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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198185210861</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198185210861"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/Special:Contributions/76561198185210861"/>
	<updated>2026-10-06T01:37:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Metallurgic_Proficiency&amp;diff=7885</id>
		<title>Metallurgic Proficiency</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Metallurgic_Proficiency&amp;diff=7885"/>
		<updated>2024-05-16T19:34:50Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: Tools&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Increase the production speed of Copper Bars, Crystalized Dew, and all recipes that use metal ingots by +33%.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallurgic Proficiency is a [[Perks|Perk]] that increases the speed of many [[Recipes]] and [[Buildings]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallurgic Proficiency works on the following [[Resources]]:&lt;br /&gt;
* [[Barrels]]&lt;br /&gt;
* [[Copper Bars]]&lt;br /&gt;
* [[Crystalized Dew]]&lt;br /&gt;
* [[Parts]]&lt;br /&gt;
* [[Pigment]] (check in latest build. In the older version quote, &amp;quot;It does appear with testing that Recipes that produce using metal or ore will get the speed increase if they use alternate materials. Therefore, if you run out of Copper Ore for Pigment, for example, you can use Coal with the production speed increase.&amp;quot;)&lt;br /&gt;
* [[Training Gear]]&lt;br /&gt;
* [[Tools]]&lt;br /&gt;
&lt;br /&gt;
The following do not appear to be considered metal or ore:&lt;br /&gt;
* [[Clay]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
* [[Pack of Building Materials]], despite using [[Copper Ore]] to produce&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following [[Buildings]] benefit from the perk:&lt;br /&gt;
* [[Forester&#039;s Hut]]&lt;br /&gt;
* [[Mine]] (?)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Perks]]&lt;br /&gt;
&lt;br /&gt;
[[Resources]]&lt;br /&gt;
&lt;br /&gt;
Thanks to &#039;&#039;&#039;u/kaydenkross&#039;&#039;&#039; on Reddit for their [https://www.reddit.com/r/Against_the_Storm/comments/105vbao/metallurgic_proficiency_cornerstone_perk/?utm_source=share&amp;amp;utm_medium=ios_app&amp;amp;utm_name=iossmf|initial research].&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Decorations&amp;diff=7884</id>
		<title>Decorations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Decorations&amp;diff=7884"/>
		<updated>2024-05-16T19:30:39Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: Undo revision 7883 by 76561198185210861 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Decorations =&lt;br /&gt;
&lt;br /&gt;
Decorations are used to advance [[Hearth#Hearth Upgrades | Hearths]]. All Decorations take 10 seconds to be constructed. You can unlock more Decorations via [[Smoldering City#Deeds | Deeds]]. You can also Convert certain [[Glade Events]] into unique Decorations with special effects.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of Decorations:&lt;br /&gt;
* &#039;&#039;&#039;Comfort&#039;&#039;&#039;: Even the most rudimentary encampment needs distractions.&lt;br /&gt;
* &#039;&#039;&#039;Aesthetics&#039;&#039;&#039;: The more a settlement grows, the more demand there is for beauty.&lt;br /&gt;
* &#039;&#039;&#039;Harmony&#039;&#039;&#039;: Peace of mind can be as important as shelter and food in these harsh lands.&lt;br /&gt;
&lt;br /&gt;
== Starting Decorations ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoration !! Type !! Value !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bank icon.png|60px]] Bench || rowspan=5 | Comfort || rowspan=4 | Counts as 1 Decoration || rowspan=4 | [[File:Wood.png|25px]] 2 Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barrels icon.png|60px]] Barrels&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fence icon.png|60px]] Fence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CornerFence icon.png|60px]] Fence Corner&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Park.png|60px]] Park || Counts as 4 Decorations || [[File:Wood.png|25px]] 8 Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bush icon.png|60px]] Bush || rowspan=3 | Aesthetics || rowspan=2 | Counts as 1 Decoration || rowspan=2 | [[File:Planks.png|25px]] 1 Planks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flower Bed icon.png|60px]] Flower Bed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Garden.png|60px]] Garden || Counts as 4 Decorations || [[File:Planks.png|25px]] 4 Planks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire Shrine icon.png|60px]] Fire Shrine || rowspan=2 | Harmony || rowspan=2 | Counts as 1 Decoration || rowspan=2 | [[File:Planks.png|25px]] 1 Planks&amp;lt;br&amp;gt;[[File:Fabric.png|25px]] 1 Fabric&amp;lt;br&amp;gt;[[File:Bricks.png|25px]] 1 Bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard Post icon.png|60px]] Lizard Post&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decorations from Deeds ==&lt;br /&gt;
&lt;br /&gt;
Some [[Smoldering City#Deeds | Deeds]] will reward you with additional Decorations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoration !! Type !! Value !! Cost !! Earned From&lt;br /&gt;
|-&lt;br /&gt;
| Crates || rowspan=13 | Comfort || rowspan=12 | Counts as 1 Decoration ||  || Trade Connections&lt;br /&gt;
|-&lt;br /&gt;
| Water Barrels ||  || Rare Technology&lt;br /&gt;
|-&lt;br /&gt;
| Rainpunk Barrels ||  || Into The Forest&lt;br /&gt;
|-&lt;br /&gt;
| Valve ||  || Flooded Mines&lt;br /&gt;
|-&lt;br /&gt;
| Pipes ||  || Overcoming Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Pipe Cross ||  || Sparkdew Crystals&lt;br /&gt;
|-&lt;br /&gt;
| Pipe T-Connector ||  || Beaver Utopia&lt;br /&gt;
|-&lt;br /&gt;
| Pipe Elbow ||  || Prestigious Expedition 1&lt;br /&gt;
|-&lt;br /&gt;
| Pipe Ending ||  || A Real Challenge&lt;br /&gt;
|-&lt;br /&gt;
| Wall ||  || Thick Clouds&lt;br /&gt;
|-&lt;br /&gt;
| Wall Corner ||  || Lost Colonies&lt;br /&gt;
|-&lt;br /&gt;
| Wall Crossing ||  || Cursed Lands&lt;br /&gt;
|-&lt;br /&gt;
| Gate || Counts as 3 Decorations ||  || Barren Lands&lt;br /&gt;
|-&lt;br /&gt;
| Road Sign || rowspan=8 | Aesthetics || rowspan=8 | Counts as 1 Decoration ||  || Victory Through Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Lamp ||  || Big Settlement 1&lt;br /&gt;
|-&lt;br /&gt;
| Signboard ||  || Homesick 1&lt;br /&gt;
|-&lt;br /&gt;
| Anvil ||  || Ruined Armory&lt;br /&gt;
|-&lt;br /&gt;
| Night Fern ||  || Cycle of the Wilds&lt;br /&gt;
|-&lt;br /&gt;
| Golden Leaf Plant ||  || Thorough Exploration&lt;br /&gt;
|-&lt;br /&gt;
| Coral Growth ||  || The Reef&lt;br /&gt;
|-&lt;br /&gt;
| Decorative Fungus ||  || Deadly Spores&lt;br /&gt;
