Riving Yard
Everything it needs is in the game.
2 workers a level turn 3 wood into 1 stave from the town's stock. Splits logs to laths and staves.
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 | Staves | 1 Wood | 1 Stave |
| 2 | Laths | 1 Wood | 2 Lath |
| 3 | Tanbark | 1 Wood | 1 Tanbark |
| 4 | Sharp tools | 2 Wood, 1 Tools | 3 Stave |
| 5 | Sharp froes | Sharp froes: 2 wood split with froes honed on 1/4 whetstone make 4 stave. | |
Its goods are used by:
Research: tier 2 node, base cost 300 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.
Age
Dark Age
Inputs and outputs
- Makes stave, lath, wainscot
- Needs straight oak or ash logs T3+, froe and beetle (tools)
Why it is interesting
only straight old oak rives: a reason to let oaks age; wainscot is the classic Baltic export
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- sawmill
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 25 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 stave
- Card slots
- 1
- Tier
- a
- Makes
- stave
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wood: 1
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 | +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 % stave |
| 9 | +50 % storage | Bigger yard |
| 10 | Master riving yard | +1 stave from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Riving Yard you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Stave guild | +5 % stave at every Riving Yard | 1 Riving Yard |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Riving Yard walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Riving 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 | Stave charter | +10 % stave | 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 stave works | +15 % stave, -15 % upkeep | one at level 10, 10 in the realm |