Buildings: Difference between revisions

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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.
{{Version|1.3.4}}


== Blueprints & Construction ==
== Overview ==
 
[[Buildings]] are your main way of meeting the needs of your [[Villagers]] by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your [[Settlement]] survive. Some Buildings have a limited distance within which they are effective, for example, for gathering Wood from trees.
 
== Blueprints ==


[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]
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 [[Trade]]rs, 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]].
Which Buildings you have available for construction is determined by which [[Blueprints]] you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing [[Orders]], buying from [[Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.
 
=== Essential Blueprints ===
 
Every Viceroy has a list of '''Essential Blueprints,''' and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.
 
You can choose more Blueprints to be '''Essential''' by completing [[Deeds]] and buying [[upgrades]] in the [[Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].
 
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].
 
== Species Specific Buildings ==
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center;"
! Races
! colspan="3" | Buildings
|-
| style="font-weight:bold;" | {{Species link|Beavers}}
| {{bl|Cellar|med}}
| {{bl|Guild House|med}}
| {{bl|Tinctury|med}}
|-
| style="font-weight:bold;" | {{Species link|Foxes}}
| {{bl|Beanery|med}}
| {{bl|Tea Doctor|med}}
| {{bl|Teahouse|med}}
|-
| style="font-weight:bold;" | {{Species link|Harpies}}
| {{bl|Cooperage|med}}
| {{bl|Bath House|med}}
| style="text-align:center;" |
|-
| style="font-weight:bold;" | {{Species link|Humans}}
| {{bl|Brewery|med}}
| {{bl|Brick Oven|med}}
| {{bl|Monastery|med}}
|-
| style="font-weight:bold;" | {{Species link|Lizards}}
| {{bl|Butcher|med}}
| {{bl|Clan Hall|med}}
| style="text-align:center;" |
|}
 
== Construction ==
 
To construct a building, you must first have that building's Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|toolbar of icons at the bottom of the screen]]. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.
 
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.


=== Builders ===
=== 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.
Buildings are constructed by [[Villagers]] that aren't assigned to work anywhere else. 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 building materials will never be delivered and construction will never finish.


=== Construction Toolbar ===
=== Construction Toolbar ===


[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]
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:
 
# [[File:Construct Roads.png|x20px|Roads|link=]] [[Roads]], which are not Buildings, but improve [[Villagers]]' ability to move between them
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:
# [[File:Construct Camps.png|x20px|Camps|link=]] [[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]]
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]' speed walking across the map.
# [[File:Construct Food Production.png|x20px|Food Production|link=]] [[Food Production]], for example for farming and cooking [[Recipes]]
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from resource nodes. You start most maps with the same 4 options: [[Woodcutters' Camp]], [[Stonecutters' Camp]], [[Harvesters' Camp]], and the small gathering camps.
# [[File:Construct Housing.png|x20px|Housing|link=]] [[Housing]], and you start every map with at least the option for the basic [[Shelter]]
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].
# [[File:Construct Industry.png|x20px|Industry|link=]] [[Industry]] Buildings, which produce [[Resources]], sometimes by themselves but usually with [[Recipes]]
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], which fulfills Villagers' [[Housing Need]]s.
# [[File:Construct City Buildings.png|x20px|City Buildings|link=]] [[City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]], but will also contain Buildings which provide [[Services]] when you have choose their [[Blueprints]].
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].
# [[File:Construct Decorations.png|x20px|Decorations|link=]] [[Decorations]], which are also not Buildings, but used to upgrade [[Hearths]]
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].
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.
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].
 
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.


=== Range ===
=== Range ===


[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]
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, [[Housing|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.
Depending on the building you've chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]
* the range of gathering when placing a camp or a farm
* highlighting of tiles that contain [[Fertile Soil]] when placing farms
* icons of nearby Resources on map tiles when placing gathering camps and mines
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters' Camp]]
 
Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.
 
=== Moving a building ===
 
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]
[[File:Move_Icon.png|32px|Move button]]
 
After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a [[Woodcutters' Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.
 
You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building's picture in its construction tooltip.
 
For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.


== Building Panel ==


== Workers ==
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]
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,


The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.


== Storage ==
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.


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.
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building's functions. When you first open it, the first tab will show the Building's description, which would include a summary of its [[Recipes]] and any [[Specialization]].


=== Workers ===


[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]


== Hearth ==
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.
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.
Next to an assigned Worker's icon another small icon will appear that indicates the status of the Worker. They may be the following:
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa
* [[File:Cup.png|x12px]] = walking to the Hearth for a [[break]]
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work


Hearths allow up to 3 additional fuel to be sacrificed to gain additional bonuses:
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a [[Glade Event]] and press the '''Investigate''' button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling Worker may be wasting valuable time, however you are free to ignore these icons.
* [[File:Wood.png|25px]] 40 Wood per minute can be sacrificed to give -50 Hostility
* [[File:Coal.png|25px]] 20 Coal per minute can be sacrificed to give -80 Hostility
* [[File:SeaMarrow.png|25px]] 20 Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed
* [[File:Oil.png|25px]] 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.
==== Empty Worker Slots ====


== Main Storage ==
[[File:Worker_Circle_Widget.png|64px|link=]]
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.
If a Building has space for more Workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add from the radial menu.


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.
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters' Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don't lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a Worker will slow down the rate of production.