|-&lt;br /&gt;
| Umbrella || rowspan=3 | Harmony || Counts as 1 Decoration ||  || Harpy Utopia&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Tombstone || Counts as 2 Decorations ||  || Orders From The Queen&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Arch || Counts as 3 Decorations ||  || A True Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decorations from Glade Events ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoration !! Type !! Value !! Effect !! Flavor Text&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet I || rowspan=10 | Harmony || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Born in the Blightstorm, she will climb the Red Mountain.  The fires beneath her feet shall hiss her name.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet II || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Though sealed beneath the muddy ground, their voices ring loud and clear. Maddening, alluring.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet V || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;It pours, yet it does not flood. As if the earth itself greedily drinks every last drop of this eternal curse.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet VI || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Embrace the Eternal Rain, for it powers the engine of progress.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet VII || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Don&#039;t let the pleasant sparking of the raindrops fool you. This is just the first sign of your flesh rotting.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Termite Nest || Counts as 4 Decorations || Gain +5 [[Insects]]/min || &#039;&#039;A contained stonetooth termite burrow. It now serves as a source of edible insects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Totem of Denial || Counts as 4 Decorations || +3 to Global Resolve || &#039;&#039;A Totem of Denial cleansed by the Holy Flame.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Rain Totem || Counts as 4 Decorations || -50 to Hostility || &#039;&#039;A Rain Spirit Totem, cleansed by the Holy Flame.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Harmony Spirit Altar || Counts as 9 Decorations || +2 Global Resolve per Service Building || &#039;&#039;When your villagers&#039; needs are met, Harmony is fostered.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Fishmen Lighthouse || Counts as 9 Decorations || Gain +5 [[Sea Marrow]]/min || &#039;&#039;A tall bone structure built by the Fishmen. It has been repurposed and now serves as a source of Sea Marrow.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Decorations&amp;diff=7883</id>
		<title>Decorations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Decorations&amp;diff=7883"/>
		<updated>2024-05-16T19:30:22Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Starting Decorations */ Attempting broken link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Decorations =&lt;br /&gt;
&lt;br /&gt;
Decorations are used to advance [[Hearth#Hearth Upgrades | Hearths]]. All Decorations take 10 seconds to be constructed. You can unlock more Decorations via [[Smoldering City#Deeds | Deeds]]. You can also Convert certain [[Glade Events]] into unique Decorations with special effects.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of Decorations:&lt;br /&gt;
* &#039;&#039;&#039;Comfort&#039;&#039;&#039;: Even the most rudimentary encampment needs distractions.&lt;br /&gt;
* &#039;&#039;&#039;Aesthetics&#039;&#039;&#039;: The more a settlement grows, the more demand there is for beauty.&lt;br /&gt;
* &#039;&#039;&#039;Harmony&#039;&#039;&#039;: Peace of mind can be as important as shelter and food in these harsh lands.&lt;br /&gt;
&lt;br /&gt;
== Starting Decorations ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoration !! Type !! Value !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bank icon.png|60px]] Bench || rowspan=5 | Comfort || rowspan=4 | Counts as 1 Decoration || rowspan=4 | [[File:Wood.png|25px]] 2 Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barrels icon.png|60px]] Barrels&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fence icon.png|60px]] Fence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CornerFence icon.png|60px]] Fence Corner&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Park icon.png|60px]] Park || Counts as 4 Decorations || [[File:Wood.png|25px]] 8 Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bush icon.png|60px]] Bush || rowspan=3 | Aesthetics || rowspan=2 | Counts as 1 Decoration || rowspan=2 | [[File:Planks.png|25px]] 1 Planks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flower Bed icon.png|60px]] Flower Bed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Garden.png|60px]] Garden || Counts as 4 Decorations || [[File:Planks.png|25px]] 4 Planks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire Shrine icon.png|60px]] Fire Shrine || rowspan=2 | Harmony || rowspan=2 | Counts as 1 Decoration || rowspan=2 | [[File:Planks.png|25px]] 1 Planks&amp;lt;br&amp;gt;[[File:Fabric.png|25px]] 1 Fabric&amp;lt;br&amp;gt;[[File:Bricks.png|25px]] 1 Bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard Post icon.png|60px]] Lizard Post&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decorations from Deeds ==&lt;br /&gt;
&lt;br /&gt;
Some [[Smoldering City#Deeds | Deeds]] will reward you with additional Decorations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoration !! Type !! Value !! Cost !! Earned From&lt;br /&gt;
|-&lt;br /&gt;
| Crates || rowspan=13 | Comfort || rowspan=12 | Counts as 1 Decoration ||  || Trade Connections&lt;br /&gt;
|-&lt;br /&gt;
| Water Barrels ||  || Rare Technology&lt;br /&gt;
|-&lt;br /&gt;
| Rainpunk Barrels ||  || Into The Forest&lt;br /&gt;
|-&lt;br /&gt;
| Valve ||  || Flooded Mines&lt;br /&gt;
|-&lt;br /&gt;
| Pipes ||  || Overcoming Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Pipe Cross ||  || Sparkdew Crystals&lt;br /&gt;
|-&lt;br /&gt;
| Pipe T-Connector ||  || Beaver Utopia&lt;br /&gt;
|-&lt;br /&gt;
| Pipe Elbow ||  || Prestigious Expedition 1&lt;br /&gt;
|-&lt;br /&gt;
| Pipe Ending ||  || A Real Challenge&lt;br /&gt;
|-&lt;br /&gt;
| Wall ||  || Thick Clouds&lt;br /&gt;
|-&lt;br /&gt;
| Wall Corner ||  || Lost Colonies&lt;br /&gt;
|-&lt;br /&gt;
| Wall Crossing ||  || Cursed Lands&lt;br /&gt;
|-&lt;br /&gt;
| Gate || Counts as 3 Decorations ||  || Barren Lands&lt;br /&gt;
|-&lt;br /&gt;
| Road Sign || rowspan=8 | Aesthetics || rowspan=8 | Counts as 1 Decoration ||  || Victory Through Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Lamp ||  || Big Settlement 1&lt;br /&gt;
|-&lt;br /&gt;
| Signboard ||  || Homesick 1&lt;br /&gt;
|-&lt;br /&gt;
| Anvil ||  || Ruined Armory&lt;br /&gt;
|-&lt;br /&gt;
