Buildings

Buildings are your main way of meeting the Needs of your Villagers by way of gathering, farming, production, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive.

Blueprints & Construction
Buildings require you to obtain their Blueprint. You start the game with a few Blueprints, which you learn about during the Tutorial. You can choose additional Blueprints by gaining Reputation, buying from Traders, and from Glade Event rewards. A small number of Blueprints are Essential, meaning they will always be unlocked at the beginning of each settlement. You can buy upgrades in the Smoldering City to add a few more Blueprints as Essential for every map (for example, Human House, or be able to choose an Essential Blueprint when Embarking.

Builders
Buildings are constructed by Villagers that aren't assigned to work anywhere else, and they become Builders. If you need a Building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all Buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the construction will never finish.

Construction Toolbar
Buildings are constructed by selecting from the options at the bottom of the screen and then clicking on the game map where you wish it to be placed. From left to write, the construction icons contain the following options: Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying Buildings, roads, or deposits.
 * 1) Construct Roads.png Roads, which are not Buildings, but improve Villagers' ability to move between them
 * 2) Construct Camps.png Camps, and you start most maps with the same 4 options: Woodcutters' Camp, Stonecutters' Camp, Harvesters' Camp, and Scavengers' Camp before being able to choose more Blueprints
 * 3) Construct Food Production.png Food Production, for example for farming and cooking Recipes
 * 4) Construct Housing.png Housing, and you start every map with at least the option for the basic Shelter
 * 5) Construct Industry.png Industry Buildings, which produce Resources, sometimes by themselves but usually with Recipes
 * 6) Construct City Buildings.png City Buildings, which includes Hearths, Warehouses, and the Trading Post, but will also contain Buildings which provide Services when you have choose their Blueprints.
 * 7) Construct Decorations.png Decorations, which are also not Buildings, but used to upgrade Hearths

Range
Depending on the Building you've chosen to build (or move), the game may reveal one or more special overlay areas, highlighting, or icons:
 * the range of the Hearth may be shown when placing another Hearth, Houses, or Decorations
 * the range of gathering or farming when placing a Camp or Building that requires Fertile Soil
 * highlighting of tiles that contain Fertile Soil when placing Farms
 * icons of nearby relevant Resources when placing gathering Camps and Mines
 * highlighting of Trees that have been marked for cutting in a different color when in range of the Woodcutters' Camp

Most Industry Buildings typically do not need to show any of these things. (The Mine is an exception). For example, when placing a Provisioner, there are no overlays or icons shown.

Workers
Most Buildings have space for two or more Villager to work. Selecting a Building open its panel on the right side of your game window. There, you can assign or dismiss Villagers as workers. In general, because of internal building storage,

Storage
Most buildings have internal storage, where (a) gathered or produced Resources are kept until a batch can be taken to the Warehouse or (b) input Resources are brought from the Warehouse for processing.

Hearth
Hearths are Warmth specialization buildings that reduce Hostility and cannot be built close to other Hearths. 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 all villagers will lose 20 Resolve. To keep up the flame, a Firekeeper and a steady 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.

Hearths allow up to 3 additional fuel to be sacrificed to gain additional bonuses:
 * Wood.png 40 Wood per minute can be sacrificed to give -50 Hostility
 * Coal.png 20 Coal per minute can be sacrificed to give -80 Hostility
 * SeaMarrow.png 20 Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed
 * Oil.png 15 Oil per minute can be sacrificed to give +25% global production speed

Every settlement starts with an Ancient Hearth and can construct additional Hearths from the city buildings menu.

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
Roads increase the speed of all villagers traveling on it. Each square requires 2 seconds to be built.

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 nodes that can be harvested. All camps take 14 or 15 seconds to be constructed and are freely movable.

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 and satisfy the need for Shelter and usually Housing. All housing buildings take 40 seconds to be constructed.

Industry
Industry buildings can produce various Recipes.
 * Brewery has the Brewing specialization

City Buildings
Blights Posts and Hydrants can only be constructed if the game difficulty is at least Veteran.

Decorations
Decorations are used to advance hubs. All decorations take 10 seconds to be constructed.