Marl Pit
Everything it needs is in the game.
2 workers a level turn 1 clay + 1 stone into 1 compost from the town's stock. Digs marl to sweeten sour fields.
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 | Marl | 1 Clay, 1 Stone | 1 Compost |
| 2 | Chalk and flint | nothing | 2 Chalk, 1 Flint |
| 3 | Marl clay | nothing | 1 Clay |
| 4 | Limestone rubble | Limestone rubble: the diggers go under the marl and make 1 limestone. | |
| 5 | Gypsum seam | Gypsum seam: the diggers follow the seam in the marl and make 1 gypsum. | |
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.
Age
Dark Age
Inputs and outputs
- Makes Marl: fields (fertilizer every 3 years, sweetens sour soil), Vineyard (vines need marl every 3 years); Clay (the pit's spoil): Brickworks, Daub Yard
- Needs 2 diggers
Range rule
dug on marl ground; spreads on fields within 96 m; a worked-out pit becomes a pond (Fish Pond site)
Why it is interesting
One heavy marling lifts sour fields for 3 years, and vines will not bear without it: dig the pit before the vineyard.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- marl pit
- 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 compost
- Card slots
- 1
- Tier
- a
- Makes
- compost
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Clay: 1; Stone: 1
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 % compost |
| 9 | +50 % storage | Bigger yard |
| 10 | Master marl pit | +1 compost from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Marl Pit you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Compost guild | +5 % compost at every Marl Pit | 1 Marl Pit |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Marl Pit walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Marl 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 | Compost charter | +10 % compost | 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 compost works | +15 % compost, -15 % upkeep | one at level 10, 10 in the realm |