| Night Fern ||  || Cycle of the Wilds&lt;br /&gt;
|-&lt;br /&gt;
| Golden Leaf Plant ||  || Thorough Exploration&lt;br /&gt;
|-&lt;br /&gt;
| Coral Growth ||  || The Reef&lt;br /&gt;
|-&lt;br /&gt;
| Decorative Fungus ||  || Deadly Spores&lt;br /&gt;
|-&lt;br /&gt;
| Umbrella || rowspan=3 | Harmony || Counts as 1 Decoration ||  || Harpy Utopia&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Tombstone || Counts as 2 Decorations ||  || Orders From The Queen&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Arch || Counts as 3 Decorations ||  || A True Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decorations from Glade Events ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoration !! Type !! Value !! Effect !! Flavor Text&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet I || rowspan=10 | Harmony || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Born in the Blightstorm, she will climb the Red Mountain.  The fires beneath her feet shall hiss her name.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet II || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Though sealed beneath the muddy ground, their voices ring loud and clear. Maddening, alluring.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet V || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;It pours, yet it does not flood. As if the earth itself greedily drinks every last drop of this eternal curse.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet VI || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Embrace the Eternal Rain, for it powers the engine of progress.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Inscribed Monolith: Lore Tablet VII || Counts as 2 Decorations || &#039;&#039;none&#039;&#039; || &#039;&#039;Don&#039;t let the pleasant sparking of the raindrops fool you. This is just the first sign of your flesh rotting.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Termite Nest || Counts as 4 Decorations || Gain +5 [[Insects]]/min || &#039;&#039;A contained stonetooth termite burrow. It now serves as a source of edible insects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Totem of Denial || Counts as 4 Decorations || +3 to Global Resolve || &#039;&#039;A Totem of Denial cleansed by the Holy Flame.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Rain Totem || Counts as 4 Decorations || -50 to Hostility || &#039;&#039;A Rain Spirit Totem, cleansed by the Holy Flame.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Harmony Spirit Altar || Counts as 9 Decorations || +2 Global Resolve per Service Building || &#039;&#039;When your villagers&#039; needs are met, Harmony is fostered.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Converted Fishmen Lighthouse || Counts as 9 Decorations || Gain +5 [[Sea Marrow]]/min || &#039;&#039;A tall bone structure built by the Fishmen. It has been repurposed and now serves as a source of Sea Marrow.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Bakery&amp;diff=7882</id>
		<title>Bakery</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Bakery&amp;diff=7882"/>
		<updated>2024-05-16T19:27:39Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */ Parentheses around stars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buildingbox|{{#titleparts:{{PAGENAME}}}}|purpose=Brewing}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bakery&#039;&#039;&#039; is a Food Production building. It has 2 worker slots, and provides {{Species link|Lizards}} with the {{sl|Warmth}} buff, granting +5 [[Resolve]] to any {{Species link|Lizards}} working there. It produces {{rl|Biscuits}} ({{2Star}}), {{rl|Pie}} ({{2Star}}) and {{rl|Pottery}} ({{2Star}}).&lt;br /&gt;
&lt;br /&gt;
The Bakery is unlocked at [[Level]] 1.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{#titleparts:{{PAGENAME}}}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|name=Bigger Ovens}}&lt;br /&gt;
{{PerkSearch|name=Bigger Pans}}&lt;br /&gt;
{{PerkSearch|name=Biscuit Diet}}&lt;br /&gt;
{{PerkSearch|name=Rain-Powered Pottery Wheel}}&lt;br /&gt;
{{PerkSearch|name=Repurposed Clay}}&lt;br /&gt;
{{PerkSearch|name=Sahilda&#039;s Secret Cookbook}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7734</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7734"/>
		<updated>2024-05-06T19:28:40Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */ Amendment of housing section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from resource nodes. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], which fulfills Villagers&#039; [[Housing Need]]s.&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7733</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7733"/>
		<updated>2024-05-06T19:02:27Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */ Added a link for Fertile Soil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from resource nodes. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7731</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7731"/>
		<updated>2024-05-06T18:59:47Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */  Nabbed a typo and fleshed out the descriptions of buildings a little more - the changes to this page were a welcome addition, by the way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from resource nodes. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from fertile soil and cook [[Complex Food Need|Complex Foods]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7730</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7730"/>
		<updated>2024-05-06T18:55:18Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */ Finished changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to write, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from special map tiles. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not buildings, but used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7729</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7729"/>
		<updated>2024-05-06T18:50:54Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */ Second attempt was successful, reformatted links to remove hashtags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to write, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from special map tiles. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not buildings, but used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7728</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7728"/>
		<updated>2024-05-06T18:49:25Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */ Second attempt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to write, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from special map tiles. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not buildings, but used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7727</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7727"/>
