Leatherworker
What is left: its own 3D model; its planned recipes (3 of 4 planned recipe modes).
2 leatherworkers a level cut and stitch a leather coat from every 2 leather of your tannery. A leather coat is the warmest coat: your people take it before a wool coat, it lasts three winters and they work 10 % faster in the cold in it.
Building window In game
What opens when you click it.
3D model In game
Model coming
The Leatherworker has no 3D model of its own yet.
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 | Coat | 2 Leather | 1 Leather coat |
| 2 | Cuir bouilli | Cuir bouilli: 2 leather and a little beeswax make 1 armour of hardened leather. Opens at building level 2. | |
| 3 | Lined coat | Lined coat: 1 leather lined with 1 clothes makes 1 leather coat. | |
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 crafts group.
Age
Dark Age
Problems it fixes
- one product
- leather is read only by this, the furrier and the armour smithy
Today
2 leather into 1 leather coat (Dress T2) in 60 ticks, 3 levels; the 9-month, +10 % winter coat
Modes
- Coat: 2 curried leather into 1 (Dress T3, L3)
- Cuir bouilli: 2 leather + 0.2 beeswax into Armour T2 (L2)
- Buckets: 1 leather into 2 fire buckets (a stocked well or fire brigade puts fires out 2x faster; costrels for the supply train)
- Belts: 1 leather + 0.5 bronze fittings into 2 belt pouches (a carrier +1 unit, worn 24 months)
Inputs and outputs
Links
The player decision
winter coats vs militia armour vs fire safety vs hauling
Its job
Leather coats (Dress T3) and belts, pouches.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Needed by
Needed by
All stats Game data
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 | -10 % upkeep | Cheaper to run |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % leather coat |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master leatherworker | +1 leather coat from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Leatherworker you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Leather coat guild | +5 % leather coat at every Leatherworker | 1 Leatherworker |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Leatherworker walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Leatherworker | 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 | Leather coat charter | +10 % leather coat | 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 leather coat works | +15 % leather coat, -15 % upkeep | one at level 10, 10 in the realm |