Lumberjack's Hut produces
Wood from undeveloped tiles within a small radius of influence around itself. The building requires these tiles to be wooded, but the Lumberjack's Hut will seed its own trees if there are none. It is a common production building in the game and is present in Old World and Cape Trelawney, New World, and The Arctic.
When lumberjack's huts 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 which time the hut will begin to produce wood 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).
Productivity[]
Regardless of region, it takes the Lumberjack's Hut 15 seconds to produce 1 ton of wood, so its the production rate is 4 tons of wood per minute. Productivity can always be changed using items, while those in Old World and New World can have their working conditions altered to improve production. Electricity has no effect on lumberjack's huts.
Lumberjack's huts do not need their whole influence radius to be free of other buildings and roads, only 205 tiles (out of 240 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.
Production Chains[]
All regular production chains involving the Lumberjack's Hut are listed below.
Old World[]
Timber[]
Timber
Windows[]
Windows
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)
Gramophones[]
Gramophones
Supplies:
• 760
Investors Residences (up to 38000
Investors)
• or 95,2
Scholars Residences (up to 11428
Scholars)
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)
New World[]
Timber[]
Timber
Rum[]
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)
Cigars[]
Cigars
Supplies:
• 360
Obreros Residences (up to 7200
Obreros)
• or 180
Investors Residences (up to 9000
Investors)
The Passage DLC[]
Timber[]
Husky Sleds[]
Supplies:
• 222
Technicians Residences (up to 4444
Technicians)
Land of Lions DLC[]
Illuminated Script[]
Supplies:
• 370,3
Elders Residences (up to 7407
Elders)
Telephones[]
Supplies:
• 44,4
Scholars Residences (up to 5333
Scholars)
Advanced Cotton Fabric[]
Tourist Season DLC[]
Food & Drink Venues[]
Wood is also used at Food & Drink Venues in the following recipes:
The High Life DLC[]
Elevators[]
Ethanol[]
Lacquer[]
Celluloid[]
Typewriters[]
Billiard Tables[]
Violins[]
Toys[]
Shopping Arcades[]
Wood is also used at Shopping Arcades in the following patents:
Alternatives[]
The Lumberjack's Hut is also involved in the following production chains when particular items are equipped in a
Trade Union.
Soap (Perfumier Prunella)[]
Epic | ||
|---|---|---|
| Prunella first made her soaps in the garden shed. How far she has come since! | ||
Affects |
Effects Replaced Input Instead of Attractiveness: -100% |
Expedition Bonus |
Soap
Perfumier Prunella
Supplies:
• 480
Workers Residences (up to 9600
Workers)
• or 240
Artisans Residences (up to 7200
Artisans)
Windows (Glass Maker)[]
Uncommon | ||
|---|---|---|
| Absolutely transparent about his processes. | ||
Affects |
Effects Replaced Input Instead of |
Expedition Bonus |
Windows
Glass Maker
Sewing Machines (Dario the Mechanical Engineer)[]
Epic | ||
|---|---|---|
| Dario is an octopus, with eight different tools in his eight different hands. | ||
Affects |
Effects Extra Goods Occasionally produces extra Occasionally produces extra Replaced Input Instead of |
Expedition Bonus |
Sewing Machines
Dario the Mechanical Engineer
Sewing Machines supply:
• 140 Artisan Residences (up to 4200
Artisans)
• or 70 Engineer Residences (up to 2800
Engineers)
• or 160 Obrero Residences (up to 3200
Obreros)
Pocket Watches supply:
• 63,75 Engineer Residences (up to 2550
Engineers)
• or 31,875 Investor Residences (up to 1593,75
Investors)
Gramophones supply:
• 95 Investor Residences (up to 4750
Investors)
• or 95,2 Scholar Residences (up to 11428
Scholars)
Glasses (Gerhard Fuchs, of the Patent Eyeglass)[]
Legendary | ||
|---|---|---|
| A master of the aspherical, Gerhard's snazzy glasses have attracted him quite a following of pupils. | ||
Affects |
Effects Productivity: +50% Extra Goods Occasionally produces extra Replaced Input Instead of |
Expedition Bonus |
Glasses
Gerhard Fuchs, of the Patent Eyeglass
Notice that the green custom productivity value illustrates 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.
