Stonecutter
Everything it needs is in the game.
Cuts 1 dressed stone from every marble of 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 | Dressed stone | 1 Marble | 1 Dressed stone |
| 2 | Slabs | 1 Marble | 2 Dressed stone |
| 3 | Hearth | 3 Marble, 1 Iron | 4 Dressed stone |
| 4 | Dust | 1 Marble | 1 Plaster |
| 5 | Millstones | Millstones: 3 stone dressed and furrowed make 1 millstone. | |
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 industry group.
Planned name
Marble Yard (today: Stonecutter)
Age
Middle Age, hall 6+
Problems it fixes
- marble sold as plain stone
- same output as two other defs
- placeholder
Today
1 marble into 1 dressed stone in 56 ticks; three cutters, one per stone, all make dressed stone; its readers: 4 masonry monuments
Modes
- Dressed stone: 1 marble into 1 dressed stone
- Slabs: 1 marble into 2 marble slab
- Hearth: (L10) 3 marble + 1 iron into 1 marble hearth (Furnishing T10)
- Dust
Inputs and outputs
Links
The player decision
marble to monuments, to faith, or to the top furnishing
Its job
Dressed stone for monuments, churches, mills (millstones) and walls.
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
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, 25 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 150 dressed stone
- Card slots
- 1
- Tier
- a
- Makes
- dressed stone
- Work per batch
- 56 ticks (2.8 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Marble: 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 % dressed stone |
| 9 | +50 % storage | Bigger yard |
| 10 | Master stonecutter | +1 dressed stone from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Stonecutter you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Dressed_stone guild | +5 % dressed stone at every Stonecutter | 1 Stonecutter |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Stonecutter walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Stonecutter | 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 | Dressed_stone charter | +10 % dressed stone | 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 dressed stone works | +15 % dressed stone, -15 % upkeep | one at level 10, 10 in the realm |