		<updated>2024-05-06T18:48:15Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */  Attempt to modify interpage links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to write, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[Camps|#Camps]], which gather resources from special map tiles. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not buildings, but used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7726</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7726"/>
		<updated>2024-05-06T18:43:28Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: Undo revision 7723 by 76561198185210861 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to write, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps]], which gather resources from special map tiles. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not buildings, but used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7723</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=7723"/>
		<updated>2024-05-06T18:41:28Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Construction Toolbar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[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 from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; 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]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| {{bl|Teahouse|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to write, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[Camps]], which gather resources from special map tiles. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not buildings, but used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
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&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
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&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
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&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Investigate&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
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&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
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. 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]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;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&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;X&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7437</id>
		<title>Greenhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7437"/>
		<updated>2024-04-30T20:17:24Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Greenhouse&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|32px]] [[Fertile Soil]]. It uses {{rl|Drizzle Water}} to produce {{rl|Herbs}} ({{2Star}}) and {{rl|Mushrooms}} ({{2Star}}). It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provied {{Species link|Humans}} with the [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] Proficiency, granting a +10% Double Yield chance when {{Species link|Humans}} are assigned.&lt;br /&gt;
&lt;br /&gt;
The Greenhouse  is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Greenhouse}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|name=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7436</id>
		<title>Greenhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7436"/>
		<updated>2024-04-30T20:17:09Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Greenhouse&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|16px]] [[Fertile Soil]]. It uses {{rl|Drizzle Water}} to produce {{rl|Herbs}} ({{2Star}}) and {{rl|Mushrooms}} ({{2Star}}). It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provied {{Species link|Humans}} with the [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] Proficiency, granting a +10% Double Yield chance when {{Species link|Humans}} are assigned.&lt;br /&gt;
&lt;br /&gt;
The Greenhouse  is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Greenhouse}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|name=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:FertileSoil.png&amp;diff=7435</id>
		<title>File:FertileSoil.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:FertileSoil.png&amp;diff=7435"/>
		<updated>2024-04-30T20:16:07Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: 76561198185210861 uploaded a new version of File:FertileSoil.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7434</id>
		<title>Greenhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7434"/>
		<updated>2024-04-30T20:09:07Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Greenhouse&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|32px]] [[Fertile Soil]]. It uses {{rl|Drizzle Water}} to produce {{rl|Herbs}} ({{2Star}}) and {{rl|Mushrooms}} ({{2Star}}). It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provied {{Species link|Humans}} with the [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] Proficiency, granting a +10% Double Yield chance when {{Species link|Humans}} are assigned.&lt;br /&gt;
&lt;br /&gt;
The Greenhouse  is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Greenhouse}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|name=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7433</id>
		<title>Greenhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7433"/>
		<updated>2024-04-30T20:08:53Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Greenhouse&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|16px]] [[Fertile Soil]]. It uses {{rl|Drizzle Water}} to produce {{rl|Herbs}} ({{2Star}}) and {{rl|Mushrooms}} ({{2Star}}). It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provied {{Species link|Humans}} with the [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] Proficiency, granting a +10% Double Yield chance when {{Species link|Humans}} are assigned.&lt;br /&gt;
&lt;br /&gt;
The Greenhouse  is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Greenhouse}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|name=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7432</id>
		<title>Greenhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7432"/>
		<updated>2024-04-30T20:08:34Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Greenhouse&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|32px]] [[Fertile Soil]]. It uses {{rl|Drizzle Water}} to produce {{rl|Herbs}} ({{2Star}}) and {{rl|Mushrooms}} ({{2Star}}). It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provied {{Species link|Humans}} with the [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] Proficiency, granting a +10% Double Yield chance when {{Species link|Humans}} are assigned.&lt;br /&gt;
