Charcoal Kiln is a Production Building which produces
Coal from undeveloped tiles within a small radius of influence around it. The building requires these tiles to be wooded, but the Charcoal Kiln will plant its own trees if there are not enough trees. It can be built in the Old World (and Cape Trelawney), or in The Arctic where it requires forest fertility, or in the New World with
Empire of the Skies DLC or
New World Rising DLC. It is also the only production building in the Arctic that does not require heating and it has a vital function, providing coal to supply the heaters.
When charcoal kilns are placed in a lush forest they can start operating immediately. Otherwise trees have to be planted first, which can take from 15 seconds up to 5 minutes based on how many trees are in the influence radius. The exact waiting time is shown when placing the building, after that time the kiln will begin to produce coal while planting new trees at the same time - thus never running out of trees (if no new buildings or roads are built in the influence radius). The initial planting phase can also be sped up by using appropriate tree painter before placing the charcoal kiln.
Productivity[]
It takes 30 seconds to produce 1 ton of coal so the production rate is 2 tons of coal per minute. Productivity can be changed in the Old World and New World by adjusting working conditions and using items and electricity. In the Arctic only items can alter productivity.
Charcoal kilns do not need their whole influence radius to be free of other buildings and roads, only 227 tiles (out of 352 in the whole radius) have to be free to achieve 100% productivity. If less number of tiles is free, the productivity drops according to the amount of occupied space.
Coal is an important resource obtained either from charcoal kilns or coal mines. Coal mines are twice as productive as charcoal kilns and do not lower the attractiveness of an island so charcoal kilns should be used only to make up for not having enough coal deposits.
Production Chains[]
All regular production chains which utilise coal are listed below. Most chains include coal mines instead of charcoal kilns - but coal mines can be easily replaced with twice as many charcoal kilns.
Steel beams[]
Steel Beams
★ The
Charcoal Kilns may be replaced with a
Coal Mine
for
-10
-30
+10
+400
+4
-5
Weapons[]
Weapons
★ The
Charcoal Kilns may be replaced with a
Coal Mine
for
-10
-30
+10
+400
+4
-5
Sewing machines[]
Sewing Machines
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Supplies:
• 140
Artisans Residences (up to 4200
Artisans)
• or 70
Engineers Residences (up to 2800
Engineers)
• or 160
Obreros Residences (up to 3200
Obreros)
Reinforced concrete[]
Reinforced Concrete
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Advanced weapons[]
Advanced Weapons
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Penny farthings[]
Penny Farthings
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Supplies:
• 160
Engineers Residences (up to 6400
Engineers)
• or 80
Investors Residences (up to 4000
Investors)
Steam motors[]
Steam Motors
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Pocket watches[]
Pocket Watches
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Supplies:
• 510
Engineers Residences (up to 20400
Engineers)
• or 255
Investors Residences (up to 12750
Investors)
Light bulbs[]
Light Bulbs
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Supplies:
• 320
Engineers Residences (up to 12800
Engineers)
• or 160
Investors Residences (up to 8000
Investors)
Jewellery[]
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Supplies:
• 190
Investors Residences (up to 9500
Investors)
• or 4
Hotels (up to 2000
Tourists)
Steam carriages[]
Steam Carriages
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Supplies:
• 600 Investor Residences (up to 30000
Investors)
Land of Lions DLC[]
Telephones[]
Supplies:
• 44,4
Scholars Residences (up to 5333
Scholars)
Advanced Rum[]
Supplies:
• 280
Jornaleros Residences (up to 2800
Jornaleros)
• or 140
Obreros Residences (up to 2800
Obreros)
• or 70
Artisans Residences (up to 2100
Artisans)
• or 35
Engineers Residences (up to 1400
Engineers)
• or 83,3
Scholars Residences (up to 10000
Scholars)
Tourist Season DLC[]
Food & Drink Venues[]
Coal and Charcoal Kilns are also involved in the following Food & Drink Venues recipes:
The High Life DLC[]
Elevators[]
Typewriters[]
Violins[]
Shopping Arcades[]
Coal and Charcoal Kilns are also involved in the following Shopping Arcades patents:
Empire of the Skies DLC[]
Aluminium Profiles[]
Bombs[]
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Sea Mines[]
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
New World Rising DLC[]
Sewing Machines[]
Supplies:
• 420
Artisans Residences (up to 12600
Artisans)
• or 210
Engineers Residences (up to 8400
Engineers)
• or 480
Obreros Residences (up to 9600
Obreros)
• or 480
Artistas Residences (up to 19200
Artistas)
Fire Department[]
Police Headquarters[]
Fans[]
Supplies:
• 3846.15
Artistas Residences (up to 153846
Artistas)
Scooter[]
Supplies:
• 2300
Artistas Residences (up to 92000
Artistas)
Alternatives[]
Charcoal Kilns are also involved in the following production chains when particular items are equipped in a
Trade Union.
