Forester Lodge
What is left: its planned recipes (2 of 5 planned recipe modes).
Fells trees within 32 m for wood and replants the stumps (8 saplings/level/month)
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 | Fell timber | nothing | 1 Wood |
| 2 | Lift seedlings | Lift seedlings: the foresters dig up young trees of the forest floor and make 1 saplings. | |
Its goods are used by:
Open from the founding.
Planned design Planned
The redesign: what changes, its window, its goods and the decision it gives. Numbers are proposals.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the industry group.
Problems it fixes
- generic output: 19 species in 6 tree kinds give one wood
- no range logic beyond a tree count (species and age ignored)
- fruit orders know olive and date palm only
- stale text "without felling them"
- modern feel: the "Steam Sawmills" technique
Today
2 foresters a level fell trees within 32 m for wood (1.339 a tree a month, L1 200), replant 8 saplings a level a month; 5 orders: cut and replant, tend orchard, forest to orchard, cut only, plant only
Modes
- Cut and replant: grown tree into its species log (oak log, beech log, birch log, willow log, pine log, spruce log) + brush, the same species replanted
- Coppice: hazel, ash, willow, oak stools cut every 5 years for 8 poles + 12 rods a stool, the stool never dies, no log above T3
- Orchard: today's tend-orchard and forest-to-orchard as one order, fruit species of the design
- Clear: cut only, stumps grubbed: assart land (+10 fertility for 3 years), nothing regrows
- Plant: pick the species (biome list; any species from a Tree Nursery N), no wood
Makes
Range rule
32 m; log grade = tree age: 2-5 years T1-T2, 5-15 T3-T5, 15-30 T6-T8, 30+ T9-T10; window line: "62 trees: oak 20 T6, birch 30 T2, spruce 12 T4"; the forester province specialty +50% stays
Links
The player decision
fell young for volume now, or let oaks stand 30 years for T9 beams and masts; coppice (steady, low grade) or high forest (slow, high grade)
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Needed by
Needed by
Needed by
Needed by
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All stats Game data
- Model
- sawmill
- Footprint
- 8 x 7.5 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 10 stone
- Build work
- 2,600
- Builders at once
- 4
- Storage
- 150 wood
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- wood
- Work per batch
- 20 ticks (1 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- autumn
- Takes from
- trees within 32 m
- Yield per source
- 1.339 units
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: 3 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +4 m reach | Wider reach |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +4 m reach | Wider reach |
| 8 | Better yield | +5 % wood |
| 9 | +50 % storage | Bigger yard |
| 10 | Master forester lodge | +1 wood from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Forester Lodge you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Wood guild | +5 % wood at every Forester Lodge | 1 Forester Lodge |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Forester Lodge walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Forester Lodge | 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 | Wood charter | +10 % wood | 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 wood works | +15 % wood, -15 % upkeep | one at level 10, 10 in the realm |