Sea Fishing Lodge
Everything it needs is in the game.
Boats (skiff crew 2, drifter crew 3 from L3; 2/3/4 boats) fish charted deep-sea grounds for fish; needs open sea at the door
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 | Deep water | Deep water: fish the open sea. | |
| 2 | Lines | nothing | 1 Fish |
| 3 | Drift nets | nothing | 2 Fish |
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 food group.
Planned name
Deep-Sea Fishing (today: Sea Fishing Lodge)
Today
Boats (skiff crew 2, drifter crew 3 from level 3; 2 / 3 / 4 boats) fish charted grounds for fish.
Modes
Makes
Food notes
- Half built today: the data already lists a species mix per ground and the fishing pressure (sustainable / heavy / strip / closed), but the species have no goods yet.
- Every ground has its own species: cod, herring, mackerel, sardine, tuna, plaice, crab, lobster, oysters; whales far out (blubber into lamp oil).
- Each fish is its own good with its own spoil time and its own preserved form (salted herring, stockfish, smoked eel).
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 2
- Footprint
- 7.5 x 7.5 m
- Placement mask
- sea lodge
- Door
- front side, offset 0 m
- Build cost
- 60 wood, 20 stone
- Build work
- 3,000
- Builders at once
- 4
- Storage
- 600 food
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- food
- Work per batch
- 30 ticks (1.5 s of work)
- Workers per level
- 1
- Works outdoors
- yes
- Peak season
- summer
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 | +1 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +1 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master sea fishing lodge | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Sea Fishing Lodge you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Sea Fishing Lodge | 1 Sea Fishing Lodge |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Sea Fishing Lodge walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Sea Fishing Lodge | 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 | Food charter | +10 % food | 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 food works | +15 % food, -15 % upkeep | one at level 10, 10 in the realm |