⚠ 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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| '''Burgage Plot (level 1)''' || Timber (flexible) || Provides living space for a single family, or 2 families when expanded.<br>New families will join the region if Approval is high enough and there is sufficient space for them.<br>Can be upgraded to level 2 for 4 Timber, which will generate 1 Regional Wealth per family per month.<br>If given some side space, they can be upgraded for 2 Timber to house another family.<br>If enough space in the back is available each building can be upgraded with a Backyard Extension: | | '''Burgage Plot (level 1)''' || Timber (flexible) || Provides living space for a single family, or 2 families when expanded.<br>New families will join the region if Approval is high enough and there is sufficient space for them.<br>Can be upgraded to level 2 for 4 Timber, which will generate 1 Regional Wealth per family per month.<br>If given some side space, they can be upgraded for 2 Timber to house another family.<br>If enough space in the back is available each building can be upgraded with a Backyard Extension: | ||
* At level 1 they can be | * At level 1 they can be extended with Vegetable Garden, Chicken Coop, Goat Shed, or Apple Orchard (requires Orchardry development branch) | ||
* At level 2 all backyard extensions are unlocked. | |||
| <span style="color:red;">'''No'''</span> || | | <span style="color:red;">'''No'''</span> || | ||
|- | |- |
Revision as of 20:17, 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 | Workplaces | Storage | Relocation | Development branch |
---|---|---|---|---|---|---|
Logging Camp | 2 Timber | Turns trees into Timber. | 3 | 28 Timber | Yes | |
Woodcutter's Lodge | 1 Timber | Turns trees into Firewood. | 3 | 50 Firewood | Yes | |
Sawpit | 2 Timber | Turns Timber into Planks. Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. |
2 | 50 Planks | Yes | |
Forester's Hut | 2 Timber | Produces trees. | 2 | Yes | ||
Charcoal Kiln | 2 Timber | Turns 1 Firewood into 2 Charcoal. | 3 | 50 Charcoal | No | Charcoal Burning |
Hunting Camp | Turns Wild Animals into Meat and Hides. Can set a Hunting Limit, meaning the building will only work if the animal number is greater. |
2 | 12 Hides 36 Meat |
Yes | ||
Forager Hut | 1 Timber | Gathers Berries from nearby Berry Deposits. Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. |
4 | 50 Berries | Yes | |
Apiary | 2 Planks | Produces Honey. Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. |
4 | 5 Honey | 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. Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. |
2 | Yes |
Residential buildings
Residential buildings should be placed close to Burgage Plots to maximize their effects.
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. If given some side space, they can be upgraded for 2 Timber to house another family. If enough space in the back is available each building can be upgraded with a Backyard Extension:
|
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 families to set up 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. Each stall can store 50 resources. |
No | ||
Firewood Cart | Turns Regional Wealth into Firewood. Can store 15 Firewood. Region does not pay the Transport Fee. Must be placed in the Marketplace. |
Yes | Foreign Suppliers | |
Food Cart | Turns Regional Wealth into Bread. Can store 15 Bread. Region does not pay the Transport Fee. Must be placed in the Marketplace. |
Yes | Foreign Suppliers | |
Tavern | 5 Timber | Fulfills 1 level of Entertainment requirement for the Burgage Plots. Needs Ale to function. Can store 100 Ale. |
No | |
Wooden Church | 5 Timber 20 Planks 10 Stone |
Fulfills the Faith requirement equal to its level for the Burgage Plots. Provides Hallowed Ground for Burial of the dead villagers. Workers become Gravediggers. Church bell sound effect can be changed at any point. Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles. |
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 | Workplaces | Storage |
---|---|---|---|---|
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. 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 improves Fallow crop. |
|||
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. Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain. Can store up to 1200 resources. With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. |
8 | 1200 Resources |
Pasture | Provides Pasture Space. | |||
Sheep Farm | 1 Timber | Collects Wool from grazing Sheep. Sheep must first be imported via the Livestock Trader. Provides 5 Pasture Space. |
3 | 50 Wool |
Windmill | 4 Timber | Turns Grain into Flour. Efficiency increases with distance from trees and buildings. |
3 | 250 Flour |
Communal Oven | 2 Timber | Turns Flour into Bread. | 3 | 50 Bread |
Industry buildings
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.
Building | Cost | Requires | Produces | Workplaces | Needs fuel |
---|---|---|---|---|---|
Bloomery | 2 Timber | Iron Ore | Iron Slabs | 2 | Yes |
Smithy | 2 Timber | Iron Slabs | Tools | 2 | Yes |
Clay Furnace | 2 Timber 5 Stone |
Clay | Clay Tiles | 5 | Yes |
Malthouse | 4 Timber | Barley | Malt | 2 | Yes |
Tannery | 4 Timber | Hides | Leather | 3 | No |
Weaver Workshop | 4 Timber | Wool | Yarn | 3 | No |
Flax | Linen | ||||
Dyer's Workshop | 2 Timber | Berries | Dyes | 4 | 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. Must be connected to the king's road to attract Traveling Merchants 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. Requires Fuel resources. Enables taxing people. After building your very first Manor, the starting retinue will join you in your palace for free. Walls can be constructed for 2 Planks per segment. If it crosses a road it will create a Gate that costs 2 Timber. Outer Towers can be constructed for 10 Timber and 5 Stone each. Each Outer Tower provides 10 Garrison Space. Can be upgraded with a Garrison Tower for 10 Timber, 15 Planks and 10 Stone to increase maximum retinue by 12. Can be upgraded with a Tax Office for 4 Timber. Max 1 per region. |
Small Village |