PALE BLUE ROSELibrary

Mill Pond

Partly implemented - in the game, some parts are still missing

What is left: its planned recipes (no live recipe yet; makes fish (planned); uses clay, wood (planned)).

A dammed pond kept for the water mills. Nobody works it and it makes nothing yet.

Building window In game

What opens when you click it.

Mill Pond
Level 1 of 10
✕
Working
Storage & realm supply
Food here0 / 100
Realm minimumset by you
Realm maximumoff
Research + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintCommon
Mill Pond
Unlocks the Mill Pond
30 wood · 25 stone

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.

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.

Mill PondProduction · level 1 · 2 / 2 workers
×
One batch
claywoodintoReedsnewIcenewFish to be set
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness60 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.1 %
Injury a year1 %
Needs none
Around it
Nuisancenone
Fire risklow
Upkeep a month
Wages, 2 workers2 grain
Building1 tools
Condition100 %

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

claywoodintoReedsnewIcenewFish
  • Makes Reeds: thatch (Thatcher), rushlights (Light T1, Tallow Chandler); Ice (winter): Ice House, Cheese Cellar; Fish (carp, eel): Fish Market, Kitchen
  • Needs clay (puddled bank), wood (sluice); 1 pond keeper

Range rule

dragged across a stream: floods the cells behind the dam; one Water Mill race within 24 m runs full speed in drought

Links

Why it is interesting

Drown good land for a mill that never stops, plus reeds, ice and carp; the flooded cells are lost to fields for good.

Named by

Goods and chains

What it takes in and gives out, with the buildings on the other end.

All stats Game data

Model
mill pond
Footprint
10 x 8 m
Door
front side, offset 0 m
Build cost
30 wood, 25 stone
Build work
3,000
Builders at once
3
Storage
100 food
Card slots
0

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

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).

LevelAdds
1BuiltThe starting building
2+1 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+1 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % work
9+50 % storageBigger yard
10Master mill pondServes 25 % more people

Same category