PALE BLUE ROSELibrary

House

Fully implemented

Everything it needs is in the game.

4 residents at L1 (up to 12 at L6); renovated by tiers: food, luxury, heat, entertainment kinds raise tax

Building window In game

What opens when you click it.

House
Level 1 of 10
✕
Working
Residents
Home for4
Card slots
Empty
Open from the startHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintCommon
House
Unlocks the House
20 wood · 5 stone

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.

Open from the founding.

Planned design Planned

Its planned design is built.

HouseTimber frame · level 3 · 5 people
×
Who lives here
34♀weaver
36♂labourer
12♀learner
8♂child
61♂retired
Woman, 34Weaver at the Tailor, 120 m
reads and writeshealthyhappy 72 %wage 6 grain a monthsavings 60 grain
Show in People
Wealth
Household savings 340 grainMiddling
PoorModestMiddlingProsperousRich
In the house
Bread6Cheese2Firewood9Beer3T1Honey1Pottery2T2Clothes3T1
Heating
Chimney fireplace, firewood 3 a monthwarm
FirewoodPeatCharcoalCoal
In reach
Waterwell 18 m
Roadat the door
Market64 m
Faithshrine 90 m
School210 m, too far
Bathnone
Tavern40 m
Herbalist120 m
Level 3 of 10
School in reachBrick or stone walls
House type
Timber frame: max level 5town prefers: Brick
Luxuries for level 4
T12 / 3 different
BeerHoneyany T1: cheese, salt, mushrooms...
T20 / 1
any T2: wine, fine pottery, spices...

house window: residents, wealth, heating, reach, level and type.

Age

Dark Age

Problems it fixes

  • Entertainment and the chapel count from anywhere
  • Class ids are blocked. 6 levels vs the 10-grade ladder

Today

4 beds at L1 to 12 at L6; tax 100-300 %. Asks food, luxury and entertainment kinds and heat; L6 comes through glass.

Modes

FamilyLodgersShop-houseServants
  • Family
  • Lodgers: +2 beds per 4, appeal -10, crime +3
  • Shop-house: 1 craft seat at the door, fire x1.3, the burgher track
  • Servants: L7+: 2 servant beds, meets the merchant / noble servant need

Range rule

Levels 1-10 by HOUSE_LADDER. Needs food, water, fuel, luxury lines and the class reach needs

Links

The player decision

Density vs comfort; shop-houses to grow burghers.

Named by

House types (data, no new models)

TypeBuilt fromWarmthFire riskMax levelBest where
Hide tenthides + poleslowlow1steppe, tundra; a nomad start
Reed hutreed + claylowhigh1wetland, coast
Turf houseturf + timberhighlow2the cold north, highlands
Wattle and daubwood + daub + thatchmidhigh2everywhere; the Dark Age default
Log cabinlogshighhigh3forests
Plank houseplanks + iron nailsmidhigh3near a sawmill
Adobesand + clay + strawmid, cool in summerlow3the dry south
Fieldstone cottagerocks + mortar + thatchmidlow4uplands, rocky land
Timber frametimber frame + daub + roof tilesmidmid5towns
Brick housebricks + lime mortar + roof tileshighlow6clay land, Middle Age
Stone housedressed stone + slatehighvery low8Middle Age, hall 6+
Burgher town housestone + brick + glass windowshighvery low10Middle Age, hall 8+

Luxuries by tier: different luxuries a level asks

LevelT1T2T3T4T5T6T7
L11------
L22------
L33------
L431-----
L5321----
L6332----
L73331---
L833321--
L9333321-
L103333321

Heating

HeatingBurnsNotes
Open hearthfirewood or peatDark Age; smoky: a little less happiness, more sickness
Chimney fireplacefirewood, peat, charcoalneeds bricks or stone; 25 % less fuel, no smoke inside
Tiled stovefirewood, charcoal, coalhall 6; roof tiles + bricks; half the fuel, warmest
Charcoal braziercharcoaltown houses without a chimney; no smoke, dear fuel

All stats Game data

Model
house 1
Footprint
6 x 7.5 m
Door
front side, offset 0 m
Build cost
20 wood, 5 stone
Build work
1,200
Builders at once
3
Residents
4
Card slots
1
Science
0.06 science a second
Housing levels
{"residents": 4, "science per tick milli": 3, "model tier": 1}, {"residents": 5, "science per tick milli": 4, "model tier": 2}, {"residents": 6, "science per tick milli": 5, "model tier": 3}, {"residents": 8, "science per tick milli": 6, "model tier": 4}, {"residents": 10, "science per tick milli": 7, "model tier": 5}, {"residents": 12, "science per tick milli": 8, "model tier": 6}

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

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).

LevelAdds
1BuiltThe starting building
2+1 workersMore hands
3+10 % work speedFaster work
4-10 % upkeepCheaper to run
5Seasoned crew+10 % work speed for everyone here
6+1 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % work
9-10 % upkeepCheaper to run
10Master houseServes 25 % more people

Same category