Buildings

Buildings are constructed by villagers that aren't assigned to work in a building. Most buildings require at least one villager to work in it. Selecting a building will allow villagers to be assigned and unassigned from it. Workers from species that are specialized in the building will show spinning cartwheel around them.

Main Storage
The Main Storage is one of the two starting buildings and stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Storage nearest to them.

Every building has its internal storage, where produced and gathered goods are temporarily stored. When the internal storage reaches its limit, the goods in it are transported to the Main Storage by a worker. While transporting, it’s important to keep in mind that villagers have a limited carry capacity (depending on their profession and active perks), so they might need to walk multiple times between their workplace and the Main Storage.

Goods kept in the building’s internal storage are inaccessible to other villagers or production buildings, and have to first be transported to the Main Storage before they can be further distributed or consumed.

Roads

 * Path: A simple path, doesn't cost any resources (5% villagers speed increase)

Camps
Camps are starting points for villagers to gather resources from deposits in an area around them. Attempting to place a camp will highlight its collection area and the resource deposits that can be harvested.

Woodcutters' Camps can be set to cut only marked trees or to avoid opening glades.

Food Production
Farm fields can only be constructed on fertile soil around food production buildings. Food production buildings receive Farming specialization bonuses.

Housing
Housing buildings have to be constructed near the Hearth.

Industry

 * Planks can be produced from 6 Wood
 * Fabric can be produced from 6 Leather, Plant Fiber or Reed
 * Bricks can be produced from 6 Clay or Stone

Hearth
Hearths reduce Hostility and cannot be built close to other Hearths. Every settlement starts with a Hearth. Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a villager has multiple needs tied to complex food, they will consume more than one meal.

If the fire goes out, people's Resolve will start falling drastically. To keep up the flame, a Firekeeper and a strady supply of Fuel are needed. You can decide which type of fuel will be burned in the Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.

During especially hard times, you can sacrifice additional goods in the Hearth to temporarily gain positive effects depending on the Fuel used.

Decorations
Decirations are used to advance hubs.