== Roads ==
==== Specializations ====
Roads increase the speed of all villagers traveling on it. Each square requires 2 seconds to be built.
{| class="wikitable"
! Road !! Cost !! Speed increase !! Description
|-
| [[File:Path icon.png|60px]] Path || Free || 5% || ''A simple path.''
|-
| [[File:paved Road icon.png|60px]] Paved Road || 1 Stone || 15% || ''A road made out of stone.''
|-
| [[File:reinforced Road icon.png|60px]] Reinforced Road || 1 Copper Ore || 25% || ''A road reinforced with copper.'
|}


== Camps ==
[[File:Proficiency.png|border|right|300px]]
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.
Some Buildings have Specializations for some Workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.


Woodcutters' Camps can be set to cut only marked trees or to avoid opening glades.
[[File:Comfortable.png|border|right|300px]]
{| class="wikitable"
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.
! Camp !! Cost !! Specialization !! Resources gathered
|-
| [[File:Woodcutters Camp icon.png|60px]] Woodcutters' Camp || [[File:Parts.png|25px]] 2 Parts || [[File:Icon Spec Wood 64x64.png|25px]] Woodcutting || [[File:Wood.png|25px]] Wood
|-
| [[File:Harvester Camp icon.png|60px]] Harvesters' Camp || [[File:Wood.png|25px]] 10 Wood<br>[[File:Parts.png|25px]] 3 Parts || None || [[File:Reeds.png|25px]] Reeds<br>[[File:PlantFiber.png|25px]] Plant Fiber
|-
| [[File:Scavenger Camp icon.png|60px]] Scavenger' Camp || [[File:Wood.png|25px]] 10 Wood<br>[[File:Parts.png|25px]] 3 Parts || None || [[File:Eggs.png|25px]] Eggs<br>[[File:Roots.png|25px]] Roots
|-
| [[File:Stonecutter's Camp icon.png|60px]] Stonecutters' Camp || [[File:Wood.png|25px]] 10 Wood<br>[[File:Parts.png|25px]] 3 Parts || None || [[File:Clay.png|25px]] Clay<br>[[File:SeaMarrow.png|25px]] Sea Marrow<br>[[File:Stone.png|25px]] Stone
|-
| [[File:Forager's Camp icon.png|60px]] Foragers' Camp || [[File:Wood.png|25px]] 10 Wood<br>[[File:Parts.png|25px]] 3 Parts || [[File:Icon Spec Farm 64x64.png|25px]] Farming || [[File:Grain.png|25px]] Grain<br>[[File:Insects.png|25px]] Insects<br>[[File:Vegetables.png|25px]] Vegetables
|-
| [[File:Trapper's Camp icon.png|60px]] Trappers' Camp || [[File:Wood.png|25px]] 10 Wood<br>[[File:Parts.png|25px]] 3 Parts || [[File:Icon Spec Meat 64x64.png|25px]] Meat Production || [[File:Eggs.png|25px]] Eggs<br>[[File:Insects.png|25px]] Insects<br>[[File:Meat.png|25px]] Meat
|-
| [[File:Herbalist’s Camp icon.png|60px]] Herbalist’s Camp || [[File:Wood.png|25px]] 10 Wood<br>[[File:Parts.png|25px]] 3 Parts || [[File:Icon Spec Alchemy 64x64.png|25px]] Alchemy || [[File:Herbs.png|25px]] Herbs<br>[[File:Berries.png|25px]] Berries<br>[[File:Mushrooms.png|25px]] Mushrooms
|}


== Food Production ==
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 Worker slots and its '''Warmth''' Specialization can be used to boost the Resolve of four [[Lizard]]s!
Farm fields can only be constructed on fertile soil around food production buildings. Food production buildings receive Farming specialization bonuses.
{| class="wikitable"
! Building !! Size !! Cost !! Specialization !! Effects
|-
| [[File:SmallFarm icon.png|60px]] Small Farm || 2x2 || [[File:Planks.png|25px]] 2 Planks || [[File:Icon Spec Farm 64x64.png|25px]] Farming || Can produce Vegetables and Grain from a small area of farm fields nearby
|-
| [[File:Smokehouse icon.png|60px]] Smokehouse || 3x3 || [[File:Planks.png|25px]] 5 Planks<br>[[File:fabric.png|25px]] 2 Fabric || [[File:Icon Spec Meat 64x64.png|25px]] Meat Production<br>[[File:Icon Spec Fire 64x64.png|25px]] Warmth || Can produce Jerky, Pottery, Incense
|}


== Housing ==
{| class="wikitable sortable"
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.
|+ Specializations, effects, and examples
{| class="wikitable"
! Specialization !! Type !!class="unsortable"| Effect !! Species
! Housing !! Cost !! Shelter places !! Housing places
|-
|-
| [[File:Shelter icon.png|60px]] Shelter || [[File:Wood.png|25px]] 10 Wood || 3 || 0
| [[File:Icon Spec Alchemy 64x64.png|32px]] '''Alchemy'''
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]
|-
|-
| [[File:Big Shelter icon.png|60px]] Big Shelter || [[File:Planks.png|25px]] 4 Planks || 6 || 0
| [[File:Icon Spec Brewing 64x64.png|32px]] '''Brewing'''
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]
|-
|-
| [[File:Beaver House icon.png|60px]] Beaver House || [[File:Planks.png|25px]] 8 Planks || 2 || [[File:Beaver circle.png|30px]] 2 Beavers
| [[File:Icon Spec Cloth 64x64.png|32px]] '''Tailoring'''
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]
|-
|-
| [[File:Human House icon.png|60px]] Human House || [[File:Planks.png|25px]] 4 Planks<br>[[File:Bricks.png|25px]] 2 Bricks || 2 || [[File:Human circle.png|30px]] 2 Humans
| [[File:Icon Spec Gear 64x64.png|32px]] '''Engineering'''
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]
|-
|-
| [[File:Lizard House icon.png|60px]] Lizard House || [[File:Fabric.png|25px]] 2 Fabric<br>[[File:Bricks.png|25px]] 2 Bricks || 2 || [[File:Lizard circle.png|30px]] 2 Lizards
| [[File:Icon_Spec_Farm_64x64.png|32px]] '''Farming'''
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]
|-
|-
| [[File:Harpy House icon.png|60px]] Harpy House || [[File:Fabric.png|25px]] 4 Fabric || 2 || [[File:Harpy circle.png|30px]] 2 Harpies
| [[File:Icon_Spec_Forest_64x64.png|32px]] '''Forest'''
|}
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]]  
 