Reinforced Concrete (Cementer)[]
Uncommon | ||
|---|---|---|
| Lays down extra-solid foundations. | ||
Affects |
Effects Replaced Input Instead of |
Expedition Bonus |
Reinforced Concrete
Cementer
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Steam Carriages (Susannah the Steam Engineer)[]
Epic | ||
|---|---|---|
| Susannah's success can be condensed down to her hybridised steam cylinders. | ||
Affects |
Effects Extra Goods Occasionally produces extra Replaced Input Instead of |
Expedition Bonus |
Steam Carriages
Susannah the Steam Engineer
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Steam Carriages supply:
• 600 Investor Residences (up to 30000
Investors)
Light Bulbs supply:
• 80 Engineer Residences (up to 3200
Engineers)
• or 40 Investor Residences (up to 2000
Investors)
Lanterns (Enbesan Bishop)[]
Rare DLC Required
Land of Lions | ||
|---|---|---|
| Breaking from the teachings of his peers on Kidusi, the bishop believes the church must move with the times. | ||
Affects |
Effects Productivity: +30% Replaced Input Instead of |
Expedition Bonus |
Notice that the green and red custom productivity values illustrate the optimal production ratios between the buildings, IF you want to prevent under- or overproduction.
You can choose to actually increase productivity or you can choose a different way to obtain more of the input goods.
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Lanterns supply:
• 144,43 Elder Residences (up to 2888
Elders)
Items[]
Some items when equipped in trade unions or arctic lodges can have an impact on charcoal kilns.
Specific trade union items[]
Common | ||
|---|---|---|
| Straw man. | ||
Affects |
Effects Productivity: +10% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Smelts the candle at both ends. | ||
Affects All Ironworks and Foundries |
Effects Productivity: +40% Attractiveness: -3 Chance of Fire: +50% |
|
Uncommon | ||
|---|---|---|
| The world runs on money, not oxygen! | ||
Affects All Ironworks and Foundries |
Effects Productivity: +25% Attractiveness: +20% |
|
Uncommon | ||
|---|---|---|
| Sharpens up your resource gathering. | ||
Affects |
Effects Productivity: +20% Forest Density: +10% Reduces the number of trees needed to reach optimal productivity by 10% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Possesses the ardent heart of a stoker. | ||
Affects |
Effects Productivity: +20% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Can't stop looking into the flames. | ||
Affects |
Effects Attractiveness: -100% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Makes the city air cleaner at night. | ||
Affects All Ironworks and Foundries |
Effects Productivity: -10% Attractiveness: -40% |
|
Rare | ||
|---|---|---|
| Keeping the pruning tradition alive. | ||
Affects |
Effects Productivity: +30% Forest Density: +20% Reduces the number of trees needed to reach optimal productivity by 20% |
Expedition Bonus |
Rare | ||
|---|---|---|
| Don't let anybody stop you burning coal, even if it looks gruesome! | ||
Affects All Ironworks and Foundries |
Effects Productivity: +40% Attractiveness: +40% |
|
Rare | ||
|---|---|---|
| The difference in the city air is like night and day. | ||
Affects All Ironworks and Foundries |
Effects Productivity: -20% Attractiveness: -60% |
|
Rare | ||
|---|---|---|
| Don't let him catch you holding a match in the forest. | ||
Affects |
Effects Productivity: +30% Extra Goods Occasionally produces extra |
Expedition Bonus |
Rare | ||
|---|---|---|
| Saves time, but not the environment. | ||
Affects All Ironworks and Foundries |
Effects Productivity: +50% Attractiveness: -2 Chance of Fire: +30% |
|
Rare DLC Required
The Passage | ||
|---|---|---|
| Old Nate tested the sensors by setting fire to his sleeve. | ||
Affects All Heavy Industries |
Effects Chance of Fire: -50% Explosion Chance: -50% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in the Arctic | ||
Epic | ||
|---|---|---|
| A smelting innovation that saves both time and effort! | ||
Affects All Ironworks and Foundries |
Effects Productivity: +60% Attractiveness: -1 Workforce Needed: -50% |
|
Epic | ||
|---|---|---|
| Miss Green's clever measures to reduce smog can save our species from extinction! | ||
Affects All Ironworks and Foundries |
Effects Productivity: -30% Attractiveness: -80% |
|
Epic | ||
|---|---|---|
| "This is the era of industrialisation! To hell with the tree-hugging leaf-lickers!", declares Lord Footprint. | ||
Affects All Ironworks and Foundries |
Effects Productivity: +55% Attractiveness: +60% |
|
Epic | ||
|---|---|---|
| Miss Rodriguez knows deforestation will become a heated topic in the near future. | ||
Affects |
Effects Productivity: +40% Extra Goods Occasionally produces extra |
