Windrose Gunpowder Production

Windrose Gunpowder Production Planner

Set a target windrose gunpowder stockpile and the planner will return the exact ash, sulfur, charcoal, and wood you need, plus the Millstone time it will take with or without a worker assigned.

Production goal & current stockpile

The total gunpowder you want on hand after this run.

Shopping list

Gunpowder to craft
200
Production time
100h

100h without a worker.

Ash to gather
5,000

25 per craft

Sulfur to gather
5,000

25 per craft

Charcoal to make ash
1,667

2 charcoal → 6 ash at Millstone

Wood to burn
3,334

2 wood → 1 charcoal at Kiln

Tip: assign a worker to the Millstone before this run. The +50% bonus shaves about 33h 20m off this batch.

Optimizing Windrose Gunpowder Production

Windrose gunpowder production is at heart a logistics problem. The recipe is fixed — 25 ash plus 25 sulfur per craft at the Millstone — so the only variables you control are how fast you feed the inputs and whether a worker is running the station. The planner above turns a target stockpile into a concrete shopping list so you stop guessing how many Foothills runs are actually required.

How the math works

Wood 2 → 1 charcoal Charcoal 1 → 3 ash Ash + Sulfur 25 + 25 per craft Gunpowder at Millstone
The full windrose gunpowder production flow at canonical ratios.

Subtract your current stockpile from the target to get the crafts you still owe. Multiply by 25 to get raw ash demand and by 25 again to get raw sulfur demand. Subtract whatever you already have on hand of each — the result is what you actually need to gather. Charcoal flows through the Millstone's own Charcoal-to-Ash route at three ash per charcoal, and the Charcoal Kiln turns two units of wood into one charcoal. Those four ratios are all the planner uses, so the numbers it returns are not estimates.

Time and the worker bonus

Production time assumes roughly half an hour of Millstone work per craft as a baseline. Toggle the worker on and the planner divides total time by 1.5 to reflect the +50% production bonus that an assigned worker provides. The bonus only triggers while inputs are queued — if the Ash or Sulfur pile drops to zero, the worker stalls and the production timer pauses.

Reading the shopping list

The shopping list is ordered by how scarce each input usually is. Sulfur sits at the top of most plans because it has only one renewable source — the Foothills outcroppings — and travel cost dominates. Ash is cheap if your kiln has been running, expensive if you start with an empty store. Charcoal and wood at the bottom are the easiest to gather and the easiest to over-produce, so treat them as soft floors rather than hard targets.

Sample plans

A typical mid-game player aims for a 200-unit stockpile, which translates to roughly 5,000 ash and 5,000 sulfur from scratch — about five Foothills mining runs and a long evening of kiln work. Switching the worker toggle on cuts the active Millstone time from one hundred hours to roughly sixty-six, although in practice you will almost never sit at the Millstone for that full duration; the worker is what makes the run realistic instead of theoretical.

Heavier players running raids and bombs often size up to a 500-unit target. The planner will surface the same ratios at a different scale: 12,500 ash, 12,500 sulfur, plus the wood and charcoal bill underneath. Splitting that across two weekends and two Foothills sweeps is much friendlier than trying to bank it all in a single push, and the worker bonus means the station keeps cycling between trips while you sleep, eat, or do anything else with your day.

Pairing with the consumption calculator

Use the consumption calculator first to set a sane target, then bring that number here. The consumption tool tells you the recommended stockpile for your play habits; the production planner tells you exactly what it costs to reach that number from where you stand right now. Together they close the loop on weekly windrose gunpowder production planning.

Sharing your plan

Share URL copies a link with your inputs encoded so a friend can open the planner and see the same numbers. Reset clears the inputs and starts you over — useful when you want to compare a worker-on plan against a worker-off plan side by side, or to scope out what a smaller stockpile target looks like before committing. The main guide has the full crafting walkthrough if you are still putting the chain together for the first time.

Run the windrose gunpowder production planner before every major crafting session and the Foothills routes stop feeling like a guess.