== Industry ==
Industry buildings can produce various Recipes.
* Brewery has the Brewing specialization
{| class="wikitable"
! Building !! Cost !! Recipes
|-
|-
| [[File:Crude Workstation icon.png|60px]] Crude Workstation || [[File:Wood.png|25px]] 5 Wood || [[File:Bricks.png|25px]] Bricks<br>[[File:Fabric.png|25px]] Fabric<br>[[File:Planks.png|25px]] Planks
| [[File:Icon_Spec_Meat_64x64.png|32px]] '''Meat Production'''
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]
|-
|-
| [[File:Brewery icon.png|60px]] Brewery || [[File:Bricks.png|25px]] 2 Bricks<br>[[File:Fabric.png|25px]] 2 Fabric<br>[[File:Planks.png|25px]] 2 Planks || [[File:Ale.png|25px]] Ale<br>[[File:Crops.png|25px]] Pack of Crops<br>[[File:PickledGoods.png|25px]] Pickled Goods
| [[File:Icon_Spec_RainWater_64x64.png|32px]] '''Rainwater'''
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]]  
|-
|-
| [[File:Makeshift Post icon.png|60px]] Makeshift Post || [[File:Wood.png|25px]] 5 Wood || [[File:BuildingMaterials.png|25px]] Pack of Building Materials<br>[[File:Crops.png|25px]] Pack of Crops<br>[[File:Provisions.png|25px]] Pack of Provisions
| [[File:Icon_Spec_Fire_64x64.png|32px]] '''Warmth'''
| Comfort || +5 to their Resolve || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]
|-
|-
| [[File:Smithy icon.png|60px]] Smithy || [[File:Planks.png|25px]] 5 Planks<br>[[File:Bricks.png|25px]] 2 Bricks || [[File:Simple Tools.png|25px]] Simple Tools<br>[[File:Coats.png|25px]] Coats<br>[[File:Trade Goods.png|25px]] Pack of Trade Goods
| [[File:Icon_Spec_Wood_64x64.png|32px]] '''Woodworking'''
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]
|}
|}


== City Buildings ==
=== First Tab: Recipes ===
Blights Posts and Hydrants can only be constructed if the game difficulty is at least Veteran.
 
{| class="wikitable"
[[File:Building_panel_example-tab_1.png|thumb|200px]]
! Building !! Cost !! Effects
 
|-
''See also: [[Recipes]]''
| [[File:Small Hearth icon.png|60px]] Small Hearth || [[File:Bricks.png|25px]] 5 Bricks<br>[[File:Planks.png|25px]] 5 Planks<br>[[File:Wildfire Essence.png|25px]] 1 Wildfire Essence || Same effects as the Ancient Hearth. Can't be constructed close to other Hearths.
 
|-
[[File:Tab-Recipes.png|48px]]
| [[File:Storage (buildable) icon.png|60px]] Storage || [[File:Bricks.png|25px]] 2 Bricks<br>[[File:PlantFiber.png|25px]] 2 Plant Fiber<br>[[File:Parts.png|25px]] 1 Parts || Stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Storage nearest to them.
 
|-
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building's Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren't the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.
| [[File:Trading Post icon.png|60px]] Trading Post || [[File:Wood.png|25px]] 10 Wood || Traders from the Smoldering City can station here and offer their wares.
 
|-
In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default when a Building is constructed, all Recipes are enabled. You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for [[Planks]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[Wood]]. However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.
| [[File:Tavern icon.png|60px]] Tavern || [[File:Planks.png|25px]] 20 Planks<br>[[File:Fabric.png|25px]] 8 Fabric<br>[[File:Bricks.png|25px]] 4 Bricks || Satisfies Leisure, Brawling. Gives the Gleeman's Tales perk.
 
|-
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top. (This can be changed in the [[Game Options]].) When a Recipe is prioritized in a Building, the Workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.
| [[File:Blight Post icon.png|60px]] Blight Post || [[File:Bricks.png|25px]] 3 Bricks<br>[[File:Planks.png|25px]] 4 Planks<br>[[File:Parts.png|25px]] 2 Parts || Produces and uses Purging Fire.
 
|-
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource '''in the [[Warehouse]],''' then the Workers will not '''start''' producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.
| [[File:Hydrant icon.png|60px]] Hydrant|| [[File:Bricks.png|25px]] 1 Bricks<br>[[File:Planks.png|25px]] 3 Planks || Stores Purging Fire.
 
|}
=== Second Tab: Storage ===
 
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver's panel shows ingredients ready to be used and storage of goods the Workers have produced.]]
 
[[File:Tab-Storage.png|48px]]
 
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building's Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings' internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].
 
