Seed House
What is left: its planned recipes (uses rye (planned)).
2 workers a level turn 17 wheat into 20 rye from the town's stock. Cleans and dries the best grain for sowing.
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 | Wheat seed | 2 Wheat | 1 Rye |
| 2 | Barley seed | 2 Barley | 1 Rye |
| 3 | Oat seed | 2 Oats | 1 Rye |
| 4 | Bean seed | 2 Beans | 1 Rye |
Its goods are used by:
Research: tier 2 node, base cost 300 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 food group.
Age
Middle Age
Inputs and outputs
- Makes Seed grain: fields in range (+10 % yield), the Farmhouse crop picker (regional seed), other realms (trade)
- Needs wheat, rye, barley, oats or beans (the best sheaves); 1 seedsman
Range rule
serves Farmhouses within 64 m
Why it is interesting
Hold back the best grain instead of eating it: fewer loaves now, bigger harvests every year after; good regional seed sells abroad.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Made by
Needed by
All stats Game data
- Model
- seed house
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 rye
- Card slots
- 1
- Tier
- a
- Makes
- rye
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wheat: 2
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: 1 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % rye |
| 9 | +50 % storage | Bigger yard |
| 10 | Master seed house | +1 rye from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Seed House you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Rye guild | +5 % rye at every Seed House | 1 Seed House |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Seed House walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Seed 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 | Rye charter | +10 % rye | 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 rye works | +15 % rye, -15 % upkeep | one at level 10, 10 in the realm |