Jeweller
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.
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 | Gems | 2 Gemstones | 1 Jewellery |
| 2 | Set in silver | Set 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.
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
- 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
Links
The player decision
sell cut gems or climb to regalia; gifts to rivals
Its job
Finery T5-T6, regalia for wonders, diplomatic gifts.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Made by
Made by
Made by
Needed by
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.
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 % jewellery |
| 9 | +50 % storage | Bigger yard |
| 10 | Master jeweller | +1 jewellery from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Jeweller you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Jewellery guild | +5 % jewellery at every Jeweller | 1 Jeweller |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Jeweller walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Jeweller | 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 | Jewellery charter | +10 % jewellery | 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 jewellery works | +15 % jewellery, -15 % upkeep | one at level 10, 10 in the realm |