==== Produced Goods Storage ====
 
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters' Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]
 
In the example screenshot, a [[Woodcutters' Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to '''Force delivery now''' can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.
 
==== Ingredients Storage ====
 
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]
 
In another example, a [[Crude Workstation]] in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white '''X''' button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a [[Worker]] will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.
 
== List of Essential Blueprints ==
 
''Main page: [[List of Essential Blueprints]]''
 
{{:List of Essential Blueprints}}
 
== List of Buildings ==
 
:''Main page: [[List of Buildings]]''


== Decorations ==
{{:List of Buildings}}
Decorations are used to advance hubs. All decorations take 10 seconds to be constructed.
{| class="wikitable"
! Decoration !! Bonus !! Cost
|-
| [[File:Bank icon.png|60px]] Bench || rowspan=4 | Comfort || rowspan=4 | [[File:Wood.png|25px]] 2 Wood
|-
| [[File:Barrels icon.png|60px]] Barrels
|-
| [[File:Fence icon.png|60px]] Fence
|-
| [[File:CornerFence icon.png|60px]] Fence Corner
|-
| [[File:Bush icon.png|60px]] Bush || rowspan=2 | Aesthetics || rowspan=2 | [[File:Planks.png|25px]] 1 Planks
|-
| [[File:Flower Bed icon.png|60px]] Flower Bed
|-
| [[File:Fire Shrine icon.png|60px]] Fire Shrine || rowspan=2 | Harmony || rowspan=2 | [[File:Planks.png|25px]] 1 Planks<br>[[File:Fabric.png|25px]] 1 Fabric<br>[[File:Bricks.png|25px]] 1 Bricks
|-
| [[File:Lizard Post icon.png|60px]] Lizard Post
|}

Latest revision as of 00:26, 13 May 2024


Overview

Buildings are your main way of meeting the needs of your Villagers by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your Settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering Wood from trees.

Blueprints

The Reputation icon shimmers when you can choose new Blueprints.

Which Buildings you have available for construction is determined by which Blueprints you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing Orders, buying from Traders, and from Glade Event rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.

Essential Blueprints

Every Viceroy has a list of Essential Blueprints, and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.

You can choose more Blueprints to be Essential by completing Deeds and buying upgrades in the Smoldering City. Some upgrades in the Smoldering City also add Blueprints to your list of choices when Embarking.

You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the Tutorial.

Species Specific Buildings

Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:

Races Buildings
Beavers Beavers Cellar Cellar Guild House Guild House Tinctury Tinctury
Foxes Foxes Beanery Beanery Tea Doctor Tea Doctor Teahouse Teahouse
Harpies Harpies Cooperage Cooperage Bath House Bath House
Humans Humans Brewery Brewery Brick Oven Brick Oven Monastery Monastery
Lizards Lizards Butcher Butcher Clan Hall Clan Hall

Construction

To construct a building, you must first have that building's Blueprint. Then, you can see that Blueprint in the toolbar of icons at the bottom of the screen. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.

Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.

Builders

Buildings are constructed by Villagers that aren't assigned to work anywhere else. 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 building materials will never be delivered and construction will never finish.

Construction Toolbar

The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.

Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:

  1. Roads Roads, which are not buildings per se, but built like them. They increase Villagers' speed walking across the map.
  2. Camps Camps, which gather resources from resource nodes. You start most maps with the same 4 options: Woodcutters' Camp, Stonecutters' Camp, Harvesters' Camp, and the small gathering camps.
  3. Food Production Food Production, which farm resources from Fertile Soil and cook Complex Foods.
  4. Housing Housing, which fulfills Villagers' Housing Needs.
  5. Industry Industry Buildings, which produce Resources from other Resources with Recipes.
  6. City Buildings City Buildings, which include Hearths, Warehouses, and the Trading Post. This category will also contain buildings that provide Services when you have earned their Blueprints.
  7. Decorations Decorations, which are used to upgrade Hearths.

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.

Range

Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.

Depending on the building you've chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:

  • the range of the Hearth may be shown when placing another Hearth, housing buildings, or Decorations
  • the range of gathering when placing a camp or a farm
  • highlighting of tiles that contain Fertile Soil when placing farms
  • icons of nearby Resources on map tiles when placing gathering camps and mines
  • highlighting of Trees that have been marked for cutting when placing a Woodcutters' Camp

Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.

Moving a building

This camp is a moveable building.

Move button

After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a Woodcutters' Camp. Some buildings can be moved for a cost, like a Shelter for 5 Wood Wood. Most buildings that produce goods using Recipes cannot be moved at all, and the icon will not appear on their building panel.

You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building's picture in its construction tooltip.

For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.

Building Panel

The Building panel for a Weaver.

The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.

The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.

Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building's functions. When you first open it, the first tab will show the Building's description, which would include a summary of its Recipes and any Specialization.

Workers

Example building panel showing 3 Workers with 3 different statuses.

Most Buildings have space for two or more Villagers to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.

Next to an assigned Worker's icon another small icon will appear that indicates the status of the Worker. They may be the following:

  • Worker transport icon.png = walking to the Building
  • Worker production icon.png = actively producing or gathering
  • Worker storage icon.png = moving goods from the Building to a Warehouse or vice versa
  • Cup.png = walking to the Hearth for a break
  • Worker rest icon.png = resting at the Hearth
  • Worker idle icon.png = idling, unable to work

If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a Glade Event and press the Investigate button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling Worker may be wasting valuable time, however you are free to ignore these icons.

