Hammer Mill
Everything it needs is in the game.
2 workers a level turn 2 iron ore + 1 coal + 1 wood into 1 iron from the town's stock. Water-driven forge hammer.
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 | Iron | 2 Iron Ore, 1 Coal, 1 Wood | 1 Iron |
| 2 | Stamp ore | 2 Iron Ore | 2 Crushed ore |
| 3 | Tilt hammer | Tilt hammer: 3 pig iron, 1 coal and 1 timber frame make 3 iron. The frame wears out. | |
| 4 | Roasted ore | Roasted ore: 2 roasted ore, 1 coal and 1 wood make 1 iron. | |
| 5 | Bog iron | Bog iron: 3 bog ore, 1 coal and 1 wood make 1 iron. | |
Its goods are used by:
Research: tier 3 node, base cost 900 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
Middle Age, hall 4+
Inputs and outputs
- Makes bar iron (+50 % of a bloom's iron), iron sheet, forging blanks / Smithy stage: smithies within 200 m forge 2x; plate (T6+) needs it, mail wire is drawn 2x faster
- Needs iron blooms, charcoal, a river within 12 m; TH4 / A river tile, 10 timber frame, 4 iron gears, 1 miller
Links
Why it is interesting
river sites become strategic (Cistercian trip hammers, 12th c.) / Steel arms cluster on rivers: the smithy's stage-up is a site
Notes
water trip-hammer, wire drawing
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
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
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 iron
- Card slots
- 1
- Tier
- a
- Makes
- iron
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Iron ore: 2; Coal: 1; 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 % iron |
| 9 | +50 % storage | Bigger yard |
| 10 | Master hammer mill | +1 iron from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Hammer Mill you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Iron guild | +5 % iron at every Hammer Mill | 1 Hammer Mill |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Hammer Mill walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Hammer Mill | 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 | Iron charter | +10 % iron | 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 iron works | +15 % iron, -15 % upkeep | one at level 10, 10 in the realm |