Inland Sand Pit
Everything it needs is in the game.
2 diggers slowly dig sand out of the open dry ground around the pit. Far slower than a sand pit on the shore, but it needs no water. It shares the open land with the herds and rests while the town holds enough sand.
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 | Pit sand | nothing | 1 Sand |
| 2 | Gravel | nothing | 1 Stone |
| 3 | Screen | nothing | 2 Sand |
| 4 | Restore | Restore: backfill the pit to pasture. The turf feeds the soil. | |
| 5 | Chalk and flint | Chalk and flint: the diggers work the chalk bed and make 2 chalk and 1 flint. | |
Its goods are used by:
Research: tier 1 node, base cost 100 research points.
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.
Planned name
Gravel Pit (today: Inland Sand Pit)
Problems it fixes
- generic output: the sand pit again at 1/12.5 the speed
- no modes
- placeholder model: the big quarry at 0.72 scale
Today
"Inland Sand Pit": sand from grazing land within 12 m at 200 ticks (19.4 a month), one level
Modes
- Pit sand: makes sand T1 (mortar only)
- Gravel: makes gravel
- Screen: 4 gravel into 1 cobble + 3 sand
- Restore: backfill to pasture
Inputs and outputs
Range rule
12 m grazing land; glacial outwash and river terraces (boreal, tundra edge, a river within 64 m) x3
Links
The player decision
all-weather roads before stone roads; pit or pasture
Its job
Dry-land sand, slower.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 5 stone
- Build work
- 2,000
- Builders at once
- 3
- Storage
- 150 sand
- Card slots
- 1
- Tier
- a
- Makes
- sand
- Work per batch
- 200 ticks (10 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- grazings within 12 m
- Yield per source
- 0.5 units
- Cover
- yes
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: 1 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 % sand |
| 9 | +50 % storage | Bigger yard |
| 10 | Master inland sand pit | +1 sand from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Inland Sand Pit you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Sand guild | +5 % sand at every Inland Sand Pit | 1 Inland Sand Pit |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Inland Sand Pit walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Inland Sand Pit | 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 | Sand charter | +10 % sand | 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 sand works | +15 % sand, -15 % upkeep | one at level 10, 10 in the realm |