Empty Worker Slots

Worker Circle Widget.png

If a Building has space for more Workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which Species to add from the radial menu.

There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the Woodcutters' Camps of all of their Workers just before The Storm can lower the Hostility of the Forest enough so you don't lose any Villagers during the Storm due to low Resolve. Another example is if your settlement is producing a good more quickly than it is needed, removing a Worker will slow down the rate of production.

Specializations

Proficiency.png

Some Buildings have Specializations for some Workers that make those individual Villagers more comfortable, granting them a bonus to their Resolve, or a bonus to production quantity or speed due to their proficiency.

Comfortable.png

Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the Species; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.

Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the Cookhouse with 4 Worker slots and its Warmth Specialization can be used to boost the Resolve of four Lizards!

Specializations, effects, and examples
Specialization Type Effect Species
Icon Spec Alchemy 64x64.png Alchemy Proficiency +10% chance of doubling their yield Harpy circle.png Harpy
Icon Spec Brewing 64x64.png Brewing Comfort +5 to their Resolve Human circle.png Human
Icon Spec Cloth 64x64.png Tailoring Comfort +5 to their Resolve Harpy circle.png Harpy
Icon Spec Gear 64x64.png Engineering Comfort +5 to their Resolve Beaver circle.png Beaver
Icon Spec Farm 64x64.png Farming Proficiency +10% chance of doubling their yield Human circle.png Human
Icon Spec Forest 64x64.png Forest Proficiency +5% reduced working time of Glade Event Fox circle.png Fox
Icon Spec Meat 64x64.png Meat Production Proficiency +10% chance of doubling their yield Lizard circle.png Lizard
Icon Spec RainWater 64x64.png Rainwater Comfort +5 to their Resolve Fox circle.png Fox
Icon Spec Fire 64x64.png Warmth Comfort +5 to their Resolve Lizard circle.png Lizard
Icon Spec Wood 64x64.png Woodworking Proficiency +10% chance of doubling their yield Beaver circle.png Beaver

First Tab: Recipes

Building panel example-tab 1.png

See also: Recipes

Tab-Recipes.png

On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building's Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren't the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.

In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default when a Building is constructed, all Recipes are enabled. You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for Planks in the Crude Workstation (0 Stars) if you have also built a Lumber Mill (★★★), so you get the most efficient use of Wood. However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.

In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top. (This can be changed in the Game Options.) When a Recipe is prioritized in a Building, the Workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.

On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource in the Warehouse, then the Workers will not start producing more. Often, the deliveries to the Warehouse have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.

Second Tab: Storage

The Weaver's panel shows ingredients ready to be used and storage of goods the Workers have produced.

Tab-Storage.png

Most buildings have internal storage, where (a) ingredient Resources are brought from the Warehouse for use in the Building's Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the Warehouse. The latter has limits, and Buildings' internal capacities can be increased by Perks and Upgrades in the Smoldering City.

Produced Goods Storage

The Internal Storage in a Woodcutters' Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.

In the example screenshot, a Woodcutters' Camp has an internal Storage capacity of 15. It is holding 8 Wood and 6 Copper Ore that are awaiting delivery to the closest Warehouse. The blue button to Force delivery now can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or Glade Events that urgently need Resources.

Ingredients Storage

The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.

In another example, a Crude Workstation in a settlement still stands, but all its Recipes can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white X button on the Resource icon instantly transfers these Goods back to the Warehouse. If you accidentally remove the wrong ingredient, a Worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.

List of Essential Blueprints

Main page: List of Essential Blueprints


The Blueprints in this list can be earned through completing Deeds and buying Upgrades in the Smoldering City. Once earned, they become Essential, which means they are available from the start of every settlement.

Roads

Blueprint Unlock or Upgrade
Path icon.png Path (always available)
Paved Road icon.png Paved Road Unlocked on Level 3
Reinforced Road icon.png Reinforced Road Unlocked on Level 7

Camps

Blueprint Unlock or Upgrade
Woodcutters Camp icon.png Woodcutters' Camp (always available)
Stonecutter's Camp icon.png Stonecutters' Camp (always available)
Harvester Camp icon.png Harvesters' Camp (always available)
Forager's Camp icon.png Small Foragers' Camp (always available)
Herbalist's Camp icon.png Small Herbalists' Camp Unlocked on Level 2
Trapper's Camp icon.png Small Trappers' Camp (always available)

Food Production

Blueprint Unlock or Upgrade
Farmfield icon.png Farm Field (always available)
Field Kitchen icon.png Field Kitchen Unlocked with Obsidian Archive Level 11 Upgrade

Housing

Blueprint Unlock or Upgrade
Shelter icon.png Shelter (always available)
Big Shelter icon.png Big Shelter Unlocked with Ancient Knowledge Deed
Human House icon.png Human House Unlocked with Vanguard Spire Level 1 Upgrade
Beaver House icon.png Beaver House Unlocked with Vanguard Spire Level 2 Upgrade
Lizard House icon.png Lizard House Unlocked with Vanguard Spire Level 3 Upgrade
Harpy House icon.png Harpy House Unlocked with Vanguard Spire Level 4 Upgrade
Fox House icon.png Fox House Unlocked with Vanguard Spire Level 6 Upgrade

Industry

Blueprint Unlock or Upgrade
Crude Workstation icon.png Crude Workstation (always available)
Makeshift Post icon.png Makeshift Post (always available)

City Buildings

Blueprint Unlock or Upgrade
Blight Post icon.png Blight Post Automatically available on Veteran Difficulty and higher
Hydrant icon.png Hydrant Automatically available on Veteran Difficulty and higher
Storage icon.png Warehouse (always available)
Temporary Hearth icon.png Small Hearth (always available)
Trading Post icon.png Trading Post (always available)
Altar icon.png Forsaken Altar Automatically available on Prestige 1 Difficulty and higher

List of Buildings

Main page: List of Buildings


Starting Buildings

Every settlement starts with an Ancient Hearth and Main Warehouse.


