Blueprints

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Popup indicating a blueprint choice is available.

Blueprints represent the viceroy's ability to build a specific type of building in their settlement.

Overview

Example of blueprint choices available from reputation.

Every viceroy starts with a few Essential Blueprints that they can always build in every settlement. These are unlocked by purchasing upgrades in the Smoldering City. Viceroys can also bring blueprints for some buildings with them when Embarking. The main method for Viceroys to unlock new blueprints in a given settlement is by gaining reputation. Every time the reputation bar hits a threshold with a blue dot, a new blueprint choice will become available. Traders sometimes have blueprints available for purchase, replacing one of the perks slots.

The Coastal Grove biome has unique mechanics related to blueprints. The number of blueprints available from gaining reputation is reduced, but new blueprints can be obtained by sending out expeditions in the Strider Port.

Viceroys do not have the blueprints for the Ancient Hearth or the Main Warehouse; they start settlements with these buildings constructed.

Blueprint Choices

Viceroys can choose from a selection of new blueprints at the start of each settlement and when certain amounts of reputation have been reached. Normally, 3 blueprints can be chosen at the start of each settlement and 8 can be chosen once you have reached reputation 1, 2, 3, 4, 5, 7, 9, and 11. The number of blueprint selections available and the thresholds can change based on Prestige modifiers and Biome.

Blueprint Pools

The blueprints that appear in each blueprint choice are generated based on a set of rules to increase the probability of buildings appearing when they are more likely to be useful to the viceroy. As such, Farms, Gathering Camps, and Buildings that produce construction materials are more likely to appear in the first blueprint choices and buildings that are most useful later in the game, such as Service buildings, are more likely to appear later. To accomplish this, the game uses a system of Blueprint Pools to generate blueprint choices.[1]

Each blueprint pool is a list of a building blueprints that can be drawn. Whenever a blueprint choice is generated, one of the currently available blueprint pools is selected randomly and used to determine which blueprints will appear. After being selected, that blueprint pool will no longer be active unless all blueprint pools available have been exhausted. The blueprint pools available at the start of the game consist of 2 pools of early-game relevant buildings that can produce construction materials and raw food as well as some random Complex Food and Industrial building pools with a low initial chance of being selected. As your settlement accumulates Reputation, new blueprint pools containing Service buildings and species-specific housing will be added.[1]

If the option to reroll blueprints is selected, all of the newly selected blueprints are drawn completely randomly, ignoring the blueprint pool system.

Example

Using a non-Prestige game on the Royal Woodlands with no rerolls as an example, the following is a simulation of one possible set of blueprints that could appear:

First Three Blueprints
Blueprint Pool Option 1 Option 2 Option 3
BlueprintCollection Basic Production Granary Granary Carpenter Carpenter Weaver Weaver
BlueprintCollection Food Camps & Farms I Small Farm Small Farm Fishing Hut Fishing Hut Herbalists' Camp Herbalists' Camp
BlueprintCollection Set IV Alchemist's Hut Alchemist's Hut Provisioner Provisioner Scribe Scribe
Blueprints for Reputation 1 - 3
Blueprint Pool Option 1 Option 2 Option 3
BlueprintCollection Food Camps & Farms II Foragers' Camp Foragers' Camp Plantation Plantation Forester's Hut Forester's Hut
BlueprintCollection Set III Grill Grill Rain Mill Rain Mill Leatherworker Leatherworker
BlueprintCollection Set I Rain Mill Rain Mill* Toolshop Toolshop Beanery Beanery

* It is possible for blueprints to appear repeatedly if they have not been selected.

Blueprints for Reputation 4
Blueprint Pool Option 1 Option 2 Option 3
BlueprintCollection Institutions & Housing I Guild House Guild House Market Market Beaver House Beaver House*

* Blueprints that have already been obtained as essential blueprints will not appear as a blueprint choice.

Blueprints for Reputation 5
Blueprint Pool Option 1 Option 2 Option 3
BlueprintCollection Set VI Stamping Mill Stamping Mill Cooperage Cooperage Teahouse Teahouse
Blueprints for Reputation 7
Blueprint Pool Option 1 Option 2 Option 3
BlueprintCollection Set V Press Press Cobbler Cobbler Brickyard Brickyard
Blueprints for Reputation 9
Blueprint Pool Option 1 Option 2 Option 3
BlueprintCollection Institutions & Housing II Tavern Tavern Tea Doctor Tea Doctor Clan Hall Clan Hall
Blueprints for Reputation 11
Blueprint Pool Option 1 Option 2 Option 3
BlueprintCollection Master Collection Lumber Mill Lumber Mill Butcher Butcher Smelter Smelter

Prestige

On Prestige 12+ difficulty, 2 fewer blueprints will be available at each blueprint choice. On Prestige 16+ difficulty, the number of initial blueprint choices is reduced to 2. On any Prestige difficulty, a blueprint from each blueprint choice will be drawn completely randomly instead of following the rules of the blueprint pool system, resulting in less predictability.

