Silversmith
What is left: its planned recipes (2 of 3 planned recipe modes).
Works a piece of jewellery from every 2 silver ore in the town's stock.
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 | Ore | 2 Silver ore | 1 Jewellery |
| 2 | Ingot | Work the ingot: 1 silver ingot makes 1 jewellery, faster. Opens at building level 6. | |
Research: tier 3 node, base cost 900 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 crafts group.
Age
Middle Age, hall 4+
Problems it fixes
- duplicate output
- raw ore straight into rings
- 1 level
- placeholder
Today
2 silver ore into 1 jewellery (the jeweller's good) in 56 ticks; silver ore is never smelted to the silver ingot, which is money
Modes
- Rings: 1 refined silver into 2 (Finery T5, L5)
- Silverware: 2 refined silver + 1 knives into 1 (Home T8, L8)
- Thread: 1 refined silver into 4 silver thread (Embroiderer, Tapestry Loom, court robe)
Inputs and outputs
Links
The player decision
silver to finery, to home or to cloth
Its job
Silver rings and silverware (Finery T5, Home T8).
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
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 20 stone
- Build work
- 2,800
- Builders at once
- 3
- Storage
- 100 jewellery
- Card slots
- 1
- Tier
- a
- Makes
- jewellery
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Silver ore: 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 % jewellery |
| 9 | +50 % storage | Bigger yard |
| 10 | Master silversmith | +1 jewellery from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Silversmith you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Jewellery guild | +5 % jewellery at every Silversmith | 1 Silversmith |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Silversmith walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Silversmith | 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 | Jewellery charter | +10 % jewellery | 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 jewellery works | +15 % jewellery, -15 % upkeep | one at level 10, 10 in the realm |