Slaughterhouse
Everything it needs is in the game.
2 workers a level turn 17 food into 20 hides from the town's stock. Slaughters in bulk and sorts the by-products.
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 Food | 1 Hides |
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.
Age
Middle Age
Inputs and outputs
- Makes Meat in bulk (beef, pork, mutton): Salting House batches, Quartermaster depot; Offal and blood: Sausage Maker, Pig Sty (feed); Gut and sinew: Instrument maker (strings), Bowyer and fletcher (bowstrings)
- Needs cattle, pigs or sheep (Cattle Market or barns); 4 slaughtermen
Range rule
outside the walls on running water (a river within 12 m), downwind of houses: -appeal within 32 m
Why it is interesting
Twice the butcher's speed and nothing wasted, but it must sit on a river outside town: a site decision.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Needed by
Needed by
Needed by
All stats Game data
- Model
- slaughterhouse
- 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 hides
- Card slots
- 1
- Tier
- a
- Makes
- hides
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Food: 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 % hides |
| 9 | +50 % storage | Bigger yard |
| 10 | Master slaughterhouse | +1 hides from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Slaughterhouse you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Hides guild | +5 % hides at every Slaughterhouse | 1 Slaughterhouse |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Slaughterhouse walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Slaughterhouse | 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 | Hides charter | +10 % hides | 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 hides works | +15 % hides, -15 % upkeep | one at level 10, 10 in the realm |