Salting House
In development (dark): the building is built in the game data and not switched on in the live game yet.
Eat fresh now or salt it for a far market and the army: salt and barrels cost, but a batch keeps three times longer.
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 food 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 Salted meat (batch of 1,000, keeps 3 years): trade, Quartermaster depot, ships; Salted fish (salted herring, keeps 2 years): trade, Fish Market, Monastery (fast days)
- Needs meat or fish, salt, barrels (Cooper); 3 packers
Range rule
near salt and the harbour or market; every batch carries an expiry date
Why it is interesting
Eat fresh now or salt it for a far market and the army: salt and barrels cost, but a batch keeps three times longer.
Notes
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.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Needed by
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 % Salted meat |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master salting house | +1 Salted meat from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Salting House you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Salted meat guild | +5 % Salted meat at every Salting House | 1 Salting House |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Salting House walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Salting House | 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 | Salted meat charter | +10 % Salted meat | 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 Salted meat works | +15 % Salted meat, -15 % upkeep | one at level 10, 10 in the realm |