Loam Pit
Everything it needs is in the game.
2 diggers slowly dig clay out of the open dry ground around the pit. Far slower than a clay pit by the river, but it needs no water. It shares the open land with the herds and rests while the town holds enough clay.
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 | Loam | nothing | 1 Clay |
| 2 | Cob | nothing | 1 Kaolin |
| 3 | Brickearth | Brickearth: sieve the loam for brick clay. Slow. | |
| 4 | Restore | Restore: backfill and re-turf the pit. The turf feeds the soil. | |
| 5 | China clay | China clay: dig 1 kaolin from the white seam under the loam. | |
Its goods are used by:
Research: tier 1 node, base cost 100 research points.
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 industry group.
Problems it fixes
- generic output: makes clay, not the loam the dark house rows ask for
- no modes
- placeholder model: the peat cutter's hut
Today
dry-land clay from grazing land within 12 m at 200 ticks (19.4 a month, 12.5x slower than the river pit); one claim map with the sheep ranch and the cattle farm
Modes
- Loam: makes loam (dark id) at 3x today's rate (dug, not washed)
- Cob: 2 loam + 1 straw (Threshing Floor F) into cob block
- Brickearth: makes clay T1 at today's rate
- Restore: backfill and re-turf, the cells return to pasture in 12 months (+5 fertility)
Inputs and outputs
Range rule
12 m grazing land; loess cells (steppe, temperate grassland) x2
Links
The player decision
dig the herd's pasture for walls or keep it grazed; when to give it back
Its job
Dry-land clay: the same chains, slower, so dry towns are not locked out.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 5 stone
- Build work
- 2,000
- Builders at once
- 3
- Storage
- 150 clay
- Card slots
- 1
- Tier
- a
- Makes
- clay
- Work per batch
- 200 ticks (10 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- grazings within 12 m
- Yield per source
- 0.5 units
- Cover
- yes
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 | +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 % clay |
| 9 | +50 % storage | Bigger yard |
| 10 | Master loam pit | +1 clay from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Loam Pit you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Clay guild | +5 % clay at every Loam Pit | 1 Loam Pit |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Loam Pit walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Loam Pit | 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 | Clay charter | +10 % clay | 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 clay works | +15 % clay, -15 % upkeep | one at level 10, 10 in the realm |