&lt;br /&gt;
The Greenhouse  is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Greenhouse}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|name=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7431</id>
		<title>Greenhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7431"/>
		<updated>2024-04-30T20:08:12Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Greenhouse&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|16px]] [[Fertile Soil]]. It uses {{rl|Drizzle Water}} to produce {{rl|Herbs}} ({{2Star}}) and {{rl|Mushrooms}} ({{2Star}}). It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provied {{Species link|Humans}} with the [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] Proficiency, granting a +10% Double Yield chance when {{Species link|Humans}} are assigned.&lt;br /&gt;
&lt;br /&gt;
The Greenhouse  is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Greenhouse}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|name=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7430</id>
		<title>Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7430"/>
		<updated>2024-04-30T20:07:29Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; is a farm building that uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Roots}} ({{1Star}}) and/or {{rl|Herbs}} ({{2Star}}). It has 2 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7429</id>
		<title>Hallowed Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7429"/>
		<updated>2024-04-30T20:06:49Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]] that uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Herbs}} ({{3Star}}) and/or {{rl|Roots}} ({{3Star}}). It has 3 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7428</id>
		<title>Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7428"/>
		<updated>2024-04-30T20:06:30Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; is a farm building that uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Herbs}} ({{2Star}}) and/or {{rl|Roots}} ({{1Star}}). It has 2 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7427</id>
		<title>Hallowed Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7427"/>
		<updated>2024-04-30T20:05:47Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]] that uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Herbs}} ({{3Star}}) and {{rl|Roots}} ({{3Star}}). It has 3 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7426</id>
		<title>Hallowed Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7426"/>
		<updated>2024-04-30T20:04:40Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]] that uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Herbs}} ({{3 Stars}}) and {{rl|Roots}} ({{3 Stars}}). It has 3 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7425</id>
		<title>Hallowed Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7425"/>
		<updated>2024-04-30T20:04:16Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]]uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Herbs}} ({{3 Star}}) and {{rl|Roots}} ({{3 Star}}). It has 3 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Plantation&amp;diff=7424</id>
		<title>Plantation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Plantation&amp;diff=7424"/>
		<updated>2024-04-30T20:02:32Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Plantation&#039;&#039;&#039; is a farm building that uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Berries}} and {{rl|Plant Fiber}}. It has 2 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Plantation}}&lt;br /&gt;
{{PerkSearch|name=Large Berry Baskets}}&lt;br /&gt;
{{PerkSearch|name=Accumulated Dew}}&lt;br /&gt;
{{PerkSearch|name=Rich in Fiber}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7423</id>
		<title>Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7423"/>
		<updated>2024-04-30T20:01:32Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; is a farm building that uses nearby [[File:Farmfield_icon.png|32px]] [[Farm Fields]] to grow {{rl|Herbs}} and {{rl|Roots}}. It has 2 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Plantation&amp;diff=7422</id>
		<title>Plantation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Plantation&amp;diff=7422"/>
		<updated>2024-04-30T19:59:39Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Plantation&#039;&#039;&#039; is a farm building that has to be placed close to [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Berries}} and {{rl|Plant Fiber}} using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 2 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Plantation}}&lt;br /&gt;
{{PerkSearch|name=Large Berry Baskets}}&lt;br /&gt;
{{PerkSearch|name=Accumulated Dew}}&lt;br /&gt;
{{PerkSearch|name=Rich in Fiber}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Forester%27s_Hut&amp;diff=7421</id>
		<title>Forester&#039;s Hut</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Forester%27s_Hut&amp;diff=7421"/>
		<updated>2024-04-30T19:58:33Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{#titleparts:{{PAGENAME}}}}&lt;br /&gt;
 |specializations={{sl|Woodworking}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; is a farm building that has to be placed close to [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Crystalized Dew}} and {{rl|Resin}} using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 4 worker slots, and provides {{Species link|Foxes}} with the [[File:Icon_Spec_RainWater_64x64.png|16px]] [[Rainwater]] buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provides [[File:Icon_Spec_Wood_64x64.png|16px]] [[Woodworking]] profeciency to any {{Species link|Beavers}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
The Forester&#039;s Hut is unlocked at [[Level]] 8.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{#titleparts:{{PAGENAME}}}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Hut}}&lt;br /&gt;
{{PerkSearch|name=Crystal Growth}}&lt;br /&gt;
{{PerkSearch|name=Metallurgic Proficiency}}&lt;br /&gt;
{{PerkSearch|search=Bleeding Trees}}&lt;br /&gt;
{{PerkSearch|search=Small Distillery}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7420</id>
		<title>Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7420"/>
		<updated>2024-04-30T19:57:56Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; is a farm building that has to be placed close to [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Herbs}} and {{rl|Roots}} using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 2 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7419</id>
		<title>Hallowed Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7419"/>