Glasses supply:
• 450 Engineer Residences (up to 18000
Engineers)
• or 225 Investor Residences (up to 11250
Investors)
• or 555,6 Elder Residences (up to 11110
Elders)
Pocket Watches supply:
• 170 Engineer Residences (up to 6800
Engineers)
• or 85 Investor Residences (up to 8500
Investors)
Gramophones (Johan the Inventor)[]
Epic | ||
|---|---|---|
| Johan famously gathers anything he can find, glues it all together, and hey presto! | ||
Affects |
Effects Productivity: +40% Replaced Input Instead of |
Expedition Bonus |
Gramophones
Johan the Inventor
Notice that the green 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.
Gramophones supply:
• 912 Investor Residences (up to 45600
Investors)
• or 114,2 Scholar Residences (up to 13704
Scholars)
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)
Items[]
Some items when equipped in trade unions or arctic lodges can have an impact on lumberjack's huts.
Specific trade union items[]
Common | ||
|---|---|---|
| Stories stop the rollers dozing off. | ||
Affects |
Effects Productivity: +10% |
Expedition Bonus |
Common | ||
|---|---|---|
| Prefers trees to people. | ||
Affects Lumberjacks' Huts |
Effects Productivity: +10% |
Expedition Bonus |
Common | ||
|---|---|---|
| Sells her rum to hospitals. | ||
Affects |
Effects Productivity: +10% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| People used to report eerie echoes and strange sightings in these woods, but all that nonesense stopped when Aldea took up her post. Rumor has it that she single-handedly arrested the racoon responsible for most of the trouble. | ||
Affects |
Effects Attractiveness: +3 |
|
Uncommon | ||
|---|---|---|
| After steering clear of an unwanted marriage, Beryl's fosterling joined your ranks. She seems to be surprisingly resourceful. | ||
Affects |
Effects Productivity: +50% |
Expedition Bonus |
| Available from Beryl O'Mara quest: Family Matters 5 — The Objection | ||
Uncommon | ||
|---|---|---|
| A new standard in saws. | ||
Affects Lumberjacks' Huts |
Effects Productivity: +25% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Knows the way through the woods. | ||
Affects Lumberjacks' Huts |
Effects Attractiveness: +3 |
Expedition Bonus |
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 | ||
|---|---|---|
| Join up they said... It'll be fun they said... | ||
Affects |
Effects Productivity: +20% |
Expedition Bonus |
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 | ||
|---|---|---|
| See-saw no more, with this speedy saw. | ||
Affects Lumberjacks' Huts |
Effects Productivity: +35% |
Expedition Bonus |
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 |
Epic | ||
|---|---|---|
| Vincent's flabbergasting creation will chop it all for you! | ||
Affects Lumberjacks' Huts |
Effects Productivity: +50% |
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[]
Uncommon DLC Required
The Passage | ||
|---|---|---|
| A traditional craftsman. | ||
Affects |
Effects Maintenance Cost: -30% |
Expedition Bonus |
Uncommon DLC Required
The Passage | ||
|---|---|---|
| A decent tool for shaping wood in Arctic conditions. | ||
Affects |
Effects Maintenance Cost: -15% |
Expedition Bonus |
Rare DLC Required
The Passage | ||
|---|---|---|
| Learned the craft from his father's father, who learned from his father before that. | ||
Affects |
Effects Productivity: +25% Workforce Needed: -30% |
Expedition Bonus |
Rare DLC Required
The Passage | ||
|---|---|---|
| Useful for smoothing wood surfaces in Arctic conditions. | ||
Affects |
Effects Productivity: +35% |
Expedition Bonus |
Epic DLC Required
The Passage | ||
|---|---|---|
| Useful for smoothing wood surfaces in Arctic conditions, and extremely comfortable in the hand. | ||
Affects |
Effects Productivity: +40% Workforce Needed: -50% |
Expedition Bonus |
Epic DLC Required
The Passage | ||
|---|---|---|
| When trees are few and far between, you learn the places driftwood prefers to end its voyages. | ||
Affects |
Effects Productivity: +40% Extra Goods Occasionally produces extra |
Expedition Bonus |
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 | ||