A broken, a burning and a burned building
Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of 5 Wood. They can also be removed but this will not refund any construction materials.
Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.
Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.
Buildings require Tools and a lord with the knowledge required for its construction for repairs. If a building hasn't been repaired in a long time it may catch fire.
Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.
Hall
Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.
The Hall cannot be manually destroyed.
Resources buildings
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using Wood equal to half of the field's construction cost.
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.
Building
|
Cost
|
Produces
|
Workers
|
Upgrade cost
|
Requires knowledge
|
Level 2
|
Level 3
|
Lumbermill |
15 Wood |
Wood |
1 |
15 Wood |
10 Wood 5 Iron |
No
|
Rutabaga Field |
40 Wood |
Rutabaga |
3 |
Cannot be upgraded |
Cannot be upgraded |
No
|
Rye Field |
80 Wood |
Rye |
3 |
Cannot be upgraded |
Cannot be upgraded |
Yes
|
Hop Field |
40 Wood |
Hops |
3 |
Cannot be upgraded |
Cannot be upgraded |
Yes
|
Mine |
50 Wood |
Iron |
1 |
80 Wood |
140 Wood |
Yes
|
Herbalist |
25 Wood |
Herb |
1 |
10 Wood 5 Iron |
10 Wood 2 Tools |
Yes
|
Pig Farm |
40 Wood |
Meat |
1 |
25 Wood 5 Iron |
50 Wood 10 Iron |
Yes
|
Production buildings
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.
Building
|
Cost
|
Produces
|
Upgrade cost
|
Requires knowledge
|
Level 2
|
Level 3
|
Level 4
|
Brewery
|
20 Wood
|
Moonshine Beer (requires knowledge) Flavorful Ale (requires knowledge)
|
20 Wood 3 Iron
|
20 Wood 5 Iron
|
10 Wood 15 Iron
|
No
|
Mill
|
20 Wood
|
Flour
|
20 Wood 3 Iron
|
25 Wood 5 Iron
|
10 Wood 5 Tools
|
Yes
|
Workshop
|
25 Wood
|
Tools Dagger
|
30 Wood
|
25 Wood 5 Iron
|
20 Wood 10 Iron
|
Yes
|
Alchemy Lab
|
40 Wood 5 Iron
|
Medicinal Salve Nectar (requires knowledge)
|
40 Wood 10 Iron
|
20 Wood 10 Tools
|
10 Wood 15 Tools
|
Yes
|
Coal Furnace
|
30 Wood
|
Coal
|
25 Wood 5 Iron
|
35 Wood 5 Iron
|
45 Wood 5 Iron
|
Yes
|
Paper Workshop
|
30 Wood 1 Tools
|
Paper
|
35 Wood 1 Tools
|
40 Wood 1 Tools
|
45 Wood 1 Tools
|
Yes
|
Armor Forge
|
30 Wood 10 Iron
|
Shield Light Armor Heavy Armor (requires knowledge)
|
15 Wood 15 Iron
|
10 Wood 5 Tools
|
15 Wood 5 Tools
|
Yes
|
Weapon Forge
|
40 Wood 10 Iron
|
Mace Spear Axe (requires knowledge) Sword (requires knowledge)
|
10 Iron 3 Tools
|
5 Iron 7 Tools
|
5 Iron 10 Tools
|
Yes
|
Smelting Furnace
|
60 Wood
|
Iron
|
50 Wood 10 Iron
|
70 Wood 10 Iron
|
90 Wood 10 Iron
|
Yes
|
Service buildings
Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.
Building
|
Cost
|
Effect
|
Workers
|
Requires knowledge
|
Tavern
|
25 Wood
|
Sells alcohol
|
1
|
No
|
Drug Den
|
15 Wood
|
Sells nectar
|
1
|
No
|
Market
|
25 Wood
|
Sells food resources, medicinal salves and daggers Resources can manually be disallowed from being sold
|
1
|
No
|
Altar
|
30 Wood
|
Praying at an Altar replenishes 10% of Piety
|
0
|
No
|
Warehouse
|
15 Wood
|
People deposit and take resources from a Warehouse (this does not require workers) Peasants receive their wage at a Warehouse (this does not require workers) Workers construct buildings
|
3
|
No
|
Library
|
40 Wood
|
Required to learn and rewrite books Only one building can be constructed
|
0
|
No
|
Temple
|
150 Wood 10 Iron
|
Praying at the Temple restores 10% Piety Praying at the Temple gives the "Morning service" thought (+8 Mood) for 8 hours Each building can support 40 people Priests perform weddings and funerals and visit the sick Homeless people will sleep in the temple Lords can deliver sermons whose effectiveness scales with the lord's Persuasion
- Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic
- Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic
|
1
|
Yes
|
Scaffold
|
20 Wood 5 Iron
|
Enables Punish actions (this does not require workers) Workers search for criminals and sentence them with the selected punishment Each worker can intimidate one vagabond, preventing them from committing crimes next day People who are around the building when a punishment is carried out will gain the "Execution spectacle" thought, which gives a Mood bonus that scales with the punishment Has a Terror option which can be set for a certain culture or everyone, and has the following effects:
- Workers will punish everyone in the following order: vagabonds, unemployed, peasants
- Average happiness and migration will decrease
- Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats
|
3
|
Yes
|
Chancellery
|
50 Wood 5 Tools
|
Workers can be assigned as managers to other buildings Requires the constant presence of a lord to function Each worker uses 1 Paper per assigned building Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%
|
5
|
Yes
|
Army buildings
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.
Building
|
Cost
|
Effect
|
Barracks |
30 Wood 5 Iron |
Provides sleeping space for 10 warriors
|
Training Ground |
10 Wood 20 Iron |
Allows training 10 warriors simultaneously Requires a manager
|
Night Patrol |
Free |
Marks a circle area around it for patrolling during evening Constructed and moved instantly Best placed near warehouses and housing buildings
|
Day Patrol |
Free |
Marks a circle area around it for patrolling during daytime Constructed and moved instantly Best placed near lumberjacks, herbalists and buildings that use prisoners
|
Housing buildings
Housing buildings provide living space to a certain category of people.
Building
|
Cost
|
Living space
|
Houses
|
Notes
|
Requires knowledge
|
Dormitory |
30 Wood |
10 |
Peasants |
|
No
|
Lord's House |
20 Wood 5 Iron |
1 |
Lords |
|
No
|
Peasant's House |
15 Wood 5 Iron |
2 |
Peasants |
Gives the "Separate housing" thought (+10 Mood) |
Yes
|
Prisoner Ward |
25 Wood |
21 |
Prisoners |
Contains an Altar inside Requires a worker Required to give resources to prisoners |
Yes
|
Roads
A city making use of roads
All roads cost 4 Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.
Decor buildings
Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.