Horse Paddock
What is left: its planned recipes (makes horses (planned)).
An enclosed grazing plot for horses.
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 | nothing | 1 Food |
Its goods are used by:
Research: tier 3 node, base cost 900 research points.
Planned design Planned
The redesign: what changes, its window, its goods and the decision it gives. Numbers are proposals.
livestock window: farm type, stock, cull rule, pasture.
Problems it fixes
- A half-rate copy of the stud farm
Today
Barn-bound pasture 25-1,024 tiles, 3 horses a month at L1, placed only from its barn
Modes
- Graze: horses kept here eat no hay in summer
- Remounts: war horses wait here, squadrons refill after a battle
- Condition: fitness back after a campaign
- Breed: today's 3 a month (small realms)
Inputs and outputs
The player decision
Paddock land vs fields; how many remounts to feed all winter
Its job
Raises horses (draft / riding / war).
Livestock
- Herd Horses
- Makes horses for carts, riders, ploughs
- Farm types Breeding / Draft / War horses
- Barn horse barn (the pasture is dragged from it)
Named by
Cull rules
| Keep all | no slaughter: the herd grows to the pasture's limit |
| Cull above capacity | every head born above the limit goes to the butcher, oldest first |
| Keep half | slaughter down to half the limit: most meat now, the herd regrows |
| Cull old | only animals past their prime |
| Cull all | empty the barn (to switch breed or farm type) |
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- cattle barn
- Footprint
- 2 x 2 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood
- Build work
- 900
- Builders at once
- 3
- Storage
- 100 food
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- food
- Work per batch
- 40 ticks (2 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- grazings within 0 m
- Yield per source
- 0.3 units
- At source
- Carry: 6; Hop m: 0; Sources per trip: 1; Work ticks: 40; Anim: harvest
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: 3 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +4 m reach | Wider reach |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +4 m reach | Wider reach |
| 8 | Better yield | +5 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master horse paddock | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Horse Paddock you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Horse Paddock | 1 Horse Paddock |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Horse Paddock walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Horse Paddock | 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 |