		<updated>2024-04-30T19:57:08Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]], it has to be placed close to [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Herbs}} ({{3Star}}) and {{rl|Roots}} ({{3Star}}) using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 3 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Homestead&amp;diff=7418</id>
		<title>Homestead</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Homestead&amp;diff=7418"/>
		<updated>2024-04-30T19:56:59Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Homestead&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]], it has to be placed close to [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Grain}} ({{3Star}}), {{rl|Plant Fiber}} ({{3Star}}) and {{rl|Vegetables}} {{2Star}} using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 4 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Homestead&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|name=Grain Bags}}&lt;br /&gt;
{{PerkSearch|name=Moldy Grain Seeds}}&lt;br /&gt;
{{PerkSearch|name=Mold Supply}}&lt;br /&gt;
{{PerkSearch|name=Rich in Fiber}}&lt;br /&gt;
{{PerkSearch|name=Giant Vegetables}}&lt;br /&gt;
{{PerkSearch|name=Pocket Knives}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Homestead&amp;diff=7417</id>
		<title>Homestead</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Homestead&amp;diff=7417"/>
		<updated>2024-04-30T19:56:29Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Homestead&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]], it has to be placed next [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Grain}} ({{3Star}}), {{rl|Plant Fiber}} ({{3Star}}) and {{rl|Vegetables}} {{2Star}} using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 4 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Homestead&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|name=Grain Bags}}&lt;br /&gt;
{{PerkSearch|name=Moldy Grain Seeds}}&lt;br /&gt;
{{PerkSearch|name=Mold Supply}}&lt;br /&gt;
{{PerkSearch|name=Rich in Fiber}}&lt;br /&gt;
{{PerkSearch|name=Giant Vegetables}}&lt;br /&gt;
{{PerkSearch|name=Pocket Knives}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7415</id>
		<title>Hallowed Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hallowed_Herb_Garden&amp;diff=7415"/>
		<updated>2024-04-30T19:55:17Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; is a farm building found in Dangerous or Forbidden [[Glades]], it has to be placed next [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Herbs}} ({{3Star}}) and {{rl|Roots}} ({{3Star}}) using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 3 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Hallowed Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7414</id>
		<title>Herb Garden</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herb_Garden&amp;diff=7414"/>
		<updated>2024-04-30T19:54:12Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}}&lt;br /&gt;
 |purpose=Farming}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; is a farm building that has to be placed next [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Herbs}} and {{rl|Roots}} using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 2 worker slots and provides [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] profeciency to any {{Species link|Humans}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Herb Garden&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Herb Garden}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|search=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|search=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|search=Steel Penknives}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7413</id>
		<title>Greenhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Greenhouse&amp;diff=7413"/>
		<updated>2024-04-30T19:53:00Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Farming}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Greenhouse&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|16px]] [[Fertile Soil]]. It uses {{rl|Drizzle Water}} to produce {{rl|Herbs}} and {{rl|Mushrooms}}. It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provied {{Species link|Humans}} with the [[File:Icon_Spec_Farm_64x64.png|16px]] [[Farming]] Proficiency, granting a +10% Double Yield chance when {{Species link|Humans}} are assigned.&lt;br /&gt;
&lt;br /&gt;
The Greenhouse  is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Greenhouse}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
{{PerkSearch|name=Spices}}&lt;br /&gt;
{{PerkSearch|name=Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Buildings&amp;diff=7412</id>
		<title>List of Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Buildings&amp;diff=7412"/>
		<updated>2024-04-30T19:51:26Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Food Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Since this is designed to be a transclusion to [[Buildings]], the heading levels are all one level lower than normal, so that this can fit under the L2 heading on Buildings#List_of_Buildings. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a list of all [[Buildings]] in the game. See the main article on [[Buildings]] for strategies and descriptions of how to use them in the game.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=== Starting Buildings ===&lt;br /&gt;
&lt;br /&gt;
Every settlement starts with an [[Ancient Hearth]] and [[Main Warehouse]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Buildings every settlement starts with&lt;br /&gt;
! Building !! Purpose !! Workplaces !! Specialization&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small Hearth icon.png|{{ImgH}}]] [[Ancient Hearth]]&lt;br /&gt;
| Heats nearby Houses. Villagers gather here to rest and eat.&lt;br /&gt;
| 1&lt;br /&gt;
| {{sl|Warmth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Main_Storage_icon.png|{{ImgH}}]] [[Main Warehouse]]&lt;br /&gt;
| Centralizes resources for settlement supply chain.&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;none&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
&lt;br /&gt;
[[File:Construct Camps.png|{{ImgL}}|alt=Camps|left|text-top]]&lt;br /&gt;
&lt;br /&gt;
Camps are starting points for your settlement to go out into the wild to gather [[Resources]] from the map in a small area around them. Selecting a Camp from the construction menu will highlight their range and show icons for the resource deposits or trees from which the Camp can gather. All Camps can be moved for free.&lt;br /&gt;
&lt;br /&gt;
Some of the Camps have smaller and larger versions. If the Camp you have when you start a map is named &amp;quot;Small,&amp;quot; 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 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable ats-table-nobands&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Building !! Place near this !! Primary resource gathered&lt;br /&gt;
