Sawmills: Difference between revisions
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The MC can purchase lumber rights (e.g. [[Darkmere Mill]]) at the [[Town Hall]] in Hamilton Square. | The MC can purchase lumber rights (e.g. [[Darkmere Mill]]) at the [[Town Hall]] in Hamilton Square. | ||
Sawmills are used for harvesting | Sawmills are used for harvesting [[Wood]] and producing [[Gunpowder]] (from charcoal). | ||
Available output and extraction rate depends on a wide variety of factors: | Available output and extraction rate depends on a wide variety of factors: | ||
===Lumber availability=== | ===Lumber availability=== | ||
A mill comes with a pre-defined base output of wood. [[Wood]] is finite and a mill will eventually become depleted if aggressively logged ( | A mill comes with a pre-defined base output of wood. [[Wood]] is finite and a mill will eventually become depleted if aggressively logged (see below). | ||
Expanding '''lumber plots''' provides access to additional wood and increase output/day by a small degree. | Expanding '''lumber plots''' provides access to additional wood and increase output/day by a small degree. | ||
===Arboretum=== | ===Arboretum=== | ||
Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with [[Bestiary#Baneclaw| | Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with [[Bestiary#Baneclaw|Baneclaw]] [[Dung]]. | ||
===Accommodations=== | ===Accommodations=== | ||
This factor displays the condition of your mill workers' facilities. Increasing Accommodations | This factor displays the condition of your mill workers' facilities. Increasing Accommodations increases maintenance cost but also raises worker happiness (and output). | ||
*'''Bad:''' Workers sleep in a dilapidated barrack without real beds. | *'''Bad:''' Workers sleep in a dilapidated barrack without real beds. | ||
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===Production=== | ===Production=== | ||
A mill's production capacity determines its daily output. Production capacity is calculated by the | A mill's production capacity determines its daily output. Production capacity is calculated by the Foreman's Skill, number of Workers, and level of Accommodations. | ||
===Wood=== | ===Wood=== | ||
A | A Mill produces [[Wood]], which can be sold in larger batches at [[Redhaven Market|Redhaven market]], or used as [[Crafting]] materials. Wood can also be converted to [[Gunpowder]]. | ||
===Burner ($150,000)=== | ===Burner ($150,000)=== | ||
Installing a burner will automatically convert 20% of daily harvested | Installing a burner will automatically convert 20% of daily harvested [[Wood]] units into [[Gunpowder]] units. If you later want to stop charcoal production, you can dismantle the burner and reclaim $50,000 of its materials. | ||
==Foreman | ==Foreman== | ||
Assigning a | Assigning a [[Assignments and Jobs#Mill Foreman|Mill Foreman]] adds his [[Attributes (NPCs)#Discipline|Discipline]], [[Skills (NPCs)#Administration|Administration]] and [[Skills (NPCs)#Science|Science]] to the output modifier pool (Bonus). Without a Foreman the Mill will not function. The Foreman remains a member of your Household. | ||
You can assign any NPC to a mill (as workers), as long as he's either a Convict, Slave or Servant. Assigning NPCs to a mill works just like donating captives to a faction. This means the NPC is '''PERMANENTLY''' removed from the game and added to the worker pool of the mill you assign him to. A mill can house | ==Workers== | ||
You can assign any NPC to a mill (as workers), as long as he's either a Convict, Slave or Servant. Assigning NPCs to a mill works just like donating captives to a faction. This means the NPC is '''PERMANENTLY''' removed from the game and added to the worker pool of the mill you assign him to. A mill can house up to 75 workers. | |||
==Security== | ==Security== | ||
Assigned workers might escape, regardless of their previous Affection and loyalty, due to the conditions and dangers associated with sawmills, | Assigned workers might escape, regardless of their previous Affection and loyalty, due to the conditions and dangers associated with sawmills: axe and saw injuries, falling timber, bandits, and dangerous mega-fauna. Having at least 5 Guards assigned to a mill will minimize escape attempts. | ||
== Effects == | == Effects == | ||
* Hunting rolls at Imogen's Barrow are negatively affected by dwindling lumber availability at Darkmere sawmill. Penalties start | * [[Hunting]] rolls at [[Imogen's Barrow]] are negatively affected by dwindling lumber availability at [[Darkmere]] sawmill. Penalties start when levels drop below 300k, and reach a maximum -65 Hunting modifier at <10k available lumber. | ||
* There's a 1% daily risk of decreasing City Prosperity by one point (down to 15) if a | * There's a 1% daily risk of decreasing City [[Prosperity]] by one point (down to 15) if a Mill has cut down 50%+ of its available lumber. | ||
* Nature-lovers (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill. | * [[Nature-lover|Nature-lovers]] (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill. | ||
Revision as of 03:13, 24 August 2026

The MC can purchase lumber rights (e.g. Darkmere Mill) at the Town Hall in Hamilton Square.
Sawmills are used for harvesting Wood and producing Gunpowder (from charcoal).
Available output and extraction rate depends on a wide variety of factors:
Lumber availability
A mill comes with a pre-defined base output of wood. Wood is finite and a mill will eventually become depleted if aggressively logged (see below).
Expanding lumber plots provides access to additional wood and increase output/day by a small degree.
Arboretum
Pausing a sawmill's production will automatically enable a forest regrowth framework that you can upgrade and enhance with Baneclaw Dung.
Accommodations
This factor displays the condition of your mill workers' facilities. Increasing Accommodations increases maintenance cost but also raises worker happiness (and output).
- Bad: Workers sleep in a dilapidated barrack without real beds.
- Poor: Workers sleep in a simple barrack but enjoy separate beds.
- Average: A common dorm room with comfortable beds, privacy curtains and a nearby entertainment room.
- Good: Single rooms for each worker with a comfortable bed, a chest and a closet for clothes. The entertainment room also sports a fully equipped kitchen with a coffee maker.
Production
A mill's production capacity determines its daily output. Production capacity is calculated by the Foreman's Skill, number of Workers, and level of Accommodations.
Wood
A Mill produces Wood, which can be sold in larger batches at Redhaven market, or used as Crafting materials. Wood can also be converted to Gunpowder.
Burner ($150,000)
Installing a burner will automatically convert 20% of daily harvested Wood units into Gunpowder units. If you later want to stop charcoal production, you can dismantle the burner and reclaim $50,000 of its materials.
Foreman
Assigning a Mill Foreman adds his Discipline, Administration and Science to the output modifier pool (Bonus). Without a Foreman the Mill will not function. The Foreman remains a member of your Household.
Workers
You can assign any NPC to a mill (as workers), as long as he's either a Convict, Slave or Servant. Assigning NPCs to a mill works just like donating captives to a faction. This means the NPC is PERMANENTLY removed from the game and added to the worker pool of the mill you assign him to. A mill can house up to 75 workers.
Security
Assigned workers might escape, regardless of their previous Affection and loyalty, due to the conditions and dangers associated with sawmills: axe and saw injuries, falling timber, bandits, and dangerous mega-fauna. Having at least 5 Guards assigned to a mill will minimize escape attempts.
Effects
- Hunting rolls at Imogen's Barrow are negatively affected by dwindling lumber availability at Darkmere sawmill. Penalties start when levels drop below 300k, and reach a maximum -65 Hunting modifier at <10k available lumber.
- There's a 1% daily risk of decreasing City Prosperity by one point (down to 15) if a Mill has cut down 50%+ of its available lumber.
- Nature-lovers (trait) suffer a -2/day Affection drop (down to Neutral) as long as you own an un-paused mill.