Furbisher
What is left: its own 3D model.
2 workers a level turn 1 steel, 1 leather into 1 armour from the town's stock. Polishes and finishes harness plate to a bright finish.
Building window In game
What opens when you click it.
3D model In game
Model coming
The Furbisher has no 3D model of its own yet.
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 | Furbish | 1 Steel, 1 Leather | 1 Armour |
| 2 | Burnish | Burnish: 1 steel and 1 leather, faster on 1/4 grindstone worn away, make 1 armour. | |
Research: tier 4 node, base cost 2700 research points.
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 crafts group.
Age
Middle Age, hall 8+
Inputs and outputs
- Makes Gothic plate (Armour T8), jousting armour (T9), royal regalia (T10); repairs worn armour
- Needs Armour T6-T7, gold leaf, green vitriol (etching); TH8
Links
Why it is interesting
armour stage 3: prestige plus the army's repair loop
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
Needed by
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 60 wood, 60 stone
- Build work
- 4,800
- Builders at once
- 3
- Storage
- 150 armour
- Card slots
- 1
- Tier
- a
- Makes
- armour
- Work per batch
- 77 ticks (3.85 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Steel: 1; Leather: 1
- Needs town hall level
- 8
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 % armour |
| 9 | +50 % storage | Bigger yard |
| 10 | Master furbisher | +1 armour from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Furbisher you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Armour guild | +5 % armour at every Furbisher | 1 Furbisher |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Furbisher walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Furbisher | 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 | Armour charter | +10 % armour | 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 armour works | +15 % armour, -15 % upkeep | one at level 10, 10 in the realm |