Daub Yard
Everything it needs is in the game.
Mixes 1 daub from every clay and wood of the town's stock.
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 | Daub | 1 Clay, 1 Wood | 1 Daub |
| 2 | Dung daub | Dung daub: 1 clay, half a wood and half a compost make 1 daub. Saves wood. | |
| 3 | Lath and daub | Lath and daub: 2 lath and 1 clay make 2 daub. | |
| 4 | Wattle and daub | Wattle and daub: 1 hurdle and 2 clay make 3 daub. | |
Its goods are used by:
Research: tier 2 node, base cost 300 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 industry group.
Age
Dark Age
Problems it fixes
- fake fibre
- no wattle
- the east log houses' moss and loam rows are dark
- placeholder
Today
1 clay + 1 wood into 1 daub in 40 ticks; "no straw kind exists, so wood stands in for the fibre"
Modes
- Daub: 1 clay + 0.5 straw + 0.2 manure into 2 daub
- Wattle: 1 withies into 2 wattle
- Cob: (dry biomes) 2 clay + 0.5 straw into 2 loam
- Moss: pickers take moss from forest cells within 24 m for moss (east log chinking)
Inputs and outputs
Range rule
moss: pickers take moss from forest cells within 24 m for moss (east log chinking)
Links
The player decision
west wattle-and-daub vs east log houses; straw for daub, adobe or thatch
Its job
Daub for Dark Age houses.
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, 15 stone
- Build work
- 2,600
- Builders at once
- 3
- Storage
- 150 daub
- Card slots
- 1
- Tier
- a
- Makes
- daub
- Work per batch
- 40 ticks (2 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Clay: 1; 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 % daub |
| 9 | +50 % storage | Bigger yard |
| 10 | Master daub yard | +1 daub from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Daub Yard you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Daub guild | +5 % daub at every Daub Yard | 1 Daub Yard |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Daub Yard walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Daub Yard | 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 | Daub charter | +10 % daub | 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 daub works | +15 % daub, -15 % upkeep | one at level 10, 10 in the realm |