Expedition Bonus |
Epic | ||
|---|---|---|
| A springy, yet safe clipper of clippables from the near-future! | ||
Affects |
Effects Productivity: +40% Forest Density: +30% Reduces the number of trees needed to reach optimal productivity by 30% |
Expedition Bonus |
Legendary | ||
|---|---|---|
| "The continued survival of our forests depends least of all on the trees." | ||
Affects |
Effects Productivity: +50% Forest Density: +10% Reduces the number of trees needed to reach optimal productivity by 10% Attractiveness: +8 |
Expedition Bonus |
Trade union items for all production buildings[]
Common | ||
|---|---|---|
| Free money! | ||
Affects All Production Buildings when activated |
When activated Chance of Riots -40% Duration:50:00Destroyed after use |
Expedition Bonus |
Common | ||
|---|---|---|
| Puts out fires. | ||
Affects All Production Buildings when activated |
When activated Chance of Fire -40% Duration:50:00Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Lots of free money! | ||
Affects All Production Buildings when activated |
When activated Chance of Riots -60% Duration:01:20:00Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Makes it look like your premises are all above board. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -10% Chance of Fire: +20% |
|
Uncommon | ||
|---|---|---|
| A volatile source of electric power. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +100% Explosion Chance: +70% Provides electricity |
Expedition Bonus |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Uncommon | ||
|---|---|---|
| Fewer fires, for little cost. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +5% Chance of Fire: -30% |
|
Uncommon DLC Required
The Anarchist | ||
|---|---|---|
| The people own what they produce! They should be free to join a great queue to collect their quota! | ||
Affects All Production Buildings |
Effects Productivity: -10% Maintenance Cost: -15% |
|
Uncommon | ||
|---|---|---|
| Reduces the risk of fire. | ||
Affects All Production Buildings |
Effects Chance of Fire: -30% |
|
Uncommon | ||
|---|---|---|
| The old toll of toil. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
|
Uncommon | ||
|---|---|---|
| Puts out fires well. | ||
Affects All Production Buildings when activated |
When activated Chance of Fire -60% Duration:01:20:00Destroyed after use |
Expedition Bonus |
Uncommon DLC Required
The Anarchist | ||
|---|---|---|
| Workers are enthused by the new system of written labour notes to reward their efforts. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
|
Rare DLC Required
The Anarchist | ||
|---|---|---|
| The people need somewhere they feel comfortable sharing ideas to help economise during production! | ||
Affects All Production Buildings |
Effects Maintenance Cost: -20% |
|
Rare | ||
|---|---|---|
| You can make everything on the cheap, and no-one has to know. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -25% Chance of Fire: +30% |
|
Rare DLC Required
The Anarchist | ||
|---|---|---|
| A new and better printing machine helps distribute labour notes to workers at no maintenance cost! | ||
Affects All Production Buildings |
Effects Workforce Needed: -30% |
|
Rare | ||
|---|---|---|
| Reduces the risk of fire, and looks nice. | ||
Affects All Production Buildings |
Effects Attractiveness: +2 Chance of Fire: -40% |
|
Rare | ||
|---|---|---|
| An investment that provides your people with the ways and means to combat a blaze. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +10% Chance of Fire: -50% |
|
Rare DLC Required
Sunken Treasures | ||
|---|---|---|
| This unpredictable prototype was originally built to gain an unfair advantage at steam car races. | ||
Affects All Production Buildings |
Effects Productivity: +15% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Rare | ||
|---|---|---|
| Very good at putting out fires. | ||
Affects All Production Buildings when activated |
When activated Chance of Fire -90% Duration:02:00:00Destroyed after use |
Expedition Bonus |
Rare | ||
|---|---|---|
| Life-changing sums of free money! | ||
Affects All Production Buildings when activated |
When activated Workforce Needed -15% Duration:02:00:00Chance of Riots -90% Destroyed after use |
Expedition Bonus |
Rare DLC Required
Sunken Treasures | ||
|---|---|---|
| Some say there's a tiny boy inside pulling the levers... | ||
Affects All Production Buildings |
Effects Workforce Needed: -15% |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Rare | ||
|---|---|---|
| Once heard, cannot be unheard. | ||
Affects All Production Buildings |
Effects Workforce Needed: -30% |
|
Rare | ||
|---|---|---|
