PALE BLUE ROSELibrary

Sea Fishing Lodge

Fully implemented

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.

Sea Fishing Lodge
Level 1 of 10
✕
Working
Workers−1 / 1+
PriorityClosedNormalHigh
Production
Foodthis batch
Storage & realm supply
Food here0 / 600
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 2 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintUncommon
Sea Fishing Lodge
Unlocks the Sea Fishing Lodge
60 wood · 20 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
1Deep waterDeep water: fish the open sea.
2Linesnothing1 Fish
3Drift netsnothing2 Fish

Its goods are used by:

Research: tier 2 node, base cost 300 research points.

Planned design Planned

Its planned design is built.

Deep-Sea FishingSkiff · level 1 · 1 / 1 workers
×
Mode
SkiffDrifterLong trip (far grounds)
One batch (game data)
inputs to be setinto1 Food 30 ticks
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness60 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.1 %
Injury a year1 %
Needs none
Around it
Nuisancenone
Fire risklow
Upkeep a month
Wages, 1 workers1 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 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

SkiffDrifterLong trip (far grounds)

Makes

CodnewHerringnewMackerelnewTunanewShellfishnewWhale blubbernew

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.

CodMakes

Needed by

HerringMakes

Needed by

None yet

Needed by

None yet
TunaMakes

Needed by

None yet

Needed by

Needed by

None yet

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.

1/1
Working

The green ring fills as the current batch is made.

1/1
High priority

Workers come here before Normal buildings.

!1/1Storage full
Storage full

Stopped until haulers take the output away.

!0/1No workers
No workers

Nobody is assigned.

0/1
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+1 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+1 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % food
9+50 % storageBigger yard
10Master 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.

TierNameEffectNeeds
IFood guild+5 % food at every Sea Fishing Lodge1 Sea Fishing Lodge
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Sea Fishing Lodge walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Sea Fishing Lodge4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIFood charter+10 % foodtwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal food works+15 % food, -15 % upkeepone at level 10, 10 in the realm

Same category