Buildings

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Overview

Buildings are your main way of meeting the needs of your Villagers by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering Wood Wood from trees.

Blueprints

The Reputation icon shimmers when you can choose new Blueprints.

Which Buildings you have available for construction is determined by which Blueprints you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing Orders, buying from Traders, and from Glade Event rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.

Essential Blueprints

Every Viceroy has a list of Essential Blueprints, and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.

You can choose more Blueprints to be Essential by completing Deeds and buying upgrades in the Smoldering City. Some upgrades in the Smoldering City also add Blueprints to your list of choices when Embarking.

You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the Tutorial.

Species Specific Buildings

Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:

Races Buildings
Bats Bats Grill Grill Academy Academy
Beavers Beavers Cellar Cellar Scribe Scribe Guild House Guild House
Foxes Foxes Beanery Beanery Teahouse Teahouse Tea Doctor Tea Doctor
Frogs Frogs Cannery Cannery Pantry Pantry Forum Forum
Harpies Harpies Apothecary Apothecary Artisan Artisan Bath House Bath House
Humans Humans Brewery Brewery Brick Oven Brick Oven Monastery Monastery
Lizards Lizards Butcher Butcher Leatherworker Leatherworker Clan Hall Clan Hall

Construction

To construct a building, you must first have that building's Blueprint. Then, you can see that Blueprint in the toolbar of icons at the bottom of the screen. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.

Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.

Builders

Buildings are constructed by Villagers that aren't assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.

Construction Toolbar

The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.

Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:

  1. Roads Roads, which are not buildings per se, but built like them. They increase Villagers' speed walking across the map.
  2. Camps Resource Gathering, which gather resources from resource nodes. You start most maps with the same 5 options: Woodcutters' Camp, Stonecutters' Camp, Harvesters' Camp, the Small Gathering Camps, Small Fishing Hut, Geyser Pump, Rain Collector, and Mine.
  3. Food Production Food Production, which farm resources from Fertile Soil and cook Complex Foods.
  4. Housing Housing, which fulfills Villagers' Housing Needs.
  5. Industry Industry Buildings, which produce Resources from other Resources with Recipes.
  6. City Buildings City Buildings, which include Hearths, Warehouses, and the Trading Post. This category will also contain buildings that provide Services when you have earned their Blueprints.
  7. Decorations Decorations, which are used to upgrade Hearths.

Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.

Range

Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.

Depending on the building you've chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:

  • the range of the Hearth may be shown when placing another Hearth, housing buildings, or Decorations
  • the range of gathering when placing a camp or a farm
  • highlighting of tiles that contain Fertile Soil when placing farms
  • icons of nearby Resources on map tiles when placing gathering camps and mines
  • highlighting of Trees that have been marked for cutting when placing a Woodcutters' Camp

Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.

Moving a building

This camp is a moveable building.

Move button

After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a Woodcutters' Camp. Some buildings can be moved for a cost, like a Plantation for 1 Planks Planks. Most buildings that produce goods using Recipes cannot be moved at all, and the icon will not appear on their building panel.

You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building's picture in its construction tooltip.

For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.

Building Panel

The Building panel for a Weaver.

The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.

The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any workers.

Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building's functions. When you first open it, the first tab will show the Building's description, which would include a summary of its Recipes and any Specialization.

Workers

Example building panel showing 3 workers with 3 different statuses.

Most Buildings have space for two or more Villagers to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.

Next to an assigned worker's icon another small icon will appear that indicates the status of the worker. They may be the following:

  • = walking to the Building
  • = actively producing or gathering
  • = moving goods from the Building to a Warehouse or vice versa
  • = walking to the Hearth for a break
  • = resting at the Hearth
  • = idling, unable to work

If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a Glade Event and press the Investigate button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling worker may be wasting valuable time, however you are free to ignore these icons.

Empty Worker Slots

If a Building has space for more workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which Species to add from the radial menu.

There are noteworthy reasons to leave worker slots empty in Buildings. For example, emptying the Woodcutters' Camps of all of their workers just before the Storm can lower Hostility enough so you don't lose any Villagers during the Storm due to low Resolve. Another example is if your settlement is producing a good more quickly than it is needed, removing a worker will slow down the rate of production.

