Grain Drying Kiln
Everything it needs is in the game.
2 workers a level turn 3 wood and 6 wheat into 10 food from the town's stock. Dries damp grain over a fire so it keeps.
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 | Wheat | 2 Wheat, 1 Wood | 1 Food |
| 2 | Rye | 2 Rye, 1 Wood | 1 Food |
| 3 | Barley on peat | 2 Barley, 1 Peat | 1 Food |
| 4 | Oats on peat | 2 Oats, 1 Peat | 1 Food |
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
Dark Age
Inputs and outputs
- Makes Dried grain (keeps 4 years, not 2): Granary, Great Granary (siege stores), Water Mill (only dried oats mill into oat meal); Kiln-dried seed: Seed House, Farmhouse
- Needs wheat, rye, barley or oats (wet harvests), wood, peat or straw; 1 kilnman
Range rule
beside the granary; fire risk high: keep 8 m clear
Why it is interesting
In wet northern harvests grain rots in the store: dry it at a fuel cost and a fire risk, or lose a share of every rainy harvest.
Named by
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
Made by
Needed by
Needed by
All stats Game data
- Model
- grain drying kiln
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 25 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 food
- Card slots
- 1
- Tier
- a
- Makes
- food
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wheat: 2; Wood: 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 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master grain drying kiln | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Grain Drying Kiln you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Grain Drying Kiln | 1 Grain Drying Kiln |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Grain Drying Kiln walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Grain Drying Kiln | 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 | Food charter | +10 % food | 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 food works | +15 % food, -15 % upkeep | one at level 10, 10 in the realm |