Peat Cutter
Everything it needs is in the game.
Cuts peat (dung on steppe) from bog / wet ground within 24 m for peat fuel
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 | Peat | nothing | 1 Peat |
| 2 | Turf | Turf: cut turf. It feeds the soil. | |
| 3 | Bog ore | nothing | 1 Bog ore |
| 4 | Moss | Moss: gather the bog moss for wound dressings. | |
| 5 | Drain | nothing | 1 Peat |
Its goods are used by:
Open from the founding.
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.
Problems it fixes
- dead-end good: online homes burn wood only, so peat may only sell
- no range logic: cells never run out
- no modes
Today
2 cutters a level cut peat from bog, wet tundra or boreal flats, or steppe dung within 24 m (2.5 a cell a month: L1 182 needs 73 cells); heat 1,000 like wood
Modes
- Peat: cut in spring, 2 months drying on the bank (wet peat burns at 50%) for peat; dung cakes on steppe
- Turf: makes turf
- Bog ore: limonite nodules into bog ore (lean iron ore T1-T2), a raked cell regrows in 20 years
- Moss: makes moss, regrows in 3 years
- Drain: ditch the bog: the cells become meadow or field land (+15 fertility) for good
Inputs and outputs
Range rule
24 m peat land; a cell holds 300 peat (~10 years at today's rate), then becomes a pond (Fish and Duck Pond sites F)
Links
The player decision
burn the bog, mine its iron, or drain it into farmland (drained is never back)
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 2
- Footprint
- 7.5 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 20 wood, 5 stone
- Build work
- 2,000
- Builders at once
- 3
- Storage
- 150 peat
- Card slots
- 1
- Tier
- a
- Levels
- 3
- Makes
- peat
- Work per batch
- 22 ticks (1.1 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- peat lands within 24 m
- Yield per source
- 2.5 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 % peat |
| 9 | +50 % storage | Bigger yard |
| 10 | Master peat cutter | +1 peat from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Peat Cutter you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Peat guild | +5 % peat at every Peat Cutter | 1 Peat Cutter |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Peat Cutter walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Peat Cutter | 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 | Peat charter | +10 % peat | 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 peat works | +15 % peat, -15 % upkeep | one at level 10, 10 in the realm |