⚠ NOTICE
The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.
Buildings: Difference between revisions
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Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings. | Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings. | ||
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch. | |||
All buildings can be demolished, which will refund all construction resources. | All buildings can be demolished, which will refund all construction resources. | ||
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| '''Hunting Camp''' || || Workers hunt Wild Animals and produce Meat and Hides.<br>Can store 12 Hides and 36 Meat.<br>Up to 2 families can work here.<br>Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || <span style="color:green;">'''Yes'''</span> || | | '''Hunting Camp''' || || Workers hunt Wild Animals and produce Meat and Hides.<br>Can store 12 Hides and 36 Meat.<br>Up to 2 families can work here.<br>Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || <span style="color:green;">'''Yes'''</span> || | ||
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| '''Forager Hut''' || 1 Timber || Workers gather Berries from nearby Berry Deposits.<br>Can store 50 resources.<br>Up to 4 families can work here. || <span style="color:green;">'''Yes'''</span> || | | '''Forager Hut''' || 1 Timber || Workers gather Berries from nearby Berry Deposits.<br>Can store 50 resources.<br>Up to 4 families can work here.<br>Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || <span style="color:green;">'''Yes'''</span> || | ||
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| '''Apiary''' || 2 Planks || Workers collect Honey.<br>Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || <span style="color:red;">'''No'''</span> || Beekeeping | | '''Apiary''' || 2 Planks || Workers collect Honey.<br>Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || <span style="color:red;">'''No'''</span> || Beekeeping |
Revision as of 13:57, 10 April 2024
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.
Some buildings have Flexible Borders, identified with a borders square in the construction menu. For those buildings, place 4 points to designate an area. The first two points mark the front of the building. While the lines are straight, they will curve alongside roads.
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.
All buildings can be demolished, which will refund all construction resources.
Gathering buildings
Building | Cost | Effects | Relocation | Development branch |
---|---|---|---|---|
Logging Camp | 2 Timber | Workers fell nearby trees to produce Timber. Can store 28 Timber. Up to 3 families can work here. |
Yes | |
Woodcutter's Lodge | 1 Timber | Workers fell nearby trees to produce Firewood. Can store 50 resources. Up to 3 families can work here. |
Yes | |
Sawpit | 2 Timber | Workers transform Timber into Planks. Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. Can store 50 resources. Up to 2 families can work here. |
Yes | |
Forester's Hut | 2 Timber | Workers plant new trees in the specified zones. Up to 2 families can work here. |
Yes | |
Charcoal Kiln | 2 Timber | Workers convert 1 Firewood into 2 Charcoal, making refueling twice as efficient. Can store 50 resources. Up to 3 families can work here. |
No | Charcoal Burning |
Hunting Camp | Workers hunt Wild Animals and produce Meat and Hides. Can store 12 Hides and 36 Meat. Up to 2 families can work here. Can set a Hunting Limit, meaning the building will only work if the animal number is greater. |
Yes | ||
Forager Hut | 1 Timber | Workers gather Berries from nearby Berry Deposits. Can store 50 resources. Up to 4 families can work here. Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. |
Yes | |
Apiary | 2 Planks | Workers collect Honey. Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. |
No | Beekeeping |
Mining buildings
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.
