Fish Pond
Everything it needs is in the game.
2 workers a level turn 17 wheat into 20 fish from the town's stock. A stocked pond, fed and drawn down for feast days.
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 | Feed wheat | 1 Wheat | 1 Fish |
| 2 | Feed oats | 1 Oats | 1 Fish |
| 3 | Cut ice | Cut ice: saw ice from the frozen pond for the ice house. Uses no goods, makes 1 ice. | |
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 food group.
Age
Middle Age
Inputs and outputs
- Makes Carp (kept alive, taken any month): Kitchen, Monastery (fast days), Feast Hall, Fish Market; Pond mud: fields (fertilizer when drained), Kitchen Garden
- Needs fry (young fish), oats or duck manure (feed); 1 pond keeper
Range rule
dug on clay land (old Clay Pit and Peat Cutter holes work); drained every 3 years
Why it is interesting
Fish for the fast days far from the sea: a living store that never spoils, paid in land and feed.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Needed by
Needed by
All stats Game data
- Model
- house 2
- Footprint
- 8 x 8 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 fish
- Card slots
- 1
- Tier
- a
- Makes
- fish
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wheat: 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 fish pond | +1 fish from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Fish Pond you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Fish guild | +5 % fish at every Fish Pond | 1 Fish Pond |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Fish Pond walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Fish Pond | 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 |