PALE BLUE ROSELibrary

Currier

Partly implemented - in the game, some parts are still missing

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.

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

3D model In game

Model coming
The Currier has no 3D model of its own yet.

Card In game

BlueprintCommon
Currier
Unlocks the Currier
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
1Dressing1 Hides, 1 Fish1 Leather
2Bark tanning1 Hides, 2 Tanbark1 Leather
3StrapsStraps: 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.

CurrierProduction · level 1 · 2 / 2 workers
×
One batch (game data)
1 Hides1 Fishinto1 Leather 56 ticks
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness65 %
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 reads
Around it
Smell, 32 m-8 appeal
Fire riskmid
Upkeep a month
Wages, 2 workers4 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 crafts group.

Age

Dark Age

Inputs and outputs

leatherfishintocurried leathernew
  • Makes curried leather (oiled, supple)
  • Needs leather, tallow (Tallow Chandler or Lard Renderer, fNEW) or fish oil; [Dark]

Links

Why it is interesting

real demarcation: tanners may not curry under a charter; tallow gets a non-food sink

Named by

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.

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 % leather
9+50 % storageBigger yard
10Master currier+1 leather from every batch

Realm progression Planned

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

TierNameEffectNeeds
ILeather guild+5 % leather at every Currier1 Currier
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Currier walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Currier4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIILeather charter+10 % leathertwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal leather works+15 % leather, -15 % upkeepone at level 10, 10 in the realm

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