Poultry Yard
Everything it needs is in the game.
An enclosed yard for keeping poultry.
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 | Table birds | Table birds: raise the flock. Uses no goods, makes 1 meat. | |
| 2 | Layers | nothing | 1 Eggs |
Its goods are used by:
Research: tier 2 node, base cost 300 research points.
Planned design Planned
Its planned design is built.
livestock window: farm type, stock, cull rule, pasture.
Makes
Livestock
- Herd Poultry
- Makes eggs, chicken, feathers
- Farm types Eggs / Meat; ducks and geese later (down for bedding)
- Barn chicken coop (the pasture is dragged from it)
Cull rules
| Keep all | no slaughter: the herd grows to the pasture's limit |
| Cull above capacity | every head born above the limit goes to the butcher, oldest first |
| Keep half | slaughter down to half the limit: most meat now, the herd regrows |
| Cull old | only animals past their prime |
| Cull all | empty the barn (to switch breed or farm type) |
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- cattle barn
- Footprint
- 2 x 2 m
- Door
- front side, offset 0 m
- Build cost
- 15 wood
- Build work
- 600
- Builders at once
- 2
- Storage
- 120 food
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- food
- Work per batch
- 25 ticks (1.25 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- spring
- Takes from
- grazings within 0 m
- Yield per source
- 1.2 units
- At source
- Carry: 10; Hop m: 0; Sources per trip: 1; Work ticks: 25; Anim: harvest
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 | +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 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master poultry yard | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Poultry Yard you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Poultry Yard | 1 Poultry Yard |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Poultry Yard walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Poultry Yard | 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 | Food charter | +10 % food | 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 food works | +15 % food, -15 % upkeep | one at level 10, 10 in the realm |