Water Mill
In development (dark): the building is built in the game data and not switched on in the live game yet.
Steadier than wind but tied to the river: build where the water is, and later share the race with a fulling or hammer mill.
Building window Planned
What will open when you click it.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the food group.
3D model Planned
3D model: not made yet.
Card Planned
The blueprint card that will unlock it, with its glyph.
Planned design Planned
What it makes and needs, what it links to and why it is worth building.
Age
Dark Age
Inputs and outputs
- Makes Flour (wheat, rye): Bakery, Pastry Cook, Biscuit Bakery; Oat meal and barley meal: Kitchen (pottage), Bakery (oat cakes), horse feed; Bran: Fodder Store, Pig Sty
- Needs wheat, rye, barley or oats; mill works (Millwright's Yard); 2 millers
Range rule
on a river tile or a Mill Pond race; steady all year, stops only in a hard frost; grain from fields within 200 m
Why it is interesting
Steadier than wind but tied to the river: build where the water is, and later share the race with a fulling or hammer mill.
Notes
Twins: the Water Mill (rivers, steady all year) and the Horse Mill (anywhere, needs horses or oxen).
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Made by
Needed by
Needed by
States Planned
The plate it will show above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Still working; it runs out soon.
Stopped until the input arrives.
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.
| 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 % Flour |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master water mill | +1 Flour from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Water Mill you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Flour guild | +5 % Flour at every Water Mill | 1 Water Mill |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Water Mill walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Water Mill | 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 | Flour charter | +10 % Flour | 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 Flour works | +15 % Flour, -15 % upkeep | one at level 10, 10 in the realm |