Prospector's Lodge
In development (dark): the building is built in the game data and not switched on in the live game yet.
deposits are hidden: exploring is a choice; in multiplayer the first to find claims
Building window Planned
What will open when you click it.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the industry group.
3D model Planned
3D model: not made yet.
Card Planned
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
- Makes a vein map: veins and their size within 96 m, 6 months a pass (dowsing rods, trial pits)
- Needs 1 prospector, tools
Links
Why it is interesting
deposits are hidden: exploring is a choice; in multiplayer the first to find claims
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Needed by
States Planned
The plate it will show above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Still working; it runs out soon.
Stopped until the input arrives.
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.
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | -10 % upkeep | Cheaper to run |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % rods |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master prospector's lodge | +1 rods from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Prospector's Lodge you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Rods guild | +5 % rods at every Prospector's Lodge | 1 Prospector's Lodge |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Prospector's Lodge walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Prospector's Lodge | 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 | Rods charter | +10 % rods | 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 rods works | +15 % rods, -15 % upkeep | one at level 10, 10 in the realm |