Building | Cost | Produces | Required deposit | Relocation |
---|---|---|---|---|
Stonecutter Camp | 2 Timber | Stone | Fieldstone deposit | Yes |
Mining Pit | 1 Timber | Iron Ore | Iron deposit | No |
Clay | Clay deposit |
Logistics buildings
Building | Cost | Effects | Workplaces | Relocation |
---|---|---|---|---|
Granary | 2 Timber 10 Stone |
Stores up to 500 food resources or Ale. Workers collect, store and distribute goods using the Pantry. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. |
5 | No |
Storehouse | 2 Timber | Stores up to 250 non-food resources. Workers collect, store and distribute goods using Generic Storage. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. Can manually restrict what resources are stored inside. Protects resources from weather if weather events are enabled. Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. |
2 | No |
Pack Station | 1 Timber | Can choose 1 resource to send and 1 resource to receive from another owned region. Employ Mules to transport up to 20 goods per trip. Provides 2 Stable Space. Can order mules. |
1 | No |
Hitching Post | 1 Timber | Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. Can order horses or oxen. |
2 | Yes |
Residential buildings
Building | Cost | Effects | Relocation | Development branch |
---|---|---|---|---|
Burgage Plot (level 1) | Timber (flexible) | Provides living space for a single family, or 2 families when expanded. New families will join the region if Approval is high enough and there is sufficient space for them. Can be upgraded to level 2 for 4 Timber, which will generate 1 Regional Wealth per family per month. |
No | |
Well | 1 Timber | Provides Drinking Water to Burgage Plots. Enables Firefighting. If well placement in game settings was set to unconstrained it can be built anywhere. If well placement in game settings was set to underground water it requires underground water. |
No | |
Marketplace | Provides space for the assigned families to set up their stalls and distribute their produce to the Burgage Plots. A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high. |
No | ||
Firewood Cart | A permanent market stall, which provides a passive income of Firewood, as long as the region has enough Regional Wealth. Region does not pay the Transport Fee. Must be placed on the Marketplace. |
Yes | Foreign Suppliers | |
Food Cart | A permanent market stall, which provides a passive income of Bread, as long as the region has enough Regional Wealth. Region does not pay the Transport Fee. Must be placed on the Marketplace. |
Yes | Foreign Suppliers | |
Tavern | 5 Timber | Fulfills 1 level of Entertainment requirement for the Burgage Plots. Needs Ale to function. |
No | |
Wooden Church | 5 Timber 20 Planks 10 Stone |
Fulfills 1 level of Faith requirement for the Burgage Plots. Provides Hallowed Ground for Burial of the dead villagers. Workers become Gravediggers. |
No | |
Corpse Pit | Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly. Workers become Gravediggers. |
No |
Farming buildings
Farming buildings cannot be relocated.
Building | Cost | Effects |
---|---|---|
Field | Space to grow Wheat, Barley, Flax, or Fallow. To employ peasants on the fields, you need to build a Farmhouse. Larger fields are more effective but also take longer to plow by hand. Always match crops with best Fertility. All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year. All fields can be given a priority, which determines they order they are worked on. With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improved the Fallow output. | |
Farmhouse | 3 Timber | Used to employ families on the Field. Farm workers plow the fields as soon as the Winter passes, but no later than November. Then, they sow them with the chosen crop. Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is threshed into Grain. Can store up to 1200 resources. Up to 8 families can work here. With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. |
Pasture | Provides pasture space for livestock. | |
Sheep Farm | 1 Timber | Workers collect Wool from grazing Sheep. Sheep must first be imported via the Livestock Trader. |
Windmill | 4 Timber | Converts Grain to Flour. Works most efficiently on empty land, unobstructed by buildings or trees. |
Communal Oven | 2 Timber | Workers use Flour to produce Bread. |
Industry buildings
Industry buildings refine resources. They cannot be relocated.
Building | Cost | Requires | Produces | Needs fuel |
---|---|---|---|---|
Bloomery | 2 Timber | Iron Ore | Iron Slabs | Yes |
Smithy | 2 Timber | Iron Slabs | Tools | Yes |
Clay Furnace | 2 Timber 5 Stone |
Clay | Clay Tiles | Yes |
Malthouse | 4 Timber | Barley | Malt | Yes |
Tannery | 4 Timber | Hides | Leather | No |
Weaver Workshop | 4 Timber | Wool | Yarn | No |
Flax | Linen | |||
Dyer's Workshop | 2 Timber | Berries | Dyes | No |
Trade buildings
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.
Building | Cost | Trades | Notes | Workplaces |
---|---|---|---|---|
Trading Post | 4 Timber | Resources | 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods. Can store 500 resources Can order horses |
4 |
Livestock Trading Post | 2 Timber | Animals | Provides 4 Pasture Space Provides 2 Stable Space |
3 |
Administration buildings
Administration buildings cannot be relocated.
Building | Cost | Effects | Required settlement level |
---|---|---|---|
Settlers Camp | 250 Treasury | Place it on the empty claimed territory in order to settle it. Grants base starting supplies and 5 starting families. | |
Manor | 5 Timber 20 Planks 25 Stone |
Grants 250 Influence and rises the Administration Level by 1. After building your very first Manor, the starting retinue will join you in your palace for free. |
Small Village |