Buildings

From Against the Storm Official Wiki
Revision as of 23:11, 3 December 2022 by Aeredor (talk | contribs) (Added a new top-level section on the Building panel and grouped some things under that. Moved Hearth and Roads to their own article. Added starting buildings list. Improved layout of Camps list.)

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

Blueprints & Construction

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 Traders, and from Glade Event rewards. A small number of Blueprints are Essential, meaning they will always be unlocked at the beginning of each settlement. You can buy upgrades in the Smoldering City to add a few more Blueprints as Essential for every map (for example, Human House, or be able to choose an Essential Blueprint when Embarking.

Builders

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

Construction Toolbar

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.

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.

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.

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


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.


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.


List of Buildings

Starting Buildings

Buildings every settlement starts with
Building Purpose Number of Workers Specialization
Small Hearth icon.png Ancient Hearth Heats nearby Housing. Villagers gather here to Rest, eat, and receive Clothing. 1 Icon Spec Fire 64x64.png Warmth
Main Storage icon.png Main Warehouse Stores Resources. Workers deliver and take goods from the Warehouse nearest to them. none none


Camps

Main article: 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 with an efficiency of one star (★). Selecting a Camp from the construction menu will highlight this collection range and the Resource nodes or Trees from which the Camp can gather. All camps require Parts and some require Wood and take 14 or 15 seconds to be constructed. All Camps can be moved for free.

Gathering Camps and what they gather
Building Place near this Primary resource gathered Number of workers Specialization Cost to build
Forager's Camp icon.png Foragers' Camp DebugNode WormtongueNestSmall icon.png Wormtongue Nest
DebugNode SwampWheatSmall icon.png Swamp Wheat Field
DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch
Insects.png Insects
Grain.png Grain
Vegetables.png Vegetables
2 Icon Spec Farm 64x64.png Farming 10 Wood.png Wood AND 3 Parts.png Parts
Harvester Camp icon.png Harvesters' Camp DebugNode FlaxSmall icon.png Flax Field
DebugNode ReedSmall icon.png Reed Field
PlantFiber.png Plant Fiber
Reeds.png Reed
2 none 10 Wood.png Wood AND 3 Parts.png Parts
Herbalist's Camp icon.png Herbalists' Camp DebugNode DewberryBushSmall icon.png Dewberry Bush
DebugNode HerbsSmall icon.png Herb Node
DebugNode MushroomSmall icon.png Bleeding Tooth Mushroom
Berries.png Berries
Herbs.png Herbs
Mushrooms.png Mushrooms
2 Icon Spec Alchemy 64x64.png Alchemy 10 Wood.png Wood AND 3 Parts.png Parts
Scavenger Camp icon.png Scavengers' Camp DebugNode StormbirdNestSmall icon.png Stormbird Nest
DebugNode RootsSmall icon.png Roots Deposit
Eggs.png Eggs
Roots.png Roots
2 none 10 Wood.png Wood AND 3 Parts.png Parts
Stonecutter's Camp icon.png Stonecutters' Camp DebugNode ClaySmall icon.png Clay Deposit
DebugNode SeaMarrowSmall icon.png Sea Marrow Deposit
DebugNode StoneSmall icon.png Stone Deposit
Clay.png Clay
SeaMarrow.png Sea Marrow
Stone.png Stone
2 none 10 Wood.png Wood AND 3 Parts.png Parts
Woodcutters Camp icon.png Woodcutters' Camp Trees Wood.png Wood 3 Icon Spec Wood 64x64.png Wood 2 Parts.png Parts
Trapper's Camp icon.png Trappers' Camp DebugNode StormbirdNestSmall icon.png Stormbird Nest
DebugNode SnailBroodmotherSmall icon.png Slickshell Broodmother
Eggs.png Eggs
Meat.png Meat
2 Icon Spec Meat 64x64.png Meat Production 10 Wood.png Wood AND 3 Parts.png Parts


Food Production

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

Building Size Cost Specialization Effects
SmallFarm icon.png Small Farm 2x2 Planks.png 2 Planks Icon Spec Farm 64x64.png Farming Can produce Vegetables and Grain from a small area of farm fields nearby
Smokehouse icon.png Smokehouse 3x3 Planks.png 5 Planks
Fabric.png 2 Fabric
Icon Spec Meat 64x64.png Meat Production
Icon Spec Fire 64x64.png Warmth
Can produce Jerky, Pottery, Incense

Housing

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

Housing Cost Shelter places Housing places
Shelter icon.png Shelter Wood.png 10 Wood 3 0
Big Shelter icon.png Big Shelter Planks.png 4 Planks 6 0
Beaver House icon.png Beaver House Planks.png 8 Planks 2 Beaver circle.png 2 Beavers
Human House icon.png Human House Planks.png 4 Planks
Bricks.png 2 Bricks
2 Human circle.png 2 Humans
Lizard House icon.png Lizard House Fabric.png 2 Fabric
Bricks.png 2 Bricks
2 Lizard circle.png 2 Lizards
Harpy House icon.png Harpy House Fabric.png 4 Fabric 2 Harpy circle.png 2 Harpies

Industry

Industry buildings can produce various Recipes.

  • Brewery has the Brewing specialization
Building Cost Recipes
Crude Workstation icon.png Crude Workstation Wood.png 5 Wood Bricks.png Bricks
Fabric.png Fabric
Planks.png Planks
Brewery icon.png Brewery Bricks.png 2 Bricks
Fabric.png 2 Fabric
Planks.png 2 Planks
Ale.png Ale
Crops.png Pack of Crops
PickledGoods.png Pickled Goods
Makeshift Post icon.png Makeshift Post Wood.png 5 Wood BuildingMaterials.png Pack of Building Materials
Crops.png Pack of Crops
Provisions.png Pack of Provisions
Smithy icon.png Smithy Planks.png 5 Planks
Bricks.png 2 Bricks
File:Simple Tools.png Simple Tools
Coats.png Coats
File:Trade Goods.png Pack of Trade Goods

City Buildings

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

Building Cost Effects
Small Hearth icon.png Small Hearth Bricks.png 5 Bricks
Planks.png 5 Planks
Wildfire Essence.png 1 Wildfire Essence
Same effects as the Ancient Hearth. Can't be constructed close to other Hearths.
Storage (buildable) icon.png Storage Bricks.png 2 Bricks
PlantFiber.png 2 Plant Fiber
Parts.png 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.
Trading Post icon.png Trading Post Wood.png 10 Wood Traders from the Smoldering City can station here and offer their wares.
Tavern icon.png Tavern Planks.png 20 Planks
Fabric.png 8 Fabric
Bricks.png 4 Bricks
Satisfies Leisure, Brawling. Gives the Gleeman's Tales perk.
Blight Post icon.png Blight Post Bricks.png 3 Bricks
Planks.png 4 Planks
Parts.png 2 Parts
Produces and uses Purging Fire.
Hydrant icon.png Hydrant Bricks.png 1 Bricks
Planks.png 3 Planks
Stores Purging Fire.

Decorations

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

Decoration Bonus Cost
Bank icon.png Bench Comfort Wood.png 2 Wood
Barrels icon.png Barrels
Fence icon.png Fence
CornerFence icon.png Fence Corner
Bush icon.png Bush Aesthetics Planks.png 1 Planks
Flower Bed icon.png Flower Bed
Fire Shrine icon.png Fire Shrine Harmony Planks.png 1 Planks
Fabric.png 1 Fabric
Bricks.png 1 Bricks
Lizard Post icon.png Lizard Post