Specializations

Some Buildings have Specializations for some workers that make those individual Villagers more comfortable, granting them a bonus to their Resolve, or a bonus to production quantity or speed due to their proficiency.

Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization and its type. Additionally, a blue glowing aura indicates workers' comfort bonus; spinning wheel indicates their proficiency bonus.

Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the Cookhouse with 4 worker slots and its Warmth Specialization can be used to boost the Resolve of four Lizards Lizards!

Foxes Foxes are unusual as a species in that their Proficiency specialization does not apply to any buildings, but instead reduces the time to complete glade events per fox assigned to that event. Additionally, their Comfort specialization is not tied to any specific building, but is instead granted whenever 3 or more Foxes are occupying the same workplace.

Bats Bats do not have a Comfort specialization and instead rely on their fulfilling their Needs and their Dedication ability to increase their Resolve.

Specializations, effects, and examples
Specialization Type Effect Species
Alchemy Alchemy Proficiency +10% chance of doubling their yield Harpies Harpies
Brewing Brewing Comfort +5 to their Resolve Humans Humans
Cooperation Cooperation Comfort +5 to their Resolve Foxes Foxes
Engineering Engineering Comfort +5 to their Resolve Beavers Beavers
Farming Farming Proficiency +10% chance of doubling their yield Humans Humans
Forest Forest Proficiency +5% reduced working time of Glade Event Foxes Foxes
Masonry Masonry Proficiency +10% chance of doubling their yield Frogs Frogs
Meat production Meat production Proficiency +10% chance of doubling their yield Lizards Lizards
Metallurgy Metallurgy Proficiency +10% chance of doubling their yield Bats Bats
Rainwater Rainwater Comfort +5 to their Resolve Frogs Frogs
Tailoring Tailoring Comfort +5 to their Resolve Harpies Harpies
Warmth Warmth Comfort +5 to their Resolve Lizards Lizards
Woodworking Woodworking Proficiency +10% chance of doubling their yield Beavers Beavers

First Tab: Recipes

See also: Recipes

On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building's Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren't the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.

In the list of Recipes, you can check or uncheck the Recipes you want the workers to produce. By default when a Building is constructed, all Recipes are enabled (can be adjusted in Game Options). You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for Planks Planks in the Crude Workstation (☆) if you have also built a Lumber Mill (★★★), so you get the most efficient use of Wood Wood . However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.

In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top (this can be changed in the Game Options.) When a Recipe is prioritized in a Building, the workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.

On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource between that Building's internal storage and the Warehouse, then the workers will not start producing more. Workers often start production at the same time, so keep this in mind when it's crucial to conserve input resources.

Second Tab: Storage

The Weaver's panel shows ingredients ready to be used and storage of goods the workers have produced.

Most buildings have internal storage, where (a) ingredient Resources are brought from the Warehouse for use in the Building's Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the Warehouse. The latter has limits, and Buildings' internal capacities can be increased by Perks and Upgrades in the Smoldering City.

No arrow: normal storage settings. Short arrow: forced delivery. Long arrow: continuous forced delivery.

Produced Goods Storage

In the example screenshot, a Weaver can store up to 12 of each of its products. It is holding 6 Fabric Fabric and 20 Training Gear Training Gear. Since the Training Gear is already over the limit, it will be delivered as soon as a worker is available to do so. Left clicking on one of the stored products will force the next available worker to transport the product to the nearest Warehouse as soon as possible. This will not interrupt any work cycles that are ongoing. This is useful if you have Buildings awaiting construction or Glade Events that urgently need Resources. By Shift+Left clicking on a product, you can change the delivery setting on that product to deliver each time it is produced instead of waiting until the storage is full. To prevent low-frequency products from being stuck in storage forever, each product is automatically forced to be delivered if more than 120 seconds have passed since the last time it was delivered.



Ingredients Storage

The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.

In another example, a Crude Workstation in a settlement still stands, but all its Recipes can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white X button on the Resource icon instantly transfers these Goods back to the Warehouse. If you accidentally remove the wrong ingredient, a worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.