Buildings every settlement starts with
Building Purpose Workplaces Specialization
Small Hearth icon.png Ancient Hearth Heats nearby Houses. Villagers gather here to rest and eat. 1 Warmth Specialization Warmth
Main Storage icon.png Main Warehouse Centralizes resources for settlement supply chain. 2 none

Camps

Camps

Camps are starting points for your settlement to go out into the wild to gather Resources from the map in a small area around them. Selecting a Camp from the construction menu will highlight their range and show icons for the resource deposits or trees from which the Camp can gather. All Camps can be moved for free.

Some of the Camps have smaller and larger versions. If the Camp you have when you start a map is named "Small," then you can upgrade it by unlocking the Blueprint for the larger version. Small camps can only gather from small resource nodes; the regular camps


Building Place near this Primary resource gathered Workplaces Specialization Cost to build
Small Foragers' Camp Small Foragers' Camp
DebugNode SwampWheatSmall icon.pngSwamp Wheat Field
DebugNode RootsSmall icon.pngRoot Deposit
DebugNode MossBroccoliSmall icon.pngMoss Broccoli Patch
2 Farming Specialization Farming
10Wood Wood
3Parts Parts
Foragers' Camp Foragers' Camp
Harvesters' Camp Harvesters' Camp
DebugNode FlaxSmall icon.pngFlax Field
DebugNode ReedSmall icon.pngReed Field
2 none
10Wood Wood
3Parts Parts
Small Herbalists' Camp Small Herbalists' Camp
DebugNode HerbsSmall icon.pngHerbs Patch
DebugNode DewberryBushSmall icon.pngDewberry Patch
DebugNode MushroomBig icon.pngMushroom Patch
2 Alchemy Specialization Alchemy
10Wood Wood
3Parts Parts
Herbalists' Camp Herbalists' Camp
Stonecutters' Camp Stonecutters' Camp
DebugNode ClaySmall icon.pngClay Deposit
DebugNode SeaMarrowSmall icon.pngSea Marrow Deposit
DebugNode StoneSmall icon.pngStone Deposit
2 none
10Wood Wood
3Parts Parts
Small Trappers' Camp Small Trappers' Camp
DebugNode SnailBroodmotherSmall icon.pngSlickshell Broodmother
DebugNode SnakeNestSmall icon.pngSnake Nest
DebugNode StormbirdNestSmall icon.pngStormbird Nest
2 Meat production Specialization Meat production
10Wood Wood
3Parts Parts
Trappers' Camp Trappers' Camp
Woodcutters' Camp Woodcutters' Camp
Abyssal Trees.pngAbyssal Trees
Coppervein Tree.pngCoppervein Trees
Crimsonreach Tree.pngCrimsonreach Trees
Dying Tree.pngDying Trees
Lush Trees.pngLush Trees
Mushwood Tree.pngMushwood Trees
Musselsprout Tree.pngMusselsprout Trees
Giant Abyssal Tree.pngOvergrown Abyssal Trees
Plateleaf Tree.pngPlateleaf Trees
2 Woodworking Specialization Woodworking
2Parts Parts

Food Production

Food Production

Food production Buildings include Farms and Buildings whose primary purpose is Recipes for food. Many of these buildings also produce non-food items from farming or include non-food Recipes. This may give you more options or less in choosing your Blueprints, depending on how strict your needs are.


Farms, food production buildings, and their products
Building Products Workplaces Specialization Cost to build
Farmfield icon.png Farm Field Converts Fertile Soil to farmable tiles none none none
Clay Pit Clay Pit From Farm Fields underneath the building:
2 Rainwater Specialization Rainwater
2Planks Planks
2Fabric Fabric
Forester's Hut Forester's Hut From nearby Farm Fields:
4 Woodworking Specialization Woodworking
Rainwater Specialization Rainwater
4Planks Planks
Greenhouse Greenhouse From Farm Fields underneath the building:
3 Farming Specialization Farming
Rainwater Specialization Rainwater
2Bricks Bricks
2Fabric Fabric
Herb Garden Herb Garden From nearby Farm Fields:
2 Farming Specialization Farming
2Planks Planks
Hallowed Herb Garden Hallowed Herb Garden From nearby Farm Fields:
2 Farming Specialization Farming Found in Forbidden Glades
Homestead Homestead
From nearby Farm Fields:
4 Farming Specialization Farming Found in Glades
Plantation Plantation From nearby Farm Fields:
2 Farming Specialization Farming
2Planks Planks
Small Farm Small Farm From nearby Farm Fields:
2 Farming Specialization Farming
2Planks Planks
Hallowed Small Farm Hallowed Small Farm From nearby Farm Fields:
2 Farming Specialization Farming Found in Forbidden Glades
Bakery Bakery 2 Warmth Specialization Warmth
5Planks Planks
2Fabric Fabric
Beanery Beanery 3 Warmth Specialization Warmth
Rainwater Specialization Rainwater
8Planks Planks
4Bricks Bricks
Brick Oven Brick Oven 3 Warmth Specialization Warmth
5Bricks Bricks
Butcher Butcher 3 Meat production Specialization Meat production
5Planks Planks
2Bricks Bricks
Cellar Cellar 2 Brewing Specialization Brewing
2Bricks Bricks
2Fabric Fabric
Flawless Cellar Flawless Cellar 2 Brewing Specialization Brewing Found in Forbidden Glades
Cookhouse Cookhouse 4 Warmth Specialization Warmth
8Planks Planks
4Bricks Bricks
Field Kitchen Field Kitchen 2 none
2Planks Planks
2Fabric Fabric
Granary Granary 3 Farming Specialization Farming
5Planks Planks
2Fabric Fabric
Grill Grill 3 Warmth Specialization Warmth
Meat production Specialization Meat production
5Planks Planks
2Bricks Bricks
Ranch Ranch 2 Meat production Specialization Meat production
5Planks Planks
Smokehouse Smokehouse 3 Warmth Specialization Warmth
Meat production Specialization Meat production
5Planks Planks
2Fabric Fabric

