Eel Weir
Everything it needs is in the game.
2 workers a level turn 1 wood into 1 fish from the town's stock. Wicker traps for eels and lampreys.
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 | Timber weir | 1 Wood | 1 Fish |
| 2 | Wattle weir | Wattle weir: 1 hurdle mending the fence across the stream makes 2 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 Eels: Smokehouse (smoked eel), Fish Market, Kitchen (eel pie), Monastery (fast days); Eel skins: Saddler (straps), Farmhouse (flail hinges)
- Needs withies (Osier Bed); 1 eel catcher
Range rule
basket traps in a river or fen within 24 m; the run comes in autumn
Why it is interesting
Eels run in autumn: smoke them for winter or sell them fresh; fen towns paid their rents in eels.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
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 fish
- Card slots
- 1
- Tier
- a
- Makes
- fish
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- 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 % fish |
| 9 | +50 % storage | Bigger yard |
| 10 | Master eel weir | +1 fish from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Eel Weir you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Fish guild | +5 % fish at every Eel Weir | 1 Eel Weir |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Eel Weir walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Eel Weir | 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 | Fish charter | +10 % fish | 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 fish works | +15 % fish, -15 % upkeep | one at level 10, 10 in the realm |