Third Tab: Rainpunk Engines

Main page: Rainpunk#Engine_Usage

Buildings can have Rainpunk Engines installed to boost their productivity and the resolve of the workers in the building at the cost of rainwater and spreading Blightrot.

Fourth Tab: Production Stats

The fourth tab on production buildings show worker stats such as the current work rate (relative to the standard work rate for that building) and the chance to produce twice as many products. The stats are tracked separately per worker so that you can see the effect of each individual's specialization bonuses and perks.

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

List of Buildings

Main page: List of Buildings


Starting Buildings

Every settlement starts with an Ancient Hearth and Main Warehouse.


Buildings every settlement starts with
Building Purpose Workplaces Specialization
Ancient Hearth Heats nearby Houses. Villagers gather here to rest and eat. 1 Warmth Warmth
Main Warehouse Centralizes resources for settlement supply chain. 3 none

Resource Gathering

Resource Gathering

Resource Gathering buildings are starting points for your settlement to go out into the wild to gather Resources from the map. For Woodcutters' Camps, Gathering Camps, and Fishing Huts, the construction menu will highlight their range and show icons for the resource deposits or trees from which the Camp can gather. All Camps and Fishing Huts can be moved for free.

Some of the Camps have smaller and larger versions. If the Camp you have when you start a map is named "Small," then you can upgrade it by unlocking the Blueprint for the larger version. Small camps can only gather from small resource nodes; the regular camps can gather from both small and large resource nodes.

The Rain Collector and Advanced Rain Collector can be placed freely. It is recommended to place these buildings close to a Hearth since rainwater gathered in these building do not need to be transported to the warehouse. The Clay Pit, Geyser Pump, and Mine must be placed on fertile soil, a rainwater geyser, and ore deposit(s), respectively. The Forester's Hut functions as a farm building, so it requires nearby Farm Fields for planting and harvesting.


Movable Camps and Huts
Building Place near this Primary resource gathered Workplaces Specialization Cost to build
Woodcutters' Camp Woodcutters' Camp
Abyssal Trees
Ashen Trees
Basalt Trees
Coppervein Trees
Crimsonreach Trees
Dying Trees
Kelpwood Trees
Lush Trees
Mushwood Trees
Musselsprout Trees
Overgrown Abyssal Trees
Tearsap Bamboo
Plateleaf Trees


3 Woodworking Woodworking
2 Parts Parts
Stonecutters' Camp Stonecutters' Camp
Clay Deposit
Sea Marrow Deposit
Stone Deposit
Overgrown Stone Deposit


2 Masonry
3 Parts Parts
10 Wood Wood
Harvesters' Camp Harvesters' Camp
Flax Field
Reed Field


2 none
3 Parts Parts
10 Wood Wood
Small Foragers' Camp Small Foragers' Camp
Swamp Wheat Field
Root Deposit
Moss Broccoli Patch


2 Farming Farming
3 Parts Parts
10 Wood Wood
Foragers' Camp Foragers' Camp


Small Herbalists' Camp Small Herbalists' Camp
Herb Node
Dewberry Bush
Bleeding Tooth Mushrooms
Grasscap Mushrooms


2 Alchemy Alchemy
3 Parts Parts
10 Wood Wood
Herbalists' Camp Herbalists' Camp


Small Trappers' Camp Small Trappers' Camp
Leech Broodmother
Slickshell Broodmother
Drizzlewing Nest
Snake Nest
Wormtongue Nest


2 Meat production Meat production
3 Parts Parts
10 Wood Wood
Trappers' Camp Trappers' Camp


Small Fishing Hut Small Fishing Hut
Thunderfish Pond
Copperfin Pond
Algae Pond


3 none
3 Parts Parts
10 Wood Wood
Fishing Hut Fishing Hut


Immovable Resource Gathering Buildings
Building Products Workplaces Specialization Cost to build
Clay Pit Clay Pit


