Oil Refinery is a Production Building which produces
Oil from Oil Well modules placed on oil deposits within the refinery's radius. It can be built in the Old World (and Cape Trelawney) and the New World. The refinery must be connected to an
Oil Harbour via
Railway. Oil can be then used to power an
Oil Power Plant or
Power Station to provide electricity to buildings.
For more information about electricity, how to generate it and provide it to buildings, see: Electricity.
Productivity[]
With one oil well it takes 15 seconds to produce 1 ton of oil so the production rate is 4 tons of oil per minute per well. Productivity can be changed by adjusting working conditions and using items.
Oil Well[]
Oil Well is a resource extraction module for oil refineries, which enables the production of oil. Each oil well increases the base productivity of the refinery it belongs to by +100%, without affecting the maintenance cost, attractiveness impact or workforce requirement of the refinery. Oil well has to be built on top of oil deposits located within the radius of the refinery, the well's size is 3x3 since this is the size of the deposits. It does not need any road connection and cannot be affected by city incidents.
Construction costs
Screenshots[]
Items[]
Some items when equipped in trade unions can have an impact on oil refineries.
Specific items[]
Common | ||
|---|---|---|
| Desperate to find something. | ||
Affects Oil Wells |
Effects Maintenance Cost: -50% |
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 | ||
|---|---|---|
| A simple modern hand-drill. | ||
Affects |
Effects Productivity: +25% Maintenance Cost: +25% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Makes the city air cleaner at night. | ||
Affects All Ironworks and Foundries |
Effects Productivity: -10% Attractiveness: -40% |
|
Uncommon DLC Required
Sunken Treasures | ||
|---|---|---|
| Ensures not a drop goes to waste. | ||
Affects Oil Wells when activated |
When activated Duration:01:00:00 Destroyed after use |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Uncommon | ||
|---|---|---|
| She's an especially slick operator. | ||
Affects Oil Wells |
Effects Productivity: +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 | ||
|---|---|---|
| A mechanical drill to reduce operator effort. | ||
Affects |
Effects Productivity: +35% Maintenance Cost: +15% |
Expedition Bonus |
Rare | ||
|---|---|---|
| The difference in the city air is like night and day. | ||
Affects All Ironworks and Foundries |
Effects Productivity: -20% Attractiveness: -60% |
|
Rare DLC Required
Sunken Treasures | ||
|---|---|---|
| Gathers fossil goop the average sucker might miss. | ||
Affects Oil Wells when activated |
When activated Duration:02:00:00 Destroyed after use |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
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 DLC Required
Sunken Treasures | ||
|---|---|---|
| Only five star crude will pass this extractor's exacting selection process. | ||
Affects Oil Wells when activated |
When activated Duration:04:00:00 Destroyed after use |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Epic | ||
|---|---|---|
| Bores holes in the earth's crust, using the frightening power of electricity! | ||
Affects |
Effects Productivity: +40% Workforce Needed: -20% |
Expedition Bonus |
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% |
|
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 | ||

