Mushroom Grove
Everything it needs is in the game.
Mushrooms from kept forest trees within 24 m (luxury)
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 | Spawn beds | nothing | 1 Mushrooms |
| 2 | Tinder fungus | nothing | 1 Amadou |
| 3 | Dye lichens | nothing | 1 Lichen |
Its goods are used by:
Research: tier 2 node, base cost 300 research points.
Planned design Planned
Its planned design is built.
crop picker: green = choosable, grey with its reason.
Problems it fixes
- dead-end good: the luxury slot only
- no industrial use
- the design keeps the table side
Today
mushrooms from kept forest trees within 24 m (500 a tree, autumn peak); a T1 table luxury
Modes
- Tinder fungus: hoof fungus on birch and beech into amadou
- Dye fungi and lichens: oak and rock cells for lichen (orchil purple, browns)
- Stump rot: spores on the forester's stumps in range: replanting there 2x faster, + leaf mould
- Spawn beds: makes the planned table goods
Makes
Range rule
24 m kept trees by species (birch and beech for amadou, oak for dye fungi, any for stump rot); rock cells count for lichens
Links
The player decision
a fungus farm or the forester's clean-up crew
Its job
Mushrooms to Table T3, dyes for wool (Dress T5).
Notes
industry side
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 4
- Footprint
- 6 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 10 stone
- Build work
- 2,400
- Builders at once
- 3
- Storage
- 150 mushrooms
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- mushrooms
- Work per batch
- 100 ticks (5 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- autumn
- Takes from
- trees within 24 m
- Yield per source
- 0.5 units
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: 3 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 % mushrooms |
| 9 | +50 % storage | Bigger yard |
| 10 | Master mushroom grove | +1 mushrooms from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Mushroom Grove you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Mushrooms guild | +5 % mushrooms at every Mushroom Grove | 1 Mushroom Grove |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Mushroom Grove walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Mushroom Grove | 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 | Mushrooms charter | +10 % mushrooms | 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 mushrooms works | +15 % mushrooms, -15 % upkeep | one at level 10, 10 in the realm |