Millwright's Yard
What is left: its own 3D model.
2 workers a level turn 19 wood, 9 stone and 9 iron into 20 tools from the town's stock. Builds the wheels, shafts and sails of mills.
Building window In game
What opens when you click it.
3D model In game
Model coming
The Millwright's Yard 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 | Mill work | 2 Wood, 1 Stone, 1 Iron | 1 Tools |
| 2 | Mill gearing | Mill gearing: 2 timber frame, 1 wainscot and 1 iron, with half a millstone worn, make 3 tools. | |
Its goods are used by:
Research: tier 3 node, base cost 900 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
Middle Age, hall 4+
Inputs and outputs
- Makes mill works (millstones, gears, sails); service: a mill without it loses 1 % speed a month, max -30 %
- Needs sandstone or basalt, beams, iron; TH4
Links
Why it is interesting
ed:81 "millstones (dressed stone) and iron gears": one service keeps all power running
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Needed by
Needed by
All stats Game data
- Model
- sawmill
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 tools
- Card slots
- 1
- Tier
- a
- Makes
- tools
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wood: 2; Stone: 1; Iron: 1
- Needs town hall level
- 4
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 % tools |
| 9 | +50 % storage | Bigger yard |
| 10 | Master millwright's yard | +1 tools from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Millwright's Yard you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Tools guild | +5 % tools at every Millwright's Yard | 1 Millwright's Yard |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Millwright's Yard walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Millwright's Yard | 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 | Tools charter | +10 % tools | 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 tools works | +15 % tools, -15 % upkeep | one at level 10, 10 in the realm |