Herring Fleet
Everything it needs is in the game.
2 workers a level turn 7 wood and 3 salt into 20 fish from the town's stock. Drifters follow the herring shoals.
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 | Fish catch | 2 Wood, 1 Salt | 1 Fish |
| 2 | Herring | Herring: drift nets. Uses 2 wood, makes 2 herring. | |
| 3 | Mackerel | Mackerel: drift nets. Uses 2 wood, makes 2 mackerel. | |
| 4 | Cod | Cod: lines. Uses 2 wood, makes 1 cod. | |
| 5 | Tuna | Tuna: harpoon boats. Uses 2 wood, makes 1 tuna. | |
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
Middle Age
Inputs and outputs
- Makes Herring (fresh 2 weeks): Salting House (salted herring, keeps 2 years), Smokehouse (red herring), Fish Market; Fish oil: lamp oil (Light T3), Currier (leather dressing)
- Needs nets (Net Maker), salt, barrels; 3 a drifter, 2-4 drifters
Range rule
a harbour; the shoals pass charted grounds for a few weeks a year
Why it is interesting
The shoals come for a few weeks: send the fleet with enough salt and barrels or the catch rots on deck (the Hanse herring).
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 2
- Footprint
- 8 x 8 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 fish
- Card slots
- 1
- Tier
- a
- Makes
- fish
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wood: 2; Salt: 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 % fish |
| 9 | +50 % storage | Bigger yard |
| 10 | Master herring fleet | +1 fish from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Herring Fleet you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Fish guild | +5 % fish at every Herring Fleet | 1 Herring Fleet |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Herring Fleet walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Herring Fleet | 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 | Fish charter | +10 % fish | 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 fish works | +15 % fish, -15 % upkeep | one at level 10, 10 in the realm |