PALE BLUE ROSELibrary

Pickling House

Partly implemented - in the game, some parts are still missing

In development (dark): the building is built in the game data and not switched on in the live game yet.

FoodDark AgeProduction windowPreservation

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.

Pickling HouseProduction · level 1 · 2 / 2 workers
×
One batch
cabbagenewonionsnewbeetsnewintoSauerkrautnewPicklesnew to be set
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness60 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.1 %
Injury a year1 %
Needs none
Around it
Nuisancenone
Fire risklow
Upkeep a month
Wages, 2 workers2 grain
Building1 tools
Condition100 %

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

BlueprintCommon
Pickling House
Unlocks the Pickling House
Dark Age palette

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

cabbagenewonionsnewbeetsnewsaltvinegarnewbarrelsnewintoSauerkrautnewPicklesnew
  • 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

Links

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.

Named by

Goods and chains

What it takes in and gives out, with the buildings on the other end.

CabbageNeeds

Made by

None yet
OnionsNeeds

Made by

None yet
BeetsNeeds

Made by

None yet
BarrelsNeeds

Made by

Needed by

None yet
PicklesMakes

Needed by

None yet

States Planned

The plate it will show above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

2/2Low on cabbage
Low on supplies

Still working; it runs out soon.

!2/2No cabbage
Out of supplies

Stopped until the input arrives.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

You closed it; workers go elsewhere.

Upgrades 1 to 10 Planned

For this building only. Levels 5 and 10 are the big steps.

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+10 % work speedFaster work
4-10 % upkeepCheaper to run
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % Sauerkraut
9-10 % upkeepCheaper to run
10Master 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.

TierNameEffectNeeds
ISauerkraut guild+5 % Sauerkraut at every Pickling House1 Pickling House
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Pickling House walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Pickling House4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIISauerkraut charter+10 % Sauerkrauttwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal Sauerkraut works+15 % Sauerkraut, -15 % upkeepone at level 10, 10 in the realm

Same category