Lead Glass Furnace
What is left: its planned recipes (uses glass (planned)).
Melts 1 glass from every lead ore and 2 sand in the town's stock: the lead does the work of the coal.
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 | Lead glass | 1 Lead ore, 2 Sand | 1 Glass |
| 2 | Crystal | 2 Sand, 1 Lead ore, 1 Potash, 1 Wood | 1 Glass |
| 3 | Frit | 2 Sand, 1 Lead ore, 1 Ochre | 1 Glass |
| 4 | Lens blanks | 3 Sand, 1 Lead ore, 1 Coal | 1 Glass |
Its goods are used by:
Research: tier 2 node, base cost 300 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 industry group.
Planned name
Crystal Furnace (today: Lead Glass Furnace)
Age
Middle Age, hall 6+
Problems it fixes
- duplicate output
- raw ore as flux
- no fuel
Today
1 lead ore + 2 sand into 1 glass, no fuel: the same glass as the glassworks
Modes
- Crystal: (L5) 2 sand + 0.5 litharge + 0.5 potash + 1 wood into 1 crystal glass (Venetian glass Home T10 via glassblower)
- Frit: 1 glass + 0.2 pigments into 2 glass frit (Enameller, beads, glazes)
- Paste: 1 crystal glass + 0.1 pigments into 2 paste gems (the jeweller's cheap T6 route)
- Lens blanks: 1 crystal glass into 4 lens blanks (Lens grinder: spectacles Learning T7)
Inputs and outputs
Links
The player decision
crystal for the top Home grade vs feeding finery and learning
Its job
Lead glass into cut crystal (Home T10), lenses.
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
Made by
Needed by
Needed by
Needed by
Needed by
Needed by
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 25 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 glass
- Card slots
- 1
- Tier
- a
- Makes
- glass
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Lead ore: 1; Sand: 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 % glass |
| 9 | +50 % storage | Bigger yard |
| 10 | Master lead glass furnace | +1 glass from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Lead Glass Furnace you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Glass guild | +5 % glass at every Lead Glass Furnace | 1 Lead Glass Furnace |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Lead Glass Furnace walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Lead Glass Furnace | 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 | Glass charter | +10 % glass | 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 glass works | +15 % glass, -15 % upkeep | one at level 10, 10 in the realm |