Sulphur Works
Everything it needs is in the game.
Makes 1 medicine, a sulphur salve, from every sulphur 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 | Salve | 1 Sulphur | 1 Medicine |
| 2 | Fumigation | Fumigation: 1 sulphur burned in the houses makes 2 medicine. Slow. | |
| 3 | Alum | Alum: 1 sulphur, 2 clay and 1 potash make 2 alum. | |
| 4 | Vitriol | Vitriol: 1 sulphur and 1 iron make 2 green vitriol. | |
| 5 | Roast ore | Roast ore: 2 crushed ore and 1 wood make 1 roasted ore and 1 sulphur from the fumes. | |
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.
Age
Dark Age
Problems it fixes
- the rarest deposit makes the commonest cure
- one recipe
- placeholder
Today
1 sulphur into 1 medicine in 146 ticks; sulphur is 1 deposit per 600 provinces
Modes
- Salve: 1 sulphur into 1 medicine
- Fumigation: (service) 1 sulphur a month: houses within 48 m -30 % illness and plague
- Alum: 1 sulphur + 2 clay + 0.5 potash into 2 alum (dye mordant, tawing, parchment)
- Vitriol: 1 sulphur + 1 iron into 2 green vitriol (iron-gall ink, black dye, armour etching)
Inputs and outputs
Range rule
fumigation (service) 1 sulphur a month: houses within 48 m -30 % illness and plague
Links
The player decision
cure vs plague control vs the cloth and book chemicals
Its job
Sulphur salve (medicine), dye mordant, fumigation against plague.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 25 wood, 15 stone
- Build work
- 2,600
- Builders at once
- 3
- Storage
- 60 medicine
- Card slots
- 1
- Tier
- a
- Makes
- medicine
- Work per batch
- 146 ticks (7.3 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Sulphur: 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 % medicine |
| 9 | +50 % storage | Bigger yard |
| 10 | Master sulphur works | +1 medicine from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Sulphur Works you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Medicine guild | +5 % medicine at every Sulphur Works | 1 Sulphur Works |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Sulphur Works walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Sulphur Works | 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 | Medicine charter | +10 % medicine | 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 medicine works | +15 % medicine, -15 % upkeep | one at level 10, 10 in the realm |