PALE BLUE ROSELibrary

Potter

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

What is left: its planned recipes (uses salt (planned); 2 of 5 planned recipe modes).

2 clay into pottery (luxury)

Building window In game

What opens when you click it.

Potter
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Work mode
Auto (idles on a year of stock)Keep working
Production
Potterythis batch
Storage & realm supply
Pottery here0 / 150
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 2 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintUncommon
Potter
Unlocks the Potter
25 wood · 10 stone

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.

RecipeModeUsesMakes
1Pottery2 Clay1 Pottery
2FiredFired pottery: 2 clay and a little wood make 1 pottery, faster in a hot kiln. Opens at building level 2.

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.

PotterJars · level 1 · 2 / 2 workers
×
Mode
JarsPotteryGlazedLampsPainted
One batch (game data)
2 Clayinto1 Pottery 61 ticks
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness65 %
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 reads
Around it
Smoke, 24 m-5 appeal
Fire riskhigh
Upkeep a month
Wages, 2 workers4 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 crafts group.

Age

Dark Age

Problems it fixes

  • no recipe, cost or merchant line reads pottery, only the house slot
  • one grade
  • no fuel
  • placeholder

Today

2 clay into 1 pottery (Home T1) in 61 ticks, 3 levels

Modes

JarsPotteryGlazedLampsPainted
  • Jars: 2 clay + 0.2 wood into 2 storage jars (a store with 10 jars per 100 food spoils 10 % slower; wine and oil travel)
  • Pottery: 2 clay + 0.2 wood into 1 (Home T2, L2)
  • Glazed: + 0.2 litharge (lead glaze) or 0.2 salt (salt glaze) into Home T3 (L3)
  • Lamps: 1 clay into 2 oil lamps (Light T3, L3, burn olive oil)
  • Painted: + 0.1 pigments into Art T2 (L2), with a tin glaze (0.1 tin ore) majolica to Home T7 (L7)

Inputs and outputs

claywoodlithargenewleadnewsaltpigmentsnewtin oremajolicanewintostorage jarsnewwinejarsnewfoodoil lampsnew

Links

The player decision

jars that cut spoilage vs house grades; lead or salt glaze by deposit

Its job

Pottery to Home T2-T3, storage jars (granary spoils less), oil lamps (Light T3).

Named by

Goods and chains

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

WoodNeeds

Made by

None yet
Tin oreNeeds

Made by

None yet

Made by

None yet

Needed by

None yet
JarsMakes

Needed by

None yet
FoodMakes

Needed by

None yet

Needed by

None yet

All stats Game data

Model
house 3
Footprint
8 x 6 m
Door
front side, offset 0 m
Build cost
25 wood, 10 stone
Build work
2,800
Builders at once
3
Storage
150 pottery, {'clay': 40} input
Card slots
1
Tier
b
Levels
3
Makes
pottery
Work per batch
61 ticks (3.05 s of work)
Workers per level
2
Works outdoors
no
Consumes
Clay: 2
Supplied
yes

States In game

The plate 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.

!2/2Storage 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. Live today: 3 level(s).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % pottery
9+50 % storageBigger yard
10Master potter+1 pottery from every batch

Realm progression Planned

Paid once for the whole realm; helps every Potter you own, old and new.

TierNameEffectNeeds
IPottery guild+5 % pottery at every Potter1 Potter
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Potter walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Potter4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIPottery charter+10 % potterytwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal pottery works+15 % pottery, -15 % upkeepone at level 10, 10 in the realm

Same category