Facilities
The workshop's buildings, from the knapping floor to the forge and bloomery. What each one costs, who can build it and what it opens.
A facility opens recipes. The camp starts with a knapping floor and builds the rest with the Build order. A facility's materials are paid when its work starts, and its builder needs the skill shown.
| Facility | What it opens | Cost | Work | Builder | Needs |
|---|---|---|---|---|---|
| Knapping floor | Stone points, blades, bone and alien edges | built at the start | - | - | - |
| Drying racks and tannery | Composite bows, field packs | 4 wood, 2 salt | 3 | Engineering 1+ | - |
| Apothecary | Splints, poultices, tonics | 4 wood, 3 clay | 3 | Medicine 2+ | - |
| Kiln | Charcoal, fired clay shot | 4 clay, 3 wood | 3 | Engineering 1+ | - |
| Still | Antiseptic spirit, pitch | 3 clay, 2 wood | 3 | Engineering 2+ | Kiln |
| Forge and bloomery | Iron knives, spearheads and shot | 2 iron ore, 4 charcoal, 4 clay | 5 | Earth Sciences 3+ | Kiln |
| Infirmary | Wounds heal faster (staffed by a Medicine worker) | 4 wood, 2 hide, 2 plant fibre | 3 | Engineering 1+ | Apothecary |
| Bellows | Iron recipes take 1 less work | 3 hide, 2 wood | 2 | Earth Sciences 2+ | Forge and bloomery, Bellows study |
| Kiln draught | 3 charcoal a batch, 2 clay shot | 4 clay, 2 wood | 2 | Engineering 2+ | Kiln, Draught Kiln study |
| Drying loft | 2 poultices or tonics a batch | 4 wood, 2 plant fibre | 2 | Engineering 1+ | Apothecary, Herbal Lore study |
Some facilities are upgrades of others, built beside them once a study is done: the bellows on the forge, the draught on the kiln and the drying loft on the apothecary. The study hut, the training yard, the crown forge, the charging frame and the salvage bench are on the crown forge and salvage.
