Buildings: Difference between revisions

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{{Version|0.38.3}}
{{Version|0.38.3}}


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.
= Buildings =


== Blueprints & Construction ==
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 ==


[[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 your Blueprints.  Every Viceroy has a list of Essential Buildings and you will begin each Settlement with all of those Blueprints. You can choose additional Blueprints by gaining Reputation, buying from [[Trade | Traders]], and from [[Glade Event]] rewards.
 
== Essential Buildings ==
 
You can add more Blueprints to your Essential Buildings list by completing [[Smoldering City#Deeds | Deeds]] and buying upgrades in the [[Smoldering City#Upgrades | Smoldering City]].  Some upgrades in the Smoldering City also add Blueprints to your list of [[Embarking | Embarkation]] options.  You can learn about your starting list of Essential Buildings by playing the [[Tutorial]].  
 
= Construction =


=== Builders ===
To construct new buildings, you must first have that building's Blueprint.  You can select from the available Blueprints using the menus at the bottom of the screen and click to place the construction site on the map.  Red squares under the construction site indicate impediments to placement 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 any resources have been delivered, you can remove the construction site for free - but once resources have arrived, removing the construction site will only refund a partial amount of resources (just as for completed buildings).  Construction sites for buildings which can be moved for free can also be freely moved, but construction sites for buildings with a move cost cannot.
 
== 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, 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 ===
== 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.]]
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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.
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.]]
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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.
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.


== Building Panel ==
= 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]]
 
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 [[Camps|Camp]]. Some Buildings can be moved for a cost, like a [[Shelter]] for 5 [[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.
 
= Building Panel =


[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]
The Building panel contains information on a Building you have selected or placed for construction on the map. Counter-clockwise starting at the top of the panel, you can see four tabs, the [[Workers]], and the content of the tabs. The center-top of the panel, below the tabs, will show the Building's description, which typically includes a summary of its [[Recipes]] and any [[Specialization]].
The Building panel contains information on a Building you have selected or placed for construction on the map. Counter-clockwise starting at the top of the panel, you can see four tabs, the [[Workers]], and the content of the tabs. The center-top of the panel, below the tabs, will show the Building's description, which typically includes a summary of its [[Recipes]] and any [[Specialization]].


=== Moving a Building ===
== First Tab: Recipes ==
 
[[File:Building_panel_example-tab_1.png|thumb|200px]]
''See also: [[Recipes]]''


[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This Camp is a moveable Building.]]
[[File:Tab-Recipes.png|48px]]
[[File:Move_Icon.png|32px|Move button]]
 
On the Building Panel for production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like [[Camps]] and [[Farms]], there are no tabs and the Recipes and internal Storage are shown together.
 
In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default, 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]]) once you have 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.


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 [[Camps|Camp]]. Some Buildings can be moved for a cost, like a [[Shelter]] for 5 [[Wood]]. Most Buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their Building panel.
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. 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 the Limit is reached.


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.
On the right side of the Recipes list, you can set the [[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. Sometimes the deliveries to the [[Warehouse]] have not been made yet, so Workers may start another batch, and the Limit may be exceeded, so consider this as a soft target not a rigid constraint.


=== Workers ===
=== Workers ===
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|}
|}


 
== Second Tab: Storage ==
=== First Tab: Recipes ===
 
[[File:Building_panel_example-tab_1.png|thumb|200px]]
''See also: [[Recipes]]''
 
[[File:Tab-Recipes.png|48px]]
 
On the Building Panel for production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like [[Camps]] and [[Farms]], there are no tabs and the Recipes and internal Storage are shown together.
 
In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default, 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]]) once you have 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.
 
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. 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 the Limit is reached.
 
On the right side of the Recipes list, you can set the [[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. Sometimes the deliveries to the [[Warehouse]] have not been made yet, so Workers may start another batch, and the Limit may be exceeded, so consider this as a soft target not a rigid constraint.
 
 
=== Second Tab: Storage ===


[[File:Building_panel_example-tab_2.png|thumb|200px]]
[[File:Building_panel_example-tab_2.png|thumb|200px]]
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[[File:Tab-Storage.png|48px]]
[[File:Tab-Storage.png|48px]]


==== Produced Goods Storage ====
=== 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.]]
[[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.]]
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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''' is dimmed because a [[Worker]] is on their way back to the Camp to deliver these goods. Pressing this button when the Storage is not full will force a Worker to take the goods to the Warehouse before it is full (and possibly before their own [[Carrying|Carrying Capacity]] would be most efficiently used). This is useful if you have Buildings awaiting construction or [[Glade Events]] that need Resources as soon as possible.
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''' is dimmed because a [[Worker]] is on their way back to the Camp to deliver these goods. Pressing this button when the Storage is not full will force a Worker to take the goods to the Warehouse before it is full (and possibly before their own [[Carrying|Carrying Capacity]] would be most efficiently used). This is useful if you have Buildings awaiting construction or [[Glade Events]] that need Resources as soon as possible.


==== Ingredients Storage ====
=== Ingredients Storage ===


[[File:Internal storage example.png|thumb|200px|The ingredients Storage in an empty Crude Workstation are inaccessible to other Buildings that could use them.]]
[[File:Internal storage example.png|thumb|200px|The ingredients Storage in an empty Crude Workstation are inaccessible to other Buildings that could use them.]]
In another example, a [[Crude Workstation]] has been replaced with Buildings with more efficient (higher-star) [[Recipes]]. Clicking the red '''X''' icon on the [[Resources|Resource]]'s icons instantly transfers these Resources back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a [[Worker]] will need to go pick the ingredients back up from the Warehouse before they can work on the Recipe.
In another example, a [[Crude Workstation]] has been replaced with Buildings with more efficient (higher-star) [[Recipes]]. Clicking the red '''X''' icon on the [[Resources|Resource]]'s icons instantly transfers these Resources back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a [[Worker]] will need to go pick the ingredients back up from the Warehouse before they can work on the Recipe.


