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Revision as of 00:22, 27 April 2024
This is a list of all Buildings in the game. See the main article on Buildings for strategies and descriptions of how to use them in the game.
Starting Buildings
Every settlement starts with an Ancient Hearth and Main Warehouse.
Building | Purpose | Workplaces | Specialization |
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Ancient Hearth | Heats nearby Houses. Villagers gather here to rest and eat. | 1 | Warmth |
Main Warehouse | Centralizes resources for settlement supply chain. | 2 | none |
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 | ||||||||||||||||||||
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Small Foragers' Camp |
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2 | Farming |
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Foragers' Camp |
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Harvesters' Camp |
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2 | none |
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Small Herbalists' Camp |
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2 | Alchemy |
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Herbalists' Camp | |||||||||||||||||||||||||
Stonecutters' Camp |
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2 | none |
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Small Trappers' Camp |
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2 | Meat production |
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Trappers' Camp | |||||||||||||||||||||||||
Woodcutters' Camp |
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2 | Woodworking |
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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.
Building | Products | Workplaces | Specialization | Cost to build | ||||
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Farm Field | Converts Fertile Soil to farmable tiles | none | none | none | ||||
Clay Pit | From Farm Fields underneath the building: |
2 | Rainwater |
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Forester's Hut | From nearby Farm Fields:
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4 | No specialization found with that name: Wood. |
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Greenhouse | From Farm Fields underneath the building: |
3 | Farming Rainwater |
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Herb Garden | From nearby Farm Fields: |
2 | Farming |
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Hallowed Herb Garden | From nearby Farm Fields: |
2 | Farming | Found in Forbidden Glades | ||||
Homestead |
From nearby Farm Fields:
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4 | Farming | Found in Glades | ||||
Plantation | From nearby Farm Fields:
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2 | Farming |
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Small Farm | From nearby Farm Fields:
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2 | Farming |
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Hallowed Small Farm | From nearby Farm Fields:
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2 | Farming | Found in Forbidden Glades | ||||
Bakery | 2 | Warmth |
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Beanery |
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3 | Warmth Rainwater |
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Brick Oven | 3 | Warmth |
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Butcher | 3 | Meat production |
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Cellar |
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2 | Brewing |
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Flawless Cellar |
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2 | Brewing | Found in Forbidden Glades | ||||
Cookhouse | 4 | Warmth |
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Field Kitchen |
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2 | none |
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Granary |
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3 | Farming |
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Grill |
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3 | Warmth Meat production |
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Ranch | 2 | Meat production |
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Smokehouse | 3 | Warmth Meat production |
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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.
Building | Residents | Need Satisfied | Species Satisfied | Cost to Build |
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Shelter | 3 | Sheltered | none | 10 Wood |
Big Shelter | 6 | Sheltered | none | 4 Planks |
Human House | 2 | Human Housing | Humans | 4 Planks 2 Bricks |
Beaver House | 2 | Beaver Housing | Beavers | 8 Planks |
Lizard House | 2 | Lizard Housing | Lizards | 2 Fabric 2 Bricks |
Harpy House | 2 | Harpy Housing | Harpies | 4 Fabric |
Industry Buildings
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.
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, Storage, 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.
Building | Number of Workers | Purpose, service, or effects | Cost to build |
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Small Hearth | 1 | Hearths expand settlements, and Villagers go there to rest. Warmth Specialization bonus. |
5 Planks 5 Bricks 1 Wildfire Essence |
Warehouse | none | Workers deliver and take goods from the nearest Warehouse | 2 Bricks 2 Fabric 1 Parts |
Trading Post | none | Purchase Resources and Perks from Traders. Enables Trade Routes. | 10 Wood |
Blight Post | 3 | Purging Fire Sends out Workers to destroy Blight Cysts. Alchemy and Warmth Specialization bonuses. |
4 Planks 3 Bricks 2 Parts |
Hydrant | none | Lets Workers from the Blight Post access Purging Fire without going all the way back to the Blight Post. | 1 Bricks 3 Planks |
Forsaken Altar | none | During the Storm, spend Citadel Resources or Villagers' lives for powerful Perks. | 40 Wood 8 Bricks |
Services Buildings
Building | Workplaces | Purpose, service, or effects | Cost to build | ||||||
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Bath House | 3 |
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Clan Hall | 3 |
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Explorers' Lodge | 3 |
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Forum | 3 |
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Guild House | 3 |
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Market | 2 |
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Holy Market | 2 |
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Found in Forbidden Glades | ||||||
Monastery | 3 |
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Tavern | 3 |
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Tea Doctor | 3 |
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Temple | 3 |
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Holy Temple | 3 |
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Found in Forbidden Glades |