Malthouse
Everything it needs is in the game.
2 workers a level turn 17 barley into 20 oats from the town's stock. Steeps and kilns barley into malt.
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 | Barley malt | 2 Barley | 1 Oats |
| 2 | Wheat malt | 2 Wheat, 1 Wood | 1 Oats |
| 3 | Peat kiln | 2 Barley, 1 Peat | 1 Oats |
Its goods are used by:
Research: tier 2 node, base cost 300 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 food group.
Age
Dark Age
Inputs and outputs
- Makes Malt (barley, wheat): Brewery (ale, hopped beer, wheat beer), Heather Brewery, Distillery, Vinegar Maker; Malt dust: Pig Sty, Compost Heap
- Needs barley or wheat, wood or peat (kiln); 2 maltsters
Range rule
a steeping tank needs water within 12 m (well or river); the kiln smokes: -appeal within 16 m
Why it is interesting
Brewing from malt instead of raw grain gives +1 drink grade, and peat or wood smoke flavours the region's beer, but the barley is gone from the bakers.
Notes
A Malthouse (barley into malt) and a Hop Garden feed it; the Cooper's barrels let beer travel.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- malthouse
- 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 oats
- Card slots
- 1
- Tier
- a
- Makes
- oats
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Barley: 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 % oats |
| 9 | +50 % storage | Bigger yard |
| 10 | Master malthouse | +1 oats from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Malthouse you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Oats guild | +5 % oats at every Malthouse | 1 Malthouse |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Malthouse walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Malthouse | 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 | Oats charter | +10 % oats | 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 oats works | +15 % oats, -15 % upkeep | one at level 10, 10 in the realm |