Tannery
Everything it needs is in the game.
1 hides into leather (hides come from pens)
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 | Tan | 1 Hides | 1 Leather |
| 2 | Smoke | Smoke tanning: 1 hides and 1 wood make 1 leather, faster over a wood fire. | |
| 3 | Lime pit | Lime pit: 2 hides soaked in 1 quicklime lose their hair and make 2 leather. | |
| 4 | |||
| 5 | |||
| 6 | |||
| 7 | Hide armour | Hide armour: 3 hides make 1 armour, a stiff jerkin of boiled hide. Slow work. | |
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
- no tanning agent, no water or stench rule, one leather for every use
- placeholder
Today
1 hides into 1 leather in 40 ticks, 3 levels, upkeep 30, house 3; leather readers: armour smithy, leatherworker, furrier
Modes
- Bark pit: 1 hides + 1 oak bark into 1 leather after a 2-month pit (sole grade: coats T3+, saddles)
- Lime: 1 hides + 0.25 quicklime into 1 leather in 40 ticks (upper grade, coats up to T3)
- Smoke: (steppe, boreal) 1 hides or skins + 1 wood into 1 buckskin
- Rawhide: 1 hides into 1 rawhide (drums Leisure T2, hide shield Armour T3, siege lashings)
Inputs and outputs
Range rule
Site: water within 12 m; appeal -15 within 24 m
Links
The player decision
bark (forest) vs lime (kiln) vs smoke by region; slow fine leather vs fast leather; where the stink goes
Its job
Leather for saddles and harness (cavalry, wagons), bookbinding (Learning), shoes (Dress T1).
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
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 | -10 % upkeep | Cheaper to run |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % leather |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master tannery | +1 leather from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Tannery you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Leather guild | +5 % leather at every Tannery | 1 Tannery |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Tannery walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Tannery | 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 | Leather charter | +10 % leather | 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 leather works | +15 % leather, -15 % upkeep | one at level 10, 10 in the realm |