PALE BLUE ROSELibrary

Trapper's Lodge

Fully implemented

Everything it needs is in the game.

Furs from kept trees (tundra, boreal, highland) within 24 m (luxury)

Building window In game

What opens when you click it.

Trapper's Lodge
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Fursthis batch
Storage & realm supply
Furs here0 / 150
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 2 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintUncommon
Trapper's Lodge
Unlocks the Trapper's Lodge
25 wood · 10 stone

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
1Snaresnothing1 Furs
2Water setsnothing1 Furs
3Winter linenothing2 Furs
4Live catchnothing1 Meat
5Rest the groundsnothing1 Furs
6MushroomsMushrooms: gather them from the woodland floor along the trap line. Uses no goods, makes 1 mushrooms.

Its goods are used by:

Research: tier 2 node, base cost 300 research points.

Planned design Planned

Its planned design is built.

Trapper's LodgeSnares · level 1 · 2 / 2 workers
×
Mode
SnaresWater setsWinter lineLive catchRest the grounds
One batch (game data)
trees within 24 minto1 Furs 100 ticks
Speed
Work speed100 %
Productivity90 %
Motivation70 %
Job happiness50 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.3 %
Injury a year3 %
Needs none
Around it
Noise and dust, 16 m-3 appeal
Fire riskmid
Upkeep a month
Wages, 2 workers2 grain
Building1 tools
Condition100 %

production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the industry group.

Problems it fixes

  • generic output: one furs
  • no range logic: trees stand in for animals
  • overlaps the hunter's snares
  • one reader + the house slot

Today

furs from kept trees on tundra, boreal or highland within 24 m (1,000 a tree, 100 ticks, winter peak); T1 dress, east signature

Modes

SnaresWater setsWinter lineLive catchRest the grounds
  • Snares: coney and squirrel (vair) T1-T3, any wood
  • Water sets: beaver and otter on river or lake cells for furs T4-T5 + castoreum
  • Winter line: winter months only, old forest (trees 15+ years): marten, sable, ermine T6-T10
  • Live catch: live animals for the Menagerie
  • Rest the grounds: closed a year, stocks recover x2

Makes

furscastoreumnew

Range rule

24 m habitat read from range: old trees, water cells, tundra and highland, forest edge; each species' stock falls 20% a year trapped and regrows 10% a year; a Verderer's zone x1.5

Links

The player decision

trap the sable out now or rest the grounds; keep old forest standing against the forester

Its job

Furs into warm coats, Dress T10 trims, trade east.

Goods and chains

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

Needed by

None yet

All stats Game data

Model
house 4
Footprint
6 x 6 m
Door
front side, offset 0 m
Build cost
25 wood, 10 stone
Build work
2,400
Builders at once
3
Storage
150 furs
Card slots
1
Tier
b
Levels
3
Makes
furs
Work per batch
100 ticks (5 s of work)
Workers per level
2
Works outdoors
yes
Peak season
winter
Takes from
trees within 24 m
Yield per source
1 units

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 % furs
9+50 % storageBigger yard
10Master trapper's lodge+1 furs from every batch

Realm progression Planned

Paid once for the whole realm; helps every Trapper's Lodge you own, old and new.

TierNameEffectNeeds
IFurs guild+5 % furs at every Trapper's Lodge1 Trapper's Lodge
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Trapper's Lodge walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Trapper's Lodge4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIFurs charter+10 % furstwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal furs works+15 % furs, -15 % upkeepone at level 10, 10 in the realm

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