Housing

Housing

Housing Buildings must be constructed within range of a Hearth to work. These buildings satisfy villagers' need for shelter. Certain Housing Building also satisfy villagers' need for their species-specific housing. These have fewer places for residents and require that you unlock their Blueprints.


Housing buildings and their benefits
Building Residents Need Satisfied Species Satisfied Cost to Build
Shelter icon.png Shelter 3 Icon Need Shelter.png Basic Housing none 10 Wood Wood
Big Shelter icon.png Big Shelter 6 Icon Need Shelter.png Basic Housing none 4 Planks Planks
Human House icon.png Human House 2 Icon Need Shelter.png Basic Housing +
Icon Need HumanHousing.png Human Housing
Humans Humans 4 Planks Planks
2 Bricks Bricks
Beaver House icon.png Beaver House 2 Icon Need Shelter.png Basic Housing +
Icon Need beaverHousing.png Beaver Housing
Beavers Beavers 8 Planks Planks
Lizard House icon.png Lizard House 2 Icon Need Shelter.png Basic Housing +
Icon Need LizardHousing.png Lizard Housing
Lizards Lizards 2 Fabric Fabric
2 Bricks Bricks
Harpy House icon.png Harpy House 2 Icon Need Shelter.png Basic Housing +
Icon Need HarpyHousing.png Harpy Housing
Harpies Harpies 4 Fabric Fabric
Fox House icon.png Fox House 2 Icon Need Shelter.png Basic Housing +
Icon Need FoxHousing.png Fox Housing
Foxes Foxes 4 Planks Planks
2 Crystalized Dew Crystalized Dew

Industry Buildings

Industry

Industry Buildings produce intermediate crafting and building materials, trade goods, and the finished goods used for Services and other effects. Most of these buildings require you to unlock their Blueprints before you can place them. The four that you start with are listed first in the table.


Industry buildings and their products
Building Products Workplaces Specialization Cost to build
Crude Workstation Crude Workstation 2 none
5Wood Wood
Makeshift Post Makeshift Post 2 none
5Wood Wood
Geyser Pump Geyser Pump 2 Rainwater Specialization Rainwater
6Planks Planks
4Pipes Pipes
Rain Collector Rain Collector 2 Rainwater Specialization Rainwater
2Planks Planks
3Parts Parts
Advanced Rain Collector Advanced Rain Collector 3 Rainwater Specialization Rainwater
5Planks Planks
5Pipes Pipes
3Parts Parts
Mine Mine 4 Engineering Specialization Engineering
2Planks Planks
4Bricks Bricks
2Parts Parts
Alchemist's Hut Alchemist's Hut 2 Alchemy Specialization Alchemy
Brewing Specialization Brewing
Rainwater Specialization Rainwater
5Planks Planks
2Bricks Bricks
Apothecary Apothecary 2 Alchemy Specialization Alchemy
Rainwater Specialization Rainwater
5Planks Planks
2Bricks Bricks
Artisan Artisan 3 Tailoring Specialization Tailoring
8Planks Planks
4Fabric Fabric
Brewery Brewery 2 Brewing Specialization Brewing
2Planks Planks
2Bricks Bricks
2Fabric Fabric
Flawless Brewery Flawless Brewery 2 Brewing Specialization Brewing Found in Forbidden Glades
Brickyard Brickyard 2 Rainwater Specialization Rainwater
8Planks Planks
Carpenter Carpenter 3 Woodworking Specialization Woodworking
5Planks Planks
2Fabric Fabric
Clothier Clothier 2 Tailoring Specialization Tailoring
5Planks Planks
2Bricks Bricks
Cooperage Cooperage 2 Woodworking Specialization Woodworking
Rainwater Specialization Rainwater
5Planks Planks
2Bricks Bricks
Flawless Cooperage Flawless Cooperage 2 Woodworking Specialization Woodworking
Rainwater Specialization Rainwater
Found in Forbidden Glades
Distillery Distillery 2 Brewing Specialization Brewing
Rainwater Specialization Rainwater
2Planks Planks
2Bricks Bricks
2Fabric Fabric
Druid's Hut Druid's Hut 3 Alchemy Specialization Alchemy
5Planks Planks
2Fabric Fabric
Flawless Druid's Hut Flawless Druid's Hut 3 Alchemy Specialization Alchemy Found in Forbidden Glades
Finesmith Finesmith 3 Alchemy Specialization Alchemy
Rainwater Specialization Rainwater
Found in Forbidden Glades
Furnace Furnace 3 Warmth Specialization Warmth
5Planks Planks
2Bricks Bricks
Kiln Kiln 3 Warmth Specialization Warmth
4Bricks Bricks
Leatherworker Leatherworker 2 Tailoring Specialization Tailoring
Meat production Specialization Meat production
2Bricks Bricks
2Fabric Fabric
Flawless Leatherworker Flawless Leatherworker 2 Tailoring Specialization Tailoring
Meat production Specialization Meat production
Found in Forbidden Glades
Lumber Mill Lumber Mill 2 Woodworking Specialization Woodworking
2Bricks Bricks
2Fabric Fabric
Manufactory Manufactory 3 Tailoring Specialization Tailoring
5Planks Planks
2Fabric Fabric
Press Press 3 Engineering Specialization Engineering
5Planks Planks
2Bricks Bricks
Provisioner Provisioner 2 none
8Planks Planks
4Fabric Fabric
Rain Mill Rain Mill 3 Engineering Specialization Engineering
Farming Specialization Farming
5Planks Planks
2Fabric Fabric
Flawless Rain Mill Flawless Rain Mill 3 Engineering Specialization Engineering
Farming Specialization Farming
Found in Forbidden Glades
Rainpunk Foundry Rainpunk Foundry 3 Engineering Specialization Engineering
Warmth Specialization Warmth
Rainwater Specialization Rainwater
Found in Forbidden Glades
Scribe Scribe 3 Brewing Specialization Brewing
5Planks Planks
2Fabric Fabric
Smelter Smelter 3 Warmth Specialization Warmth
4Bricks Bricks
Flawless Smelter Flawless Smelter 3 Warmth Specialization Warmth Found in Forbidden Glades
Smithy Smithy 2 Engineering Specialization Engineering
Warmth Specialization Warmth
5Planks Planks
2Bricks Bricks
Stamping Mill Stamping Mill 2 Engineering Specialization Engineering
5Planks Planks
2Bricks Bricks
Supplier Supplier 2 Tailoring Specialization Tailoring
5Planks Planks
2Bricks Bricks
Teahouse Teahouse 2 Alchemy Specialization Alchemy
Rainwater Specialization Rainwater
5Planks Planks
2Bricks Bricks
Tinctury Tinctury 2 Alchemy Specialization Alchemy
Brewing Specialization Brewing
5Planks Planks
2Fabric Fabric
Tinkerer Tinkerer 3 Engineering Specialization Engineering
5Planks Planks
2Bricks Bricks
Toolshop Toolshop 2 Engineering Specialization Engineering
5Planks Planks
2Fabric Fabric
Weaver Weaver 2 Tailoring Specialization Tailoring
8Planks Planks
Workshop Workshop 2 none
4Planks Planks
4Bricks Bricks
4Fabric Fabric