3 Masonry
2 Planks Planks
2 Fabric Fabric
Forester's Hut Forester's Hut From nearby Farm Fields:


4 Woodworking Woodworking
2 Planks Planks
Geyser Pump Geyser Pump


2 Rainwater Rainwater
6 Planks Planks
4 Pipes Pipes
Rain Collector Rain Collector


2 Rainwater Rainwater
2 Planks Planks
3 Parts Parts
Advanced Rain Collector Advanced Rain Collector


3 Rainwater Rainwater
5 Planks Planks
3 Parts Parts
5 Pipes Pipes
Mine Mine


4 Engineering Engineering
2 Planks Planks
4 Bricks Bricks
2 Parts Parts

Food Production

Food Production

Food production Buildings include Farms and Buildings whose primary purpose is Recipes for food. Many of these buildings also produce non-food items from farming or include non-food Recipes. This may give you more options or less in choosing your Blueprints, depending on how strict your needs are. Note: The Greenhouse can only be constructed on top of a 2x2 plot of Fertile Soil.


Farms, food production buildings, and their products
Building Products Workplaces Specialization Cost to build
Farm Field Converts Fertile Soil to farmable tiles none none none
Small Farm Small Farm From nearby Farm Fields:


2 Farming Farming
2 Planks Planks
Hallowed Small Farm Hallowed Small Farm From nearby Farm Fields:


3 Farming Farming Haunted Ruin reward
Plantation Plantation From nearby Farm Fields:


2 Farming Farming
2 Planks Planks
Herb Garden Herb Garden From nearby Farm Fields:


2 Farming Farming
2 Planks Planks
Hallowed Herb Garden Hallowed Herb Garden From nearby Farm Fields:


3 Farming Farming Haunted Ruin reward
Brineworks Brineworks From nearby Farm Fields:


2 Farming Farming
2 Planks Planks
Greenhouse Greenhouse


3 Farming Farming
2 Bricks Bricks
2 Fabric Fabric
Ranch Ranch


2 Meat production Meat production
5 Planks Planks
Field Kitchen Field Kitchen


2 none
2 Planks Planks
2 Fabric Fabric
Bakery Bakery


2 Warmth Warmth
5 Planks Planks
2 Fabric Fabric
Cookhouse Cookhouse


4 Warmth Warmth
8 Planks Planks
4 Bricks Bricks
Smokehouse Smokehouse


3 Warmth Warmth
Meat production Meat production
5 Planks Planks
2 Fabric Fabric
Butcher Butcher


3 Meat production Meat production
5 Planks Planks
2 Bricks Bricks
Beanery Beanery


3 Warmth Warmth
Rainwater Rainwater
8 Planks Planks
4 Bricks Bricks
Cellar Cellar


2 Brewing Brewing
2 Bricks Bricks
2 Fabric Fabric
Flawless Cellar Flawless Cellar


2 Brewing Brewing Haunted Ruin reward
Cannery Cannery


2 none
2 Bricks Bricks
2 Fabric Fabric
Granary Granary


3 Farming Farming
5 Planks Planks
2 Fabric Fabric
Grill Grill


3 Warmth Warmth
Meat production Meat production
5 Planks Planks
2 Bricks Bricks
Rain Mill Rain Mill


3 Engineering Engineering
Farming Farming
5 Planks Planks
2 Fabric Fabric
Flawless Rain Mill Flawless Rain Mill


3 Engineering Engineering
Farming Farming
Haunted Ruin reward
Pantry Pantry


3 Farming Farming
5 Planks Planks
2 Fabric Fabric
Apothecary Apothecary


2 Alchemy Alchemy
Rainwater Rainwater
5 Planks Planks
2 Bricks Bricks
Furnace Furnace


3 Warmth Warmth
5 Planks Planks
2 Bricks Bricks
Homestead Homestead
From nearby Farm Fields:


4 Farming Farming Rare Ruin
If blueprint obtained from Strider Port expedition:
5 Planks Planks
2 Bricks Bricks
2 Fabric Fabric

Housing

Housing

Housing Buildings must be constructed within range of a Hearth to work. These buildings satisfy villagers' need for shelter. Certain Housing Building also satisfy villagers' need for their species-specific housing. These have fewer places for residents and require that you unlock their Blueprints.

