Root Cellar
In development (dark): the building is built in the game data and not switched on in the live game yet.
Roots dug in autumn feed the town until spring: without a cellar a cabbage keeps 4 months.
Building window Planned
What will open when you click it.
Planned window: the layout of windows; numbers are examples.
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 Vegetables (kept through winter: roots 6 months, cabbage and onions 8): houses within 48 m, Kitchen, Soup Kitchen
- Needs vegetables, sand or straw (packing); 1 keeper
Range rule
dug into a slope or under a house; cool and frost-free; serves houses within 48 m
Why it is interesting
Roots dug in autumn feed the town until spring: without a cellar a cabbage keeps 4 months.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
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 | +1 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 | +1 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % Vegetables |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master root cellar | +1 Vegetables from every batch |