Distillery
Everything it needs is in the game.
2 workers a level turn 33 barley and 16 coal into 20 wine from the town's stock. Stills spirit from grain and wine.
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 | Grain spirit | 2 Barley, 1 Coal | 1 Wine |
| 2 | Plum brandy | Plum brandy: 3 plums and 1 wood make 1 wine. | |
| 3 | Glass alembic | Glass alembic: 2 barley and 1 glassware make 2 wine, a cleaner still. | |
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 crafts group.
Age
Middle Age
Inputs and outputs
- Makes Brandy (Drink T8: wine brandy, plum brandy, kirsch): houses L8+, Feast Hall, trade east; Aqua vitae: Apothecary (tinctures), Perfumer (perfume, Light T7), Field hospital (wound wash)
- Needs wine, cider or plums, copper stills (Coppersmith), wood or coal; 2 distillers
Range rule
fire risk high: keep 16 m clear
Why it is interesting
Distil to concentrate value (Drink T8) or to make medicine: spirits feed the apothecary, the perfumer and the field hospital.
Notes
makes brandy (Drink T8); needs wine / plums
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Made by
Needed by
Needed by
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 wine
- Card slots
- 1
- Tier
- a
- Makes
- wine
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Barley: 2; Coal: 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 % wine |
| 9 | +50 % storage | Bigger yard |
| 10 | Master distillery | +1 wine from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Distillery you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Wine guild | +5 % wine at every Distillery | 1 Distillery |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Distillery walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Distillery | 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 | Wine charter | +10 % wine | 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 wine works | +15 % wine, -15 % upkeep | one at level 10, 10 in the realm |