= Essential Buildings List =


== List of Buildings ==
= List of Buildings =


''Main page: [[List of Buildings]]''
''Main page: [[List of Buildings]]''


{{:List of Buildings}}
{{:List of Buildings}}

Revision as of 19:07, 2 March 2023

This page was last updated during version 0.38.3. The game is now in version 1.3.4. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating this page.

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

The Reputation icon shimmers when you can choose new Blueprints.

Which buildings you have available for construction is determined by your Blueprints. Every Viceroy has a list of Essential Buildings and you will begin each Settlement with all of those Blueprints. You can choose additional Blueprints by gaining Reputation, buying from Traders, and from Glade Event rewards.

Essential Buildings

You can add more Blueprints to your Essential Buildings list by completing Deeds and buying upgrades in the Smoldering City. Some upgrades in the Smoldering City also add Blueprints to your list of Embarkation options. You can learn about your starting list of Essential Buildings by playing the Tutorial.

Construction

To construct new buildings, you must first have that building's Blueprint. You can select from the available Blueprints using the menus at the bottom of the screen and click to place the construction site on the map. Red squares under the construction site indicate impediments to placement 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 any resources have been delivered, you can remove the construction site for free - but once resources have arrived, removing the construction site will only refund a partial amount of resources (just as for completed buildings). Construction sites for buildings which can be moved for free can also be freely moved, but construction sites for buildings with a move cost cannot.

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

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:

  1. Roads Roads, which are not Buildings, but improve Villagers' ability to move between them
  2. Camps 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. Food Production Food Production, for example for farming and cooking Recipes
  4. Housing Housing, and you start every map with at least the option for the basic Shelter
  5. Industry Industry Buildings, which produce Resources, sometimes by themselves but usually with Recipes
  6. City Buildings 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. Decorations Decorations, which are also not Buildings, but 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 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.

Moving a Building

This Camp is a moveable Building.

Move button

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 Camp. Some Buildings can be moved for a cost, like a Shelter for 5 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.

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. Counter-clockwise starting at the top of the panel, you can see four tabs, the Workers, and the content of the tabs. The center-top of the panel, below the tabs, will show the Building's description, which typically includes a summary of its Recipes and any Specialization.

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 Camps and Farms, there are no tabs and the Recipes and internal Storage are shown together.

In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default, 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]]) once you have built a Lumber Mill (Template: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.

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. 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 the Limit is reached.

On the right side of the Recipes list, you can set the 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. Sometimes the deliveries to the Warehouse have not been made yet, so Workers may start another batch, and the Limit may be exceeded, so consider this as a soft target not a rigid constraint.

Workers

Example building panel showing 3 Workers with 3 different statuses.

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.

Next to the Worker icon, like a Human, a 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
  • 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) 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.

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

Some Buildings will indicate that there are Specializations available with small, color-coded icons. 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. Specializations either grant bonus to Resolve or chance for double production. A Building like the Cookhouse with 4 Worker slots can be used to boost the Resolve of the Lizards by assigning four Lizards to it due to its Warmth Specialization.

Specializations, effects, and examples
Specialization Type Effect Species Example Building
Icon Spec Alchemy 64x64.png Alchemy Proficiency +10% chance of doubling their yield Harpy circle.png Harpies Apothecary
Icon Spec Brewing 64x64.png Brewing Comfortable +5 to their Resolve Human circle.png Humans Brewery
Icon Spec Cloth 64x64.png Cloth Comfortable +5 to their Resolve Harpy circle.png Harpies Weaver
Icon Spec Gear 64x64.png Engineering Comfortable +5 to their Resolve Beaver circle.png Beavers Mine
Icon Spec Farm 64x64.png Farming Proficiency +10% chance of doubling their yield Human circle.png Humans Small Farm
Icon Spec Meat 64x64.png Meat Production Proficiency +10% chance of doubling their yield Lizard circle.png Lizards Butcher
Icon Spec Fire 64x64.png Warmth Comfortable +5 to their Resolve Lizard circle.png Lizards Ancient Hearth
Icon Spec Wood 64x64.png Woodworking Proficiency +10% chance of doubling their yield Beaver circle.png Beavers Woodcutters' Camp

Second Tab: Storage

Building panel example-tab 2.png

See also: Storage and Warehouse

Tab-Storage.png

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.

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. The capacity of this Storage can be increased by Perks and Upgraded in the Smoldering City.

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 is dimmed because a Worker is on their way back to the Camp to deliver these goods. Pressing this button when the Storage is not full will force a Worker to take the goods to the Warehouse before it is full (and possibly before their own Carrying Capacity would be most efficiently used). This is useful if you have Buildings awaiting construction or Glade Events that need Resources as soon as possible.

Ingredients Storage

The ingredients Storage in an empty Crude Workstation are inaccessible to other Buildings that could use them.

In another example, a Crude Workstation has been replaced with Buildings with more efficient (higher-star) Recipes. Clicking the red X icon on the Resource's icons instantly transfers these Resources back to the Warehouse. If you accidentally remove the wrong ingredient, a Worker will need to go pick the ingredients back up from the Warehouse before they can work on the Recipe.

Essential Buildings List

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