Furrier
Everything it needs is in the game.
2 furriers a level line a coat with fur from 1 leather, 1 wool and 1 furs of your stores. A warm coat is the best coat: your people take it first, it lasts four winters and they work 15 % faster in the cold in it.
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 | Warm coat | 1 Leather, 1 Wool, 1 Furs | 1 Warm coat |
| 2 | Hats and mittens | Hats and mittens: 1 furs make 2 clothes. | |
| 3 | Trim | Fur trim: 2 furs make 1 jewellery of fine trim. | |
| 4 | Bedcovers | Bedcovers: 2 furs and 1 wool make 1 warm coat. | |
| 5 | Fur lining | Fur lining: 1 leather coat lined with 1 furs makes 1 warm coat. | |
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 crafts group.
Age
Dark Age
Problems it fixes
- three chains for one good with the same T2 as plain clothes
- furs (east signature) feed only this recipe and a house slot
Today
1 leather + 1 wool + 1 furs into 1 warm coat (Dress T2) in 80 ticks; the 12-month, +15 % top coat
Modes
- Warm coat: 1 curried leather + 1 woollen cloth + 1 furs into 1 (Dress T4, L4)
- Hats and mittens: 1 furs into 3 fur mittens (outdoor jobs +5 % in winter, 12 cold months)
- Trim: (L8) 2 furs into 1 fur trim (vair; ermine at L10 for the court robe T10)
- Bedcovers: 2 furs + 1 woollen cloth into 1 (input of Furnishing T4 beds)
Inputs and outputs
Links
The player decision
furs into worker warmth, the top of Dress, or eastern trade
Its job
Warm coats (Dress T4), fur trims (Dress T10).
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
All stats Game data
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 | -10 % upkeep | Cheaper to run |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % warm coat |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master furrier | +1 warm coat from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Furrier you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Warm coat guild | +5 % warm coat at every Furrier | 1 Furrier |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Furrier walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Furrier | 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 | Warm coat charter | +10 % warm coat | 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 warm coat works | +15 % warm coat, -15 % upkeep | one at level 10, 10 in the realm |