! Workplaces !! Specialization !! Cost to build&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Small Foragers&#039; Camp|huge}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode SwampWheatSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swamp Wheat Field&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode RootsSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Root Deposit&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode MossBroccoliSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moss Broccoli Patch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe||Small Foragers&#039; Camp|display=list}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| {{sl|Farming}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| {{Construction|Wood=10|Parts=3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Foragers&#039; Camp|huge}}&lt;br /&gt;
| {{Recipe||Foragers&#039; Camp|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Harvesters&#039; Camp|huge}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode_FlaxSmall_icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flax Field&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode_ReedSmall_icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reed Field&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe||Harvesters&#039; Camp|display=list}}&lt;br /&gt;
| 2 || &#039;&#039;none&#039;&#039; || {{Construction|Wood=10|Parts=3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Small Herbalists&#039; Camp|huge}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode HerbsSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Herbs Patch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode DewberryBushSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dewberry Patch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode MushroomBig icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mushroom Patch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe||Small Herbalists&#039; Camp|display=list}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| {{sl|Alchemy}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| {{Construction|Wood=10|Parts=3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Herbalists&#039; Camp|huge}}&lt;br /&gt;
| {{Recipe||Herbalists&#039; Camp|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Stonecutters&#039; Camp|huge}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode_ClaySmall_icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Clay Deposit&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode SeaMarrowSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Marrow Deposit&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode_StoneSmall_icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stone Deposit&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe||Stonecutters&#039; Camp|display=list}}&lt;br /&gt;
| 2 || &#039;&#039;none&#039;&#039; || {{Construction|Wood=10|Parts=3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Small Trappers&#039; Camp|huge}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode SnailBroodmotherSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Slickshell Broodmother&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode_SnakeNestSmall_icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Snake Nest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:DebugNode StormbirdNestSmall icon.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormbird Nest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe||Small Trappers&#039; Camp|display=list}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| {{sl|Meat production}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| {{Construction|Wood=10|Parts=3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Trappers&#039; Camp|huge}}&lt;br /&gt;
| {{Recipe||Trappers&#039; Camp|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Woodcutters&#039; Camp|huge}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Abyssal Trees.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Abyssal Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Coppervein Tree.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Coppervein Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Crimsonreach Tree.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crimsonreach Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Dying Tree.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dying Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Lush Trees.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lush Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Mushwood Tree.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mushwood Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Musselsprout Tree.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Musselsprout Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Giant Abyssal Tree.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Overgrown Abyssal Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:Plateleaf Tree.png|{{ImgL}}]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Plateleaf Trees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe||Woodcutters&#039; Camp|display=list}}&lt;br /&gt;
| 2 || {{sl|Woodworking}} || {{Construction|Parts=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food Production ===&lt;br /&gt;
&lt;br /&gt;
[[File:Construct_Food_Production.png|{{ImgL}}|alt=Food Production|left|text-top]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Farms, food production buildings, and their products&lt;br /&gt;
|-&lt;br /&gt;
! Building !!class=&amp;quot;unsortable&amp;quot;| Products !! Workplaces !! Specialization !!class=&amp;quot;unsortable&amp;quot;| Cost to build&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Farmfield_icon.png|{{ImgH}}]] [[Farm Field]]&lt;br /&gt;
| Converts [[Fertile Soil]] to farmable tiles&lt;br /&gt;
| &#039;&#039;none&#039;&#039; || &#039;&#039;none&#039;&#039; || &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Clay Pit|huge}}&lt;br /&gt;
| From Farm Fields underneath the building:&amp;lt;br /&amp;gt;{{Recipe||Clay Pit|display=list}}&lt;br /&gt;
| 2 || {{sl|Rainwater}} || {{Construction|2||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Forester&#039;s Hut|huge}}&lt;br /&gt;
| From nearby Farm Fields:&amp;lt;br /&amp;gt;{{Recipe||Forester&#039;s Hut|display=list}}&lt;br /&gt;
| 4 || {{sl|Woodworking}}&amp;lt;br /&amp;gt;{{sl|Rainwater}}|| {{Construction|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Greenhouse|huge}}&lt;br /&gt;
| From Farm Fields underneath the building:&amp;lt;br /&amp;gt;{{Recipe||Greenhouse|display=list}}&lt;br /&gt;
| 3 || {{sl|Farming}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || {{Construction||2|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Herb Garden|huge}}&lt;br /&gt;
