List of Buildings
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 | Number of Workers | Specialization |
---|---|---|---|
Ancient Hearth | Heats nearby Housing. Villagers gather here to Rest, eat, and receive Clothing. | 1 | Warmth |
Main Warehouse | Stores Resources. Workers deliver and take goods from the Warehouse nearest to them. | none | none |
Camps
Main article: 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 Deposits 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.
Building | Place near this | Primary resource gathered | Number of Workers |
Specialization | Prestige 5 and Lower | Cost to build Prestige 6+ |
---|---|---|---|---|---|---|
Foragers' Camp | Swamp Wheat Field (LARGE and SMALL) Root Deposit (LARGE and SMALL) Moss Broccoli Patch (LARGE and SMALL) |
Wheat Roots Vegetables |
2 | Farming | 10 Wood 3 Parts |
15 Wood 5 Parts |
Small Foragers' Camp | Swamp Wheat Field (SMALL) Root Deposit (SMALL) Moss Broccoli Patch (SMALL) | |||||
Harvesters' Camp | Flax Field (LARGE) Flax Field (SMALL) |
Plant Fiber Reed |
2 | none | 10 Wood 3 Parts |
15 Wood 5 Parts |
Herbalists' Camp | Herbs Patch (LARGE) DewBerry Patch (LARGE) Mushroom Patch (LARGE) |
Berries Herbs Mushrooms |
2 | Alchemy | 10 Wood 3 Parts |
15 Wood 5 Parts |
Herbalists' Camp | Herbs Patch (SMALL) 32px DewBerry Patch (SMALL) Mushroom Patch (SMALL) |
Berries Herbs Mushrooms | ||||
Stonecutters' Camp | Clay Deposit Sea Marrow Deposit Stone Deposit |
Clay Sea Marrow Stone |
2 | none | 10 Wood 3 Parts |
15 Wood 5 Parts |
Woodcutters' Camp | Abyssal Trees Coppervein Trees Crimsonreach Trees Dying Trees Lush Trees Mushwood Trees Musselsprout Trees Overgrown Abyssal Trees Plateleaf Trees |
Wood | 3 | Wood | 2 Parts | 3 Parts |
Trappers' Camp | Snake Nest Stormbird Nest Slickshell Broodmother |
Eggs Meat |
2 | Meat Production | 10 Wood 3 Parts |
15 Wood 5 Parts |
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. The Farm Field takes only 3 seconds to construct. The Farms take 30 seconds to build. The other food production Buildings take 30, 40, or 50 seconds to build, roughly corresponding to the Building's size.
Building | Products | Number of workers |
Specialization | Cost to build |
---|---|---|---|---|
Farm Field | Converts Fertile Soil to Farm Fields | none | none | none |
Herb Garden | From nearby Farm Fields: Roots (★) Herbs (★★) |
2 | Farming | 2 Planks |
Plantation | From nearby Farm Fields: Berries (★★) Plant Fiber (★★) |
2 | Farming | 2 Planks |
Small Farm | From nearby Farm Fields: Vegetables (★) Grain (★★) |
2 | Farming | 2 Planks |
Bakery | Biscuits (★★) Pie (★★) Pottery (★★) |
2 | Warmth | 5 Planks 2 Fabric |
Cellar | Wine (★★★) Pickled Goods (★) Jerky (★) |
2 | Brewing | 2 Bricks 2 Fabric |
Cookhouse | Skewers (★★) Biscuits (★★) Pigment (★★) |
4 | Warmth | 8 Planks 4 Bricks |
Ranch | Meat (★) Leather (★) Eggs (★) |
2 | Meat Production | 5 Planks |
Smokehouse | Jerky (★★★) Pottery (★) Incense (★) |
3 | Warmth Meat Production |
5 Planks 2 Fabric |
Housing
Housing Buildings must be constructed within range of a Hearth to work. These Buildings satisfy Villagers' need for Shelter, and some also satisfy their need for their Species-specific Housing. All housing Buildings take 40 seconds to be constructed.
Building | Number of places (before any Perks) |
Need Satisfied | Specific Species | Cost to Build |
---|---|---|---|---|
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 Resources, trade goods, and the finished goods used for Services and other effects.
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. Service 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 |
---|---|---|---|
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 |
Building | Number of Workers | Purpose, service, or effects | Cost to build |
---|---|---|---|
Bath House | 3 | Cleanliness Passive effects of Regular Baths for Leaving and Good Health for Global Production Rate |
10 Planks 8 Bricks 8 Fabric |
Clan Hall | 3 | Brawling Religion Passive effect of Ancient Ways for Camps production |
20 Planks 8 Bricks 4 Fabric |
Explorers' Lodge | 3 | Brawling Education Passive effect of The Crown Chronicles for Resolve |
20 Planks 4 Bricks 8 Fabric |
Guild House | 3 | Luxury Passive effects of Guild House for Trade and The Guild's Welfare for Resolve |
40 Planks 4 Fabric |
Monastery | 3 | Religion Leisure Passive effect of The Green Brew for Hostility |
20 Bricks |
Tavern | 3 | Leisure Brawling Passive effect of Gleeman's Tales for Resolve |
20 Planks 4 Bricks 8 Fabric |
Temple | 3 | Religion Education Passive effect of Sacrament of the Flame for Sacrificing |
10 Planks 8 Bricks 8 Fabric |