Housing buildings and their benefits
Building Residents Need Satisfied Species Satisfied Cost to Build
Shelter 3 Basic Housing none 10 Wood Wood
Big Shelter 6 Basic Housing none 4 Planks Planks
Human House 2 Basic Housing +
Human Housing
Humans Humans 4 Planks Planks
2 Bricks Bricks
Beaver House 2 Basic Housing +
Beaver Housing
Beavers Beavers 8 Planks Planks
Lizard House 2 Basic Housing +
Lizard Housing
Lizards Lizards 2 Fabric Fabric
2 Bricks Bricks
Harpy House 2 Basic Housing +
Harpy Housing
Harpies Harpies 4 Fabric Fabric
Fox House 2 Basic Housing +
Fox Housing
Foxes Foxes 4 Planks Planks
2 Crystalized Dew Crystalized Dew
Frog House 2 Frog Housing Frogs Frogs 4 Bricks Bricks
Bat House 2 Bat Housing Bats Bats 2 Planks Planks
2 Pipes Pipes

Industry Buildings

Industry

Industry Buildings produce intermediate crafting and building materials, trade goods, and the finished goods used for Services and other effects. Most of these buildings require you to unlock their Blueprints before you can place them. The four that you start with are listed first in the table.


Industry buildings and their products
Building Products Workplaces Specialization Cost to build
Crude Workstation Crude Workstation


2 none
5 Wood Wood
Makeshift Post Makeshift Post


2 none
5 Wood Wood
Workshop Workshop


2 none
4 Planks Planks
4 Bricks Bricks
4 Fabric Fabric
Lumber Mill Lumber Mill


2 Woodworking Woodworking
2 Bricks Bricks
2 Fabric Fabric
Cooperage Cooperage


2 Woodworking Woodworking
5 Planks Planks
2 Bricks Bricks
Flawless Cooperage Flawless Cooperage


2 Woodworking Woodworking Haunted Ruin reward
Carpenter Carpenter


3 Woodworking Woodworking
5 Planks Planks
2 Fabric Fabric
Cobbler Cobbler


2 Tailoring Tailoring
8 Planks Planks
Weaver Weaver


2 Tailoring Tailoring
8 Planks Planks
Clothier Clothier


2 Tailoring Tailoring
5 Planks Planks
2 Bricks Bricks
Leatherworker Leatherworker


2 Tailoring Tailoring
Meat production Meat production
2 Bricks Bricks
2 Fabric Fabric
Flawless Leatherworker Flawless Leatherworker


2 Tailoring Tailoring
Meat production Meat production
Haunted Ruin reward
Brick Oven Brick Oven


3 Warmth Warmth
5 Bricks Bricks
Brickyard Brickyard


2 Masonry
8 Planks Planks
Kiln Kiln


3 Warmth Warmth
Masonry
4 Bricks Bricks
Press Press


3 Engineering Engineering
5 Planks Planks
2 Bricks Bricks
Provisioner Provisioner


2 none
8 Planks Planks
4 Fabric Fabric
Stamping Mill Stamping Mill


2 Engineering Engineering
Masonry
5 Planks Planks
2 Bricks Bricks
Smelter Smelter


3 Warmth Warmth
4 Bricks Bricks
Flawless Smelter Flawless Smelter


3 Warmth Warmth Haunted Ruin reward
Smithy Smithy


2 Engineering Engineering
Warmth Warmth
5 Planks Planks
2 Bricks Bricks
Toolshop Toolshop


2 Engineering Engineering
5 Planks Planks
2 Fabric Fabric
Artisan Artisan


3 Tailoring Tailoring
8 Planks Planks
4 Fabric Fabric
Alchemist's Hut Alchemist's Hut


2 Alchemy Alchemy
Brewing Brewing
5 Planks Planks
2 Bricks Bricks
Teahouse Teahouse


2 Alchemy Alchemy
Rainwater Rainwater
5 Planks Planks
2 Bricks Bricks
Brewery Brewery


2 Brewing Brewing
2 Planks Planks
2 Bricks Bricks
2 Fabric Fabric
Flawless Brewery Flawless Brewery


2 Brewing Brewing Haunted Ruin reward
Distillery Distillery


2 Brewing Brewing
Rainwater Rainwater
2 Planks Planks
2 Bricks Bricks
2 Fabric Fabric
Tinctury Tinctury


2 Alchemy Alchemy
Brewing Brewing
5 Planks Planks
2 Fabric Fabric
Druid's Hut Druid's Hut


3 Alchemy Alchemy
5 Planks Planks
2 Fabric Fabric
Flawless Druid's Hut Flawless Druid's Hut
  • Coats Coats (★★★)
  • Oil Oil (★★★)
  • Tea Tea (★★★)