| From nearby Farm Fields:&amp;lt;br /&amp;gt;{{Recipe||Herb Garden|display=list}}&lt;br /&gt;
| 2 || {{sl|Farming}} || {{Construction|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Hallowed Herb Garden|huge}}&lt;br /&gt;
| From nearby Farm Fields:&amp;lt;br /&amp;gt;{{Recipe||Hallowed Herb Garden|display=list}}&lt;br /&gt;
| 2 || {{sl|Farming}} || Found in Forbidden [[Glades]]&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Homestead|huge}} &amp;lt;/br&amp;gt; &lt;br /&gt;
| From nearby Farm Fields:&amp;lt;br /&amp;gt;{{Recipe||Homestead|display=list}}&lt;br /&gt;
| 4 || {{sl|Farming}} || Found in [[Glades]]&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Plantation|huge}}&lt;br /&gt;
| From nearby Farm Fields:&amp;lt;br /&amp;gt;{{Recipe||Plantation|display=list}}&lt;br /&gt;
| 2 || {{sl|Farming}} || {{Construction|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Small Farm|huge}}&lt;br /&gt;
| From nearby Farm Fields:&amp;lt;br /&amp;gt;{{Recipe||Small Farm|display=list}}&lt;br /&gt;
| 2 || {{sl|Farming}} || {{Construction|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Hallowed Small Farm|huge}}&lt;br /&gt;
| From nearby Farm Fields:&amp;lt;br /&amp;gt;{{Recipe||Hallowed Small Farm|display=list}}&lt;br /&gt;
| 2 || {{sl|Farming}} || Found in Forbidden [[Glades]]&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Bakery|huge}}&lt;br /&gt;
| {{Recipe||Bakery|display=list}}&lt;br /&gt;
| 2 || {{sl|Warmth}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Beanery|huge}}&lt;br /&gt;
| {{Recipe||Beanery|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || {{Construction|8|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Brick Oven|huge}}&lt;br /&gt;
| {{Recipe||Brick Oven|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}} || {{Construction||5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Butcher|huge}}&lt;br /&gt;
| {{Recipe||Butcher|display=list}}&lt;br /&gt;
| 3 || {{sl|Meat production}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Cellar|huge}}&lt;br /&gt;
| {{Recipe||Cellar|display=list}}&lt;br /&gt;
| 2 || {{sl|Brewing}} || {{Construction||2|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Flawless Cellar|huge}}&lt;br /&gt;
| {{Recipe||Flawless Cellar|display=list}}&lt;br /&gt;
| 2 || {{sl|Brewing}} || Found in Forbidden [[Glades]]&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Cookhouse|huge}}&lt;br /&gt;
| {{Recipe||Cookhouse|display=list}}&lt;br /&gt;
| 4 || {{sl|Warmth}} || {{Construction|8|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Field Kitchen|huge}}&lt;br /&gt;
| {{Recipe||Field Kitchen|display=list}}&lt;br /&gt;
| 2 || &#039;&#039;none&#039;&#039; || {{Construction|2||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Granary|huge}}&lt;br /&gt;
| {{Recipe||Granary|display=list}}&lt;br /&gt;
| 3 || {{sl|Farming}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Grill|huge}}&lt;br /&gt;
| {{Recipe||Grill|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}}&amp;lt;br /&amp;gt;{{sl|Meat production}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Ranch|huge}}&lt;br /&gt;
| {{Recipe||Ranch|display=list}}&lt;br /&gt;
| 2 || {{sl|Meat production}} || {{Construction|5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Smokehouse|huge}}&lt;br /&gt;
| {{Recipe||Smokehouse|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}}&amp;lt;br /&amp;gt;{{sl|Meat production}} || {{Construction|5||2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
[[File:Construct_Housing.png|{{ImgL}}|alt=Housing|left|text-top]]&lt;br /&gt;
&lt;br /&gt;
Housing Buildings must be constructed within range of a [[Hearth]] to work. These buildings satisfy villagers&#039; need for shelter. Certain Housing Building also satisfy villagers&#039; need for their species-specific housing. These have fewer places for residents and require that you unlock their Blueprints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Housing buildings and their benefits &lt;br /&gt;
! Building !! Residents !! Need Satisfied !! Species Satisfied !! Cost to Build&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter icon.png|x96px]] [[Shelter]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing&lt;br /&gt;
| &#039;&#039;none&#039;&#039;&lt;br /&gt;
| 10 {{rl|Wood|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big Shelter icon.png|96px]] [[Big Shelter]]&lt;br /&gt;
| 6&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing&lt;br /&gt;
| &#039;&#039;none&#039;&#039;&lt;br /&gt;
| 4 {{rl|Planks|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|96px]] [[Human House]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br /&amp;gt;[[File:Icon Need HumanHousing.png|{{ImgS}}]] Human Housing&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| 4 {{rl|Planks|med}} &amp;lt;br /&amp;gt; 2 {{rl|Bricks|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|96px]] [[Beaver House]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br /&amp;gt;[[File:Icon Need beaverHousing.png|{{ImgS}}]] Beaver Housing&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| 8 {{rl|Planks|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|96px]] [[Lizard House]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br /&amp;gt;[[File:Icon Need LizardHousing.png|{{ImgS}}]] Lizard Housing&lt;br /&gt;
| {{Species link|Lizards|med}}&lt;br /&gt;
| 2 {{rl|Fabric|med}} &amp;lt;br /&amp;gt; 2 {{rl|Bricks|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|96px]] [[Harpy House]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br /&amp;gt;[[File:Icon Need HarpyHousing.png|{{ImgS}}]] Harpy Housing&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| 4 {{rl|Fabric|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox_House_icon.png|96px]] [[Fox House]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br /&amp;gt;[[File:Icon Need FoxHousing.png|{{ImgS}}]] Fox Housing&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| 4 {{rl|Planks|med}}&amp;lt;br/&amp;gt;2 {{rl|Crystalized Dew|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industry Buildings ===&lt;br /&gt;
&lt;br /&gt;
[[File:Construct_Industry.png|{{ImgL}}|alt=Industry|left|text-top]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Industry buildings and their products&lt;br /&gt;
|-&lt;br /&gt;
! Building !!class=&amp;quot;unsortable&amp;quot;| Products !! Workplaces !! Specialization !!class=&amp;quot;unsortable&amp;quot;| Cost to build&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Crude Workstation|huge}}&lt;br /&gt;
| {{Recipe||Crude Workstation|display=list}}&lt;br /&gt;
| 2 || &#039;&#039;none&#039;&#039; || {{Construction|Wood=5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Makeshift Post|huge}}&lt;br /&gt;
| {{Recipe||Makeshift Post|display=list}}&