Potter
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.
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 | Pottery | 2 Clay | 1 Pottery |
| 2 | Fired | Fired 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.
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
- 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
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).
Goods and chains
What it takes in and gives out, with the buildings on the other end.
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.
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 | +10 % work speed | Faster work |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % pottery |
| 9 | +50 % storage | Bigger yard |
| 10 | Master potter | +1 pottery from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Potter you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Pottery guild | +5 % pottery at every Potter | 1 Potter |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Potter walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Potter | 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 | Pottery charter | +10 % pottery | 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 pottery works | +15 % pottery, -15 % upkeep | one at level 10, 10 in the realm |