Glassworks
What is left: its planned recipes (2 of 4 planned recipe modes).
Melts a unit of glass from every 2 sand and 1 coal of the town's stock.
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 | Coal glass | 2 Sand, 1 Coal | 1 Glass |
| 2 | Clean fire | Clean-fired glass: 2 sand make 1 glass on two thirds of a charcoal, else 2 wood. Refuses coal: only a clean fuel keeps the melt clear; burns charcoal before wood. | |
Its goods are used by:
Research: tier 2 node, base cost 300 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 industry group.
Age
Middle Age, hall 6+
Problems it fixes
- one glass for windows, bottles and crystal
- no flux
- placeholder
Today
2 sand + 1 coal into 1 glass in 56 ticks, 1 level; readers: glassblower and the house level 6 renovation
Modes
- Forest glass: 2 sand + 1 potash + 2 wood into 1 forest glass
- Soda glass: (coast) 2 sand + 1 soda ash + 1 coal into 1 glass (clear)
- Window glass: (L6) 2 glass into 4 window glass
- Cullet: 2 broken glass into 1 glass at half fuel
Inputs and outputs
Links
The player decision
flux by region (forest or coast); windows for houses vs glass for luxuries
Its job
Glass windows (Middle Age civic and houses L5+), glassware, stained glass (churches, Art T3).
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Made by
Made 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
- 30 wood, 30 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 glass
- Card slots
- 1
- Tier
- a
- Makes
- glass
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Sand: 2; Coal: 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 % glass |
| 9 | +50 % storage | Bigger yard |
| 10 | Master glassworks | +1 glass from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Glassworks you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Glass guild | +5 % glass at every Glassworks | 1 Glassworks |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Glassworks walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Glassworks | 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 | Glass charter | +10 % glass | 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 glass works | +15 % glass, -15 % upkeep | one at level 10, 10 in the realm |