Sand Pit
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.
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 | Building sand | nothing | 1 Sand |
| 2 | Glass sand | nothing | 1 Sand |
| 3 | Moulding sand | nothing | 1 Sand |
| 4 | Shells | nothing | 1 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.
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 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
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)
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.
Made by
Needed by
Needed by
Needed by
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.
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 % sand |
| 9 | +50 % storage | Bigger yard |
| 10 | Master 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.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Sand guild | +5 % sand at every Sand Pit | 1 Sand Pit |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Sand Pit walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Sand Pit | 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 | Sand charter | +10 % sand | 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 sand works | +15 % sand, -15 % upkeep | one at level 10, 10 in the realm |