Drying Racks
Everything it needs is in the game.
2 workers a level turn 17 fish into 20 food from the town's stock. Racks in the wind dry fish for the winter.
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 | Dried fish | 2 Fish | 1 Food |
| 2 | Salt fish | Salt fish: 1 fish and 1 salt make 1 salted fish. A winter food that keeps for months. | |
| 3 | Stockfish | Stockfish: dry in the wind, no salt needed; it keeps for five years. Uses 2 fish, makes 1 stockfish. | |
| 4 | Cod stockfish | Cod stockfish: dry in the wind. Uses 2 cod, makes 1 stockfish. | |
| 5 | Halibut stockfish | Halibut stockfish: dry in strips. Uses 2 halibut, makes 1 stockfish. | |
| 6 | Salt herring | Salt herring: 1 herring and 1 salt make 1 salted fish. | |
| 7 | Salt mackerel | Salt mackerel: 1 mackerel and 1 salt make 1 salted fish. | |
| 8 | Salt tuna | Salt tuna: 1 tuna and 1 salt make 1 salted fish. | |
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 Stockfish (dried cod, keeps 5 years): Quartermaster depot, ships, trade south (fast days); Dried fish: houses in winter, field rations
- Needs cod or other lean fish; 1 hanger
Range rule
a cold, windy coast (north, highland); open racks within 12 m of the shore; no salt, no fuel
Why it is interesting
The north's free preserver: cold wind instead of salt keeps cod 5 years, but only on cold, windy coasts.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Needed by
Needed by
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
- Fish: 2
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 drying racks | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Drying Racks you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Drying Racks | 1 Drying Racks |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Drying Racks walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Drying Racks | 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 |