Spinning House
Everything it needs is in the game.
2 workers a level turn 2 wool + 1 wood into 1 yarn from the town's stock. Spins yarn.
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 | Distaff | 2 Wool, 1 Wood | 1 Yarn |
| 2 | Wheel | 2 Wool | 2 Yarn |
| 3 | Carding | 1 Wool | 1 Yarn |
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 crafts group.
Age
Dark Age
Modes
- Distaff: warp grade
- Wheel: 3x, weft only
- Carding
Inputs and outputs
- Makes yarn, worsted yarn, linen thread
- Needs wool, long wool, flax (eNEW field), spindles; [Dark], wheel TH4
Why it is interesting
a real guild rule barred wheel yarn from the warp (Speyer, 1280): quality vs speed from the first step
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 3
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 25 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 yarn
- Card slots
- 1
- Tier
- a
- Makes
- yarn
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wool: 2; Wood: 1
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 % yarn |
| 9 | +50 % storage | Bigger yard |
| 10 | Master spinning house | +1 yarn from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Spinning House you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Yarn guild | +5 % yarn at every Spinning House | 1 Spinning House |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Spinning House walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Spinning 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 | Yarn charter | +10 % yarn | 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 yarn works | +15 % yarn, -15 % upkeep | one at level 10, 10 in the realm |