Salt Works
Everything it needs is in the game.
Salt from beach / salt marsh / desert flat within 24 m (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 | Salt pans | nothing | 1 Salt |
| 2 | Boiled | Boiled salt: boil the brine. Slower. | |
| 3 | Pack in batches | nothing | 1 Salt |
| 4 | Rock brine | nothing | 2 Salt |
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
Today
Salt from beach / salt marsh / desert within 24 m; rock salt works: 3 rock salt into 1 salt. Only the smokehouse uses salt, and it makes expedition rations, not smoked meat.
Modes
Makes
Range rule
beach or salt-marsh cells within 24 m; summer only in the north, all year in the south
Links
The player decision
Free salt from sun and sea, but only in dry months on a flat coast; the north boils brine instead.
Its job
Salt preserves food: salted fish and meat last 4x longer (rations, trade); tanning; cheese.
Food notes
- Salt has three sources: sea-salt pans, rock-salt mines, brine springs boiled in a salt house.
- The Salting House packs meat and fish in BATCHES of 1,000 with an expiry date: fresh meat keeps 1 year, salted 3, smoked 2, stockfish 5.
- Preserved batches are what trade carries far; the trade window shows each batch's expiry date.
Notes
A new building: Salt Pans
makes Salt (sea salt, Table T1): Salting House, Cheese Maker, Butcher, houses, Tannery (hide curing); needs 2 salters (summer); beach or salt-marsh cells within 24 m; summer only in the north, all year in the south
Salt has three sources: sea-salt pans, rock-salt mines, brine springs boiled in a salt house.
Keeping food
| Good | Keeps | Needs |
|---|---|---|
| Fresh meat | 1 year | - |
| Salted meat | 3 years | salt + barrel |
| Smoked meat / ham | 2 years | smokehouse wood |
| Fresh fish | 2 weeks | - |
| Salted herring | 2 years | salt + barrel |
| Stockfish (dried cod) | 5 years | drying racks, cold wind |
| Milk | 3 days | - |
| Hard cheese | 2 years (grade rises) | cheese cellar |
| Grain | 2 years | granary |
| Cooked meals | 1 week | - |
| Sauerkraut / pickles | 1 year | salt or vinegar + barrel |
| Jam | 2 years | honey or sugar |
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 10 stone
- Build work
- 2,400
- Builders at once
- 3
- Storage
- 150 salt
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- salt
- Work per batch
- 100 ticks (5 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- salt lands within 24 m
- Yield per source
- 0.667 units
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 % salt |
| 9 | +50 % storage | Bigger yard |
| 10 | Master salt works | +1 salt from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Salt Works you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Salt guild | +5 % salt at every Salt Works | 1 Salt Works |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Salt Works walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Salt Works | 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 | Salt charter | +10 % salt | 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 salt works | +15 % salt, -15 % upkeep | one at level 10, 10 in the realm |