Whaler
Everything it needs is in the game.
2 workers a level turn 1 wood into 1 meat from the town's stock. Hunts whales for meat, oil and baleen.
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 | Whale meat | 2 Wood | 1 Meat |
| 2 | Iron harpoons | Iron harpoons: 2 wood and 1 iron make 2 meat and 1 crude oil of whale oil. | |
| 3 | Forged harpoons | Forged harpoons: 1 weapons and 1 wood make 3 meat and 2 crude oil of whale oil; the harpoon is lost with the whale. | |
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 food group.
Age
Middle Age
Inputs and outputs
- Makes Whale blubber: train oil (lamp oil, Light T3), Soap boiler; Baleen: Tailor (stays), Cutler (handles); Whale meat: Salting House, Fish Market
- Needs ship's biscuit, rope (Ropewalk), iron (harpoons); 6 a boat
Range rule
a harbour on a coast with whale grounds far out; a boat can be lost
Why it is interesting
A rare, risky trip for a huge haul of oil and meat; train oil lights the Middle Age towns (the Basque whalers).
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Needed by
Needed by
Needed by
All stats Game data
- Model
- house 2
- Footprint
- 8 x 8 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 meat
- Card slots
- 1
- Tier
- a
- Makes
- meat
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wood: 2
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 % meat |
| 9 | +50 % storage | Bigger yard |
| 10 | Master whaler | +1 meat from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Whaler you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Meat guild | +5 % meat at every Whaler | 1 Whaler |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Whaler walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Whaler | 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 | Meat charter | +10 % meat | 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 meat works | +15 % meat, -15 % upkeep | one at level 10, 10 in the realm |