Upgrades

Various Upgrades can improve your blueprint choices. In particular, Obsidian Archive level 4 increases your number of blueprint choices to 4 and many upgrades in the Vanguard Spire tree give you species-specific housing as essential blueprints, which prevents them from diluting the "Institutions & Housing" blueprint pools, making it easier to find the Service buildings you need. Note: when 4 blueprints are shown during a blueprint choice due to the Obsidian Archive upgrade, the 4th (rightmost) blueprint will be drawn completely randomly. On any Prestige difficulty below Prestige 12, this effect stacks with the effect of Prestige, causing the 3rd and 4th blueprints to be drawn randomly.

Coastal Grove

The Coastal Grove Biome has unique blueprint choice and blueprint pool settings that make obtaining the blueprints you want from standard blueprint choices more difficult to counterbalance the increased availability of blueprints from the Strider Port. In Coastal Grove games, the number of blueprint choices available by default drops from 11 (3 initial + 8 from reputation) to 8 (3 initial + 5 from reputation). Additionally, the "Institutions & Housing" blueprint pools don't appear on the Coastal Grove unless playing at Prestige difficulty, where they can only appear once for the reputation 11 reward. This means that the Strider Port expeditions are the only reliable method of obtaining blueprints for Service buildings on these maps. It's also possible to get Service buildings to appear in the blueprint choices by rerolling, but the odds of seeing one are low due to how many other blueprints exist.

List of Essential Blueprints

Main page: List of Essential Blueprints


The Blueprints in this list can be earned through completing Deeds and buying Upgrades in the Smoldering City. Once earned, they become Essential, which means they are available from the start of every settlement.

Roads

Blueprint Unlock or Upgrade
Path (always available)
Paved Road Unlocked on Level 3
Reinforced Road Unlocked on Level 13

Camps

Blueprint Unlock or Upgrade
Woodcutters' Camp Woodcutters' Camp (always available)
Stonecutters' Camp Stonecutters' Camp (always available)
Harvesters' Camp Harvesters' Camp (always available)
Small Fishing Hut Small Fishing Hut Unlocked on Level 2
Small Foragers' Camp Small Foragers' Camp (always available)
Small Herbalists' Camp Small Herbalists' Camp Unlocked on Level 2
Small Trappers' Camp Small Trappers' Camp (always available)

Food Production

Blueprint Unlock or Upgrade
Farm Field Farm Field (always available)
Field Kitchen Field Kitchen Unlocked with Obsidian Archive Level 11 Upgrade

Housing

Blueprint Unlock or Upgrade
Shelter Shelter (always available)
Big Shelter Big Shelter Unlocked with Ancient Knowledge Deed
Human House Human House Unlocked with Vanguard Spire Level 1 Upgrade
Beaver House Beaver House Unlocked with Vanguard Spire Level 2 Upgrade
Lizard House Lizard House Unlocked with Vanguard Spire Level 3 Upgrade
Harpy House Harpy House Unlocked with Vanguard Spire Level 4 Upgrade
Fox House Fox House Unlocked with Vanguard Spire Level 6 Upgrade
Frog House Frog House Unlocked at Level 9
Bat House Bat House Unlocked at Level 11

Industry

Blueprint Unlock or Upgrade
Crude Workstation Crude Workstation (always available)
Makeshift Post Makeshift Post (always available)

City Buildings

Blueprint Unlock or Upgrade
Blight Post Blight Post Automatically available on Veteran Difficulty and higher
Hydrant Automatically available on Veteran Difficulty and higher
Small Warehouse Small Warehouse (always available)
Small Hearth Small Hearth (always available)
Trading Post (always available)
Forsaken Altar Automatically available on Prestige 1 Difficulty and higher

Strategies

  • Often, viceroys will avoid choosing their initial several Blueprints until they know a little bit more about their mission. For example, waiting to pick until opening the first Glade or choosing a Cornerstone first.


References

  1. Datamining done by Discord user @forwindz. https://drive.google.com/drive/folders/1mx9OKXck6aJL7aA-ANgP5zaNeR_qktHJ