Orchard
What is left: its own 3D model.
A planted plot of fruit trees. Young trees need time to mature.
Building window In game
What opens when you click it.
3D model In game
Model coming
The Orchard 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 | nothing | 1 Food |
Its goods are used by:
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.
crop picker: green = choosable, grey with its reason.
Its job
Apples into cider (Drink T4), pastries (Table T6).
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Needed by
All stats Game data
- Model
- farm mill
- Footprint
- 2 x 2 m
- Door
- front side, offset 0 m
- Build cost
- 15 wood
- Build work
- 700
- Builders at once
- 3
- Storage
- 150 food
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- food
- Work per batch
- 28 ticks (1.4 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- trees within 0 m
- Yield per source
- 3.156 units
- At source
- Carry: 10; Hop m: 0; Sources per trip: 1; Work ticks: 28; Anim: harvest
- Months
- 0, 1, 2, 3, 4, 5, 6, 7, 8
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 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master orchard | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Orchard you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Orchard | 1 Orchard |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Orchard walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Orchard | 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 | Food charter | +10 % food | 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 food works | +15 % food, -15 % upkeep | one at level 10, 10 in the realm |