| A safe source of electric power. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +75% Explosion Chance: +50% Provides electricity |
Expedition Bonus |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Epic DLC Required
The Anarchist | ||
|---|---|---|
| A man with an infectious, impetuous and impassioned urge for action. | ||
Affects All Production Buildings |
Effects Productivity: +25% Maintenance Cost: -20% Workforce Needed: -25% |
Expedition Bonus |
Epic | ||
|---|---|---|
| A worker's gift. "Just in case you have to wake us up, boss. We can be bunch of sleepyheads sometimes..." | ||
Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -50% |
|
Epic | ||
|---|---|---|
| Feras' voice puts people in a comforting trance, letting them lead happier, more focused and productive lives. | ||
Affects All Production Buildings |
Effects Productivity: +50% Maintenance Cost: -10% Workforce Needed: -10% Chance of Riots: -20% |
Expedition Bonus Trait: Hypnotist |
Epic | ||
|---|---|---|
| Better factory materials cost more money, but it's bound to be worth it in the end, argues Lord Fizgig. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +15% Chance of Fire: -70% |
|
Epic DLC Required
Sunken Treasures | ||
|---|---|---|
| A reinforced variant, which in spite of the minor combustion risk, takes all the labour out of warehouse work. | ||
Affects All Production Buildings |
Effects Productivity: +25% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Epic DLC Required
The Anarchist | ||
|---|---|---|
| An airy space, not at all empty, but brimming with ideas for economisation! Self-sufficiency; over-abundance! Those are the topics for discussion at this venue's very functional table. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -40% |
|
Epic | ||
|---|---|---|
| Reduces the risk of fire, and looks divine. | ||
Affects All Production Buildings |
Effects Attractiveness: +3 Chance of Fire: -50% |
|
Epic | ||
|---|---|---|
| Shirkers begone! The shrill cry of a new day has sounded! | ||
Affects All Production Buildings |
Effects Maintenance Cost: -20% Workforce Needed: -40% |
|
Epic | ||
|---|---|---|
| A highly-efficient and safe source of electrical power! | ||
Affects All Production Buildings |
Effects Maintenance Cost: +50% Provides electricity |
Expedition Bonus |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Epic DLC Required
The Anarchist | ||
|---|---|---|
| The labour notes are now so beautifully typeset and presented, they really look like they're worth something! A sign of the wonders of anarchy to come! | ||
Affects All Production Buildings |
Effects Productivity: +25% Workforce Needed: -40% |
|
Epic DLC Required
Sunken Treasures | ||
|---|---|---|
| Compensates for its faithfulness in performing simple human tasks by being wilfully blind. | ||
Affects All Production Buildings |
Effects Workforce Needed: -30% |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Epic | ||
|---|---|---|
| Von Malching fought hard at the council to ensure children might also enjoy supervisory roles in factories. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -50% Chance of Fire: +40% |
|
Legendary | ||
|---|---|---|
| Angela has an astonishing intellect, but it's her capacity to improvise that makes her really sparkle. | ||
Affects All Production Buildings |
Effects Workforce Needed: -20% Provides electricity |
Expedition Bonus Trait: Diver |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Legendary DLC Required
Sunken Treasures | ||
|---|---|---|
| Old Nate's baby. Prone to the odd tantrum, but provides the lift everyone needs in times of logistical disconsolation. | ||
Affects All Production Buildings |
Effects Productivity: +35% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Legendary DLC Required
Sunken Treasures | ||
|---|---|---|
| The nearest thing Nate has to a companion. Unlike a human servant, it won't complain when he kicks it for setting things on fire. | ||
Affects All Production Buildings |
Effects Workforce Needed: -50% |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Specific arctic lodge items[]
Legendary DLC Required
The Passage | ||
|---|---|---|
| Spice, booze, a few twists of the handle, and winter no longer seems quite so cold. | ||
Affects when activated |
When activated Productivity: +50% Extra Goods Occasionally produces extra |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in the Arctic | ||
Arctic lodge items for all production buildings[]
Rare DLC Required
The Passage | ||
|---|---|---|
| Irritate coworkers by cranking out the same tunes over and over and over again. | ||
Affects All Arctic Production Buildings |
Effects Productivity: +20% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in the Arctic | ||