Pickling House
In development (dark): the building is built in the game data and not switched on in the live game yet.
Cabbage keeps 4 months fresh and a year as sauerkraut: salt or vinegar turns the autumn glut into winter and ship food.
Building window Planned
What will open when you click it.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the food group.
3D model Planned
3D model: not made yet.
Card Planned
The blueprint card that will unlock it, with its glyph.
Planned design Planned
What it makes and needs, what it links to and why it is worth building.
Age
Dark Age
Inputs and outputs
- Makes Sauerkraut (keeps 1 year): houses in winter, ships (against scurvy), field rations; Pickles (onions, beets, cucumbers): houses, Inn, Feast Hall
- Needs cabbage, onions, beets, salt or vinegar, barrels (Cooper); 2 picklers
Range rule
within 48 m of vegetable fields or the market
Why it is interesting
Cabbage keeps 4 months fresh and a year as sauerkraut: salt or vinegar turns the autumn glut into winter and ship food.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
States Planned
The plate it will show above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Still working; it runs out soon.
Stopped until the input arrives.
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.
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | -10 % upkeep | Cheaper to run |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % Sauerkraut |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master pickling house | +1 Sauerkraut from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Pickling House you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Sauerkraut guild | +5 % Sauerkraut at every Pickling House | 1 Pickling House |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Pickling House walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Pickling House | 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 | Sauerkraut charter | +10 % Sauerkraut | 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 Sauerkraut works | +15 % Sauerkraut, -15 % upkeep | one at level 10, 10 in the realm |