PALE BLUE ROSELibrary

Stables

Partly implemented - in the game, some parts are still missing

What is left: its planned recipes (makes horses (planned)).

Shelter and care for horses.

Building window In game

What opens when you click it.

Stables
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Foodthis batch
Storage & realm supply
Food here0 / 100
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 3 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintUncommon
Stables
Unlocks the Stables
30 wood

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.

RecipeModeUsesMakes
1nothing1 Food

Its goods are used by:

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.

StablesBreeding · level 1
×
Farm type
BreedingDraftWar horses
Stock
18adults
6young
24pasture limit
+2born a month
Cull rule
Keep allCull above capacityKeep halfCull oldCull all
Pasture
dragged along the barngrass 80 %
Winter hay120 / 300
Makes this month
horses
Wages a worker
Very lowLowMidHighVery high

livestock window: farm type, stock, cull rule, pasture.

Problems it fixes

  • Horses as a passive pile
  • draft, riding and war horses are one good

Today

Pen plot 4-100 tiles, grooms, no goods; every 5 stored horses +1 carry for every worker, max +4

Modes

CartingTeamsPostLivery
  • Carting: today's carry rule
  • Teams: fields within 64 m work +15 %
  • Post: orders and reports 2x faster
  • Livery: horses hired to merchants, +1 caravan visit a year

Inputs and outputs

harnessnewintohorses

Links

The player decision

One herd, four claims: haul, plough, post or remounts

Its job

Post station: hauling speed up, couriers for the intelligence agency and the war department.

Livestock

  • Herd Horses
  • Makes horses for carts, riders, ploughs
  • Farm types Breeding / Draft / War horses
  • Barn horse barn (the pasture is dragged from it)

Named by

Cull rules

Keep allno slaughter: the herd grows to the pasture's limit
Cull above capacityevery head born above the limit goes to the butcher, oldest first
Keep halfslaughter down to half the limit: most meat now, the herd regrows
Cull oldonly animals past their prime
Cull allempty the barn (to switch breed or farm type)

Goods and chains

What it takes in and gives out, with the buildings on the other end.

All stats Game data

Model
cattle barn
Footprint
2 x 2 m
Door
front side, offset 0 m
Build cost
30 wood
Build work
1,000
Builders at once
3
Storage
100 food
Card slots
1
Tier
b
Levels
3
Makes
food
Work per batch
40 ticks (2 s of work)
Workers per level
2
Works outdoors
yes
Peak season
summer
Takes from
grazings within 0 m
Yield per source
0.3 units
At source
Carry: 6; Hop m: 0; Sources per trip: 1; Work ticks: 40; Anim: harvest

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

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: 3 level(s).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+4 m reachWider reach
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+4 m reachWider reach
8Better yield+5 % food
9+50 % storageBigger yard
10Master stables+1 food from every batch

Realm progression Planned

Paid once for the whole realm; helps every Stables you own, old and new.

TierNameEffectNeeds
IFood guild+5 % food at every Stables1 Stables
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Stables walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Stables4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIFood charter+10 % foodtwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal food works+15 % food, -15 % upkeepone at level 10, 10 in the realm

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