses tanned leather with oil and fat.
Building window In game
What opens when you click it.
3D model In game
Model coming
The Currier 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 | Dressing | 1 Hides, 1 Fish | 1 Leather |
| 2 | Bark tanning | 1 Hides, 2 Tanbark | 1 Leather |
| 3 | Straps | Straps: 2 leather dubbed with 1 fish oil make 2 belt pouches. | |
Its goods are used by:
Research: tier 2 node, base cost 300 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
Dark Age
Inputs and outputs
- Makes curried leather (oiled, supple)
- Needs leather, tallow (Tallow Chandler or Lard Renderer, fNEW) or fish oil; [Dark]
Why it is interesting
real demarcation: tanners may not curry under a charter; tallow gets a non-food sink
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
- 30 wood, 25 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 leather
- Card slots
- 1
- Tier
- a
- Makes
- leather
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Hides: 1; Fish: 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 % leather |
| 9 | +50 % storage | Bigger yard |
| 10 | Master currier | +1 leather from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Currier you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Leather guild | +5 % leather at every Currier | 1 Currier |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Currier walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Currier | 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 | Leather charter | +10 % leather | 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 leather works | +15 % leather, -15 % upkeep | one at level 10, 10 in the realm |