Shearman's Shop
Everything it needs is in the game.
2 workers a level turn 8 tools and 17 wool into 20 clothes from the town's stock. Crops the nap of fulled cloth with shears.
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 | 2 Wool, 1 Tools | 1 Clothes |
Its goods are used by:
Research: tier 3 node, base cost 900 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 crafts group.
Age
Middle Age, hall 4+
Inputs and outputs
- Makes broadcloth: nap raised with teasels, cropped with shears (the base of Dress T7-T8)
- Needs fulled cloth (Fuller, eNEW), teasels (a farm crop), shears (Cutler); TH4
Why it is interesting
the step that made Flemish and English cloth dear; shears wear 2x, a tool sink
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
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
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 clothes
- Card slots
- 1
- Tier
- a
- Makes
- clothes
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wool: 2; Tools: 1
- Needs town hall level
- 4
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 % clothes |
| 9 | +50 % storage | Bigger yard |
| 10 | Master shearman's shop | +1 clothes from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Shearman's Shop you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Clothes guild | +5 % clothes at every Shearman's Shop | 1 Shearman's Shop |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Shearman's Shop walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Shearman's Shop | 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 | Clothes charter | +10 % clothes | 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 clothes works | +15 % clothes, -15 % upkeep | one at level 10, 10 in the realm |