PALE BLUE ROSELibrary

Jeweller

Partly implemented - in the game, some parts are still missing

What is left: its planned recipes (uses pearls (planned); 2 of 4 planned recipe modes).

Sets a piece of jewellery from every 2 gemstones in the town's stock.

Building window In game

What opens when you click it.

Jeweller
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Work mode
Auto (idles on a year of stock)Keep working
Production
Jewellerythis batch
Storage & realm supply
Jewellery here0 / 100
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 3 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintCommon
Jeweller
Unlocks the Jeweller
30 wood · 20 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.

RecipeModeUsesMakes
1Gems2 Gemstones1 Jewellery
2Set in silverSet in silver: 1 gemstone in a silver setting makes 1 jewellery, half the stones. Opens at building level 6.

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.

JewellerCut · level 1 · 2 / 2 workers
×
Mode
CutJewelleryNecklaceRegalia
One batch (game data)
2 Gemstonesinto1 Jewellery 112 ticks
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness65 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.1 %
Injury a year1 %
Needs reads
Around it
Noise, 8 m-1 appeal
Fire riskmid
Upkeep a month
Wages, 2 workers4 grain
Building1 tools
Condition100 %

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+

Problems it fixes

  • one grade
  • gems are 1 deposit per 400 provinces
  • 1 level
  • placeholder

Today

2 gemstones into 1 jewellery (T3) in 112 ticks, 1 level; regrouped home into finery

Modes

CutJewelleryNecklaceRegalia
  • Cut: 1 gemstones into 1 cut gem (cabochon; table cut at L7)
  • Jewellery: 1 cut gem + 0.5 refined silver into 1 (Finery T6, L6)
  • Necklace: 3 pearls + 0.2 gold thread into 1 (Finery T8, L8)
  • Regalia: (L10, charter, 3 masters) 2 cut gem + 1 gold leaf + 1 enamel + 2 pearls into 1 (Finery T10: wonder stages, gifts to realms)

Inputs and outputs

gemstonescut gemnewrefined silvernewpearlsgold threadnewgold leafnewenamelnewintocut gemnew

Links

The player decision

sell cut gems or climb to regalia; gifts to rivals

Its job

Finery T5-T6, regalia for wonders, diplomatic gifts.

Named by

Goods and chains

What it takes in and gives out, with the buildings on the other end.

Made by

None yet
Cut gemNeeds

Made by

None yet
PearlsNeeds

Made by

None yet

Made by

None yet
EnamelNeeds

Made by

Cut gemMakes

Needed by

None yet

All stats Game data

Model
house 3
Footprint
8 x 6 m
Door
front side, offset 0 m
Build cost
30 wood, 20 stone
Build work
2,800
Builders at once
3
Storage
100 jewellery
Card slots
1
Tier
a
Makes
jewellery
Work per batch
112 ticks (5.6 s of work)
Workers per level
2
Works outdoors
no
Consumes
Gemstones: 2

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.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!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+2 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % jewellery
9+50 % storageBigger yard
10Master jeweller+1 jewellery from every batch

Realm progression Planned

Paid once for the whole realm; helps every Jeweller you own, old and new.

TierNameEffectNeeds
IJewellery guild+5 % jewellery at every Jeweller1 Jeweller
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Jeweller walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Jeweller4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIJewellery charter+10 % jewellerytwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal jewellery works+15 % jewellery, -15 % upkeepone at level 10, 10 in the realm

Same category