City Buildings

City Buildings

City Buildings include buildings that provide Services and passive effects and the buildings that everyone starts out being able to access that provide essential settlement functions of Hearths, Warehouses, and Trade. Services Buildings can be quite expensive to build, costing upwards of several dozen building materials. The Blight Post and Forsaken Altar become available at different Difficulty levels: Veteran and Prestige 1, respectively.


City Buildings and their purposes
Building Number of Workers Purpose, service, or effects Cost to build
Temporary Hearth icon.png Small Hearth 1 Hearths expand settlements, and villagers go there to rest.
Warmth Specialization Warmth Specialization bonus.
5 Planks Planks
5 Bricks Bricks
1 Wildfire Essence Wildfire Essence
Storage icon.png Warehouse none or 2
(depends on upgrades)
Workers deliver and take goods from the nearest Warehouse. 2 Bricks Bricks
2 Fabric Fabric
1 Parts Parts
Trading Post icon.png Trading Post none Purchase Resources and Perks from Traders. Enables Trade Routes. 10 Wood Wood
Blight Post icon.png Blight Post 3 Purging Fire Purging Fire
Sends out workers to destroy Blightrot Cysts.
Alchemy Specialization Alchemy and Warmth Specialization Warmth Specialization bonuses.
4 Planks Planks
3 Bricks Bricks
2 Parts Parts
Hydrant icon.png Hydrant none Lets workers from the Blight Post access Purging Fire Purging Fire without going all the way back to the Blight Post. 1 Bricks Bricks
3 Planks Planks
Altar icon.png Forsaken Altar none During Storm Season, spend Citadel Resources or villagers' lives for powerful Perks. 40 Wood Wood
8 Bricks Bricks

Services Buildings

Services Buildings and their effects
Building Workplaces Purpose, service, or effects Cost to build
Bath House Bath House 3
10Planks Planks
8Bricks Bricks
8Fabric Fabric
Clan Hall Clan Hall 3
20Planks Planks
8Bricks Bricks
4Fabric Fabric
Explorers' Lodge Explorers' Lodge 3
20Planks Planks
4Bricks Bricks
8Fabric Fabric
Forum Forum 3
16Bricks Bricks
4Fabric Fabric
Guild House Guild House 3
40Planks Planks
4Fabric Fabric
Market Market 2
20Planks Planks
12Fabric Fabric
Holy Market Holy Market 2 Found in Forbidden Glades
Monastery Monastery 3
20Bricks Bricks
Tavern Tavern 3
20Planks Planks
4Bricks Bricks
8Fabric Fabric
Tea Doctor Tea Doctor 3
10Planks Planks
8Bricks Bricks
8Fabric Fabric
Temple Temple 3
10Planks Planks
8Bricks Bricks
8Fabric Fabric
Holy Temple Holy Temple 3 Found in Forbidden Glades