⚠ 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
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.
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. | Yes | |
Woodcutter's Lodge | 1 Timber | Workers fell nearby trees to produce Firewood. | Yes | |
Sawpit | 2 Timber | Workers transform Timber into Planks. | Yes | |
Forester's Hut | 2 Timber | Workers plant new trees in the specified zones. | Yes | |
Charcoal Kiln | 2 Timber | Charcoal kilns convert 1 Firewood into 2 Charcoal, making refueling twice as efficient. | No | Charcoal Burning |
Hunting Camp | Workers hunt Wild Animals and produce Meat and Hides. | Yes | ||
Forager Hut | 1 Timber | Workers gather Berries from nearby Berry Deposits. | 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.
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 | Relocation |
---|---|---|---|
Granary | 2 Timber 10 Stone |
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. |
No |
Storehouse | 2 Timber | Stores up to 250 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, which increases the resources capacity to 2500. |
No |
Pack Station | 1 Timber | Use this building to set up a Barter Connection, allowing you to send and receive goods between this and another Region in your command. Employ Mules to transport up to 20 goods per trip. |
No |
Hitching Post | 1 Timber | Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. | 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 various Crops, including Wheat, Flax and Barley. 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 ground fertility. | |
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. |
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 cannot be relocated.
Building | Cost | Effects |
---|---|---|
Trading Post | 4 Timber | Enables Trading with the visiting Traveling Merchants, Tradepoints and Trading Posts in other regions. Regional Wealth is the currency used for trade. When employed, 1 family member travels to the nearest possible destination to conduct trade, while other family members help manage the inventory. If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods. |
Livestock Trading Post | 2 Timber | Enables trading Livestock with Tradepoints and other settled regions. |
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 |