3 Alchemy Alchemy Haunted Ruin reward
Tinkerer Tinkerer


3 Engineering Engineering
5 Planks Planks
2 Bricks Bricks
Manufactory Manufactory


3 Tailoring Tailoring
5 Planks Planks
2 Fabric Fabric
Supplier Supplier


2 Tailoring Tailoring
5 Planks Planks
2 Bricks Bricks
Scribe Scribe


3 Brewing Brewing
5 Planks Planks
2 Fabric Fabric
Field Engineering Station Field Engineering Station


2 Engineering Engineering
4 Planks Planks
2 Parts Parts
Rainpunk Foundry Rainpunk Foundry


3 Engineering Engineering
Rainwater Rainwater
Forbidden Glade Event reward
If blueprint obtained from Strider Port expedition:
8 Planks Planks
2 Bricks Bricks
2 Fabric Fabric
Finesmith Finesmith


3 Engineering Engineering Rare Ruin
If blueprint obtained from Strider Port expedition:
10 Planks Planks
10 Bricks Bricks

City Buildings

City Buildings

City Buildings include buildings that provide Services and passive effects and the buildings that everyone starts out being able to access that provide essential settlement functions of Hearths, Warehouses, and Trade. Services Buildings can be quite expensive to build, costing upwards of several dozen building materials. The Blight Post and Forsaken Altar become available at different Difficulty levels: Veteran and Prestige 1, respectively.


City Buildings and their purposes
Building Number of Workers Purpose, service, or effects Cost to build
Small Hearth 1 Hearths expand settlements, and villagers go there to rest.
Warmth Warmth Specialization bonus.
5 Planks Planks
5 Bricks Bricks
2 Wildfire Essence Wildfire Essence
Warehouse none or 2
(depends on upgrades)
Workers deliver and take goods from the nearest Warehouse. 2 Bricks Bricks
2 Fabric Fabric
1 Parts Parts
Trading Post none Purchase Resources and Perks from Traders. Enables Trade Routes. 10 Wood Wood
Blight Post 3 Purging Fire Purging Fire
Sends out workers to destroy Blightrot Cysts.
Alchemy Alchemy and Warmth Warmth Specialization bonuses.
4 Planks Planks
3 Bricks Bricks
2 Parts Parts
Hydrant none Lets workers from the Blight Post access Purging Fire Purging Fire without going all the way back to the Blight Post. 1 Bricks Bricks
3 Planks Planks
Forsaken Altar none During Storm Season, spend Citadel Resources or villagers' lives for powerful Perks. 40 Wood Wood
8 Bricks Bricks

Services Buildings

Services Buildings and their effects
Building Workplaces Purpose, service, or effects Cost to build
Tavern Tavern 3


20 Planks Planks
4 Bricks Bricks
8 Fabric Fabric
Temple Temple 3


10 Planks Planks
8 Bricks Bricks
8 Fabric Fabric
Holy Temple Holy Temple 3


Haunted Ruin reward
Monastery Monastery 3


20 Bricks Bricks
Clan Hall Clan Hall 3


20 Planks Planks
8 Bricks Bricks
4 Fabric Fabric
Forum Forum 3


16 Bricks Bricks
4 Fabric Fabric
Guild House Guild House 3


40 Planks Planks
4 Fabric Fabric
Holy Guild House Holy Guild House 3


Haunted Ruin reward
Market Market 2


20 Planks Planks
12 Fabric Fabric
Holy Market Holy Market 2


Haunted Ruin reward
Tea Doctor Tea Doctor 3


10 Planks Planks
8 Bricks Bricks
8 Fabric Fabric
Bath House Bath House 3


10 Planks Planks
8 Bricks Bricks
8 Fabric Fabric
Feast Hall Feast Hall 3


10 Planks Planks
8 Bricks Bricks
8 Fabric Fabric
Academy Academy 3


20 Planks Planks
4 Bricks Bricks
8 Fabric Fabric