Tool Workshop
Everything it needs is in the game.
wood + stone into tools (tier A survival producer)
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 | Stone | 1 Wood, 1 Stone | 1 Tools |
| 2 | Bronze | Bronze tools: half a bronze ingot and 1 wood for the handle make 1 tool. | |
| 3 | Iron | Iron tools: half an iron bar makes 1 tool. | |
| 4 | Steel | Steel tools: half a steel bar makes 1 tool. | |
| 5 | Flint edges | Flint edges: 1 wood and 2 flint make 1 tools. | |
Its goods are used by:
Open from the founding.
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
Problems it fixes
- generic (axe = scythe = chisel)
- metal tiers are a realm flag, not a product
- placeholder
Today
1 wood + 1 stone into tools in 69 ticks, 2 smiths a level, 3 levels; one tools good for every job class
Modes
- Felling: harvest, demolish
- Field: the crop tools of fd:140-152
- Craft: produce
- Builder: build, roads
- Regrind: 1 worn tool into good tool, 30 % of the work, no input
Inputs and outputs
Links
The player decision
which job family gets good tools first in a shortage; metal for new tools or labour for regrinding
Its job
Tools for upkeep and building costs.
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
- 11.5 x 9.5 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 25 stone
- Build work
- 3,600
- Builders at once
- 4
- Storage
- 150 stone, 150 tools
- Card slots
- 1
- Tier
- a
- Levels
- 3
- Makes
- tools
- Work per batch
- 69 ticks (3.45 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wood: 1; Stone: 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: 3 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 % tools |
| 9 | +50 % storage | Bigger yard |
| 10 | Master tool workshop | +1 tools from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Tool Workshop you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Tools guild | +5 % tools at every Tool Workshop | 1 Tool Workshop |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Tool Workshop walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Tool Workshop | 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 | Tools charter | +10 % tools | 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 tools works | +15 % tools, -15 % upkeep | one at level 10, 10 in the realm |