Hunting Lodge
Everything it needs is in the game.
Hunters take wild herds within 48 m for meat (shot range 10 m)
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 | Normal arrows | Normal arrows: hunt the game. Uses no goods, makes 1 meat. | |
| 2 | Poison arrows | Poison arrows: take the big game. Uses no goods, makes 1 hides. | |
| 3 | Snares | Snares: trap small game. Uses no goods, makes 1 furs. | |
| 4 | Spears and bows | Spears and bows: 1 weapons are worn out on big game, and the hunt makes 3 meat. | |
Its goods are used by:
Open from the founding.
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.
Today
Hunters take wild herds within 48 m for meat (shot range 10 m); keep herds / hunt all.
Modes
Makes
Food notes
- Today a kill is one dice roll (85 % hit) and the lodge brings meat only; the pelt code exists but is switched off.
- Normal arrows: about 5 shots a kill, full meat, full hides.
- Poison arrows: one shot a kill, meat -80 %, hides unchanged; poison comes from the herbalist.
- Snares: small game and furs, no hunter time. Herd rules stay (keep herds / hunt all).
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
- 7.5 x 7.5 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 5 stone
- Build work
- 2,000
- Builders at once
- 3
- Storage
- 200 food
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- food
- Work per batch
- 30 ticks (1.5 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- autumn
- Takes from
- wildlifes within 48 m
- Hunt
- Shot range m: 10; Aim ticks: 120; Hit pct: 85; Retries: 1; Dress ticks: 200; Stalk speed pct: 60
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 hunting lodge | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Hunting Lodge you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Hunting Lodge | 1 Hunting Lodge |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Hunting Lodge walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Hunting Lodge | 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 |