PALE BLUE ROSELibrary

Sand Pit

Partly implemented - in the game, some parts are still missing

What is left: its planned recipes (uses sand (planned)).

Digs sand (beach, dune, river bank) within 12 m for sand

Building window In game

What opens when you click it.

Sand Pit
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Work mode
Auto (idles on a year of stock)Keep working
Production
Sandthis batch
Storage & realm supply
Sand here0 / 150
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 1 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintUncommon
Sand Pit
Unlocks the Sand Pit
25 wood · 5 stone

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.

RecipeModeUsesMakes
1Building sandnothing1 Sand
2Glass sandnothing1 Sand
3Moulding sandnothing1 Sand
4Shellsnothing1 Shells

Its goods are used by:

Research: tier 1 node, base cost 100 research points.

Planned design Planned

The redesign: what changes, its window, its goods and the decision it gives. Numbers are proposals.

Sand PitBuilding sand · level 1 · 2 / 2 workers
×
Mode
Building sandGlass sandMoulding sandShells
One batch (game data)
sands within 12 minto2.5 Sand 16 ticks
Speed
Work speed100 %
Productivity90 %
Motivation70 %
Job happiness50 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.24 %
Injury a year4.6 %
Needs none
Around it
Noise and dust, 16 m-3 appeal
Fire riskmid
Upkeep a month
Wages, 2 workers2 grain
Building1 tools
Condition100 %

production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the industry group.

Problems it fixes

  • generic output: one sand for glass and mortar alike
  • no grade
  • no range logic: banks never refill or erode
  • no modes

Today

2 diggers a level dig beach, dune and lake / river-bank sand within 12 m (2.5 a cell a month), resting at sand's stock target

Modes

Building sandGlass sandMoulding sandShells
  • Building sand: makes sand T1-T3
  • Glass sand: washed, 3 sand into 1 glass sand graded by source
  • Moulding sand: loamy bank sand into moulding sand
  • Shells: (sea beach only) makes shells

Inputs and outputs

sandshellsnewintosandglass sandnewmoulding sandnewshellsnew

Range rule

12 m; grade by source: dune and beach T1-T4, river quartz T3-T7, white quartz bar (province trait, 1 in 100) T8-T10; beaches refill 50% a year (storms), river bars every spring flood; dunes never refill, a dug dune drifts onto fields within 24 m (-10 fertility)

Links

The player decision

the renewing beach or the rich, finite quartz bar; whether to risk the dunes

Named by

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, 5 stone
Build work
2,000
Builders at once
3
Storage
150 sand
Card slots
1
Tier
b
Levels
3
Makes
sand
Work per batch
16 ticks (0.8 s of work)
Workers per level
2
Works outdoors
yes
Peak season
summer
Takes from
sands within 12 m
Yield per source
2.5 units
Cover
yes

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

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).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+4 m reachWider reach
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+4 m reachWider reach
8Better yield+5 % sand
9+50 % storageBigger yard
10Master sand pit+1 sand from every batch

Realm progression Planned

Paid once for the whole realm; helps every Sand Pit you own, old and new.

TierNameEffectNeeds
ISand guild+5 % sand at every Sand Pit1 Sand Pit
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Sand Pit walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Sand Pit4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIISand charter+10 % sandtwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal sand works+15 % sand, -15 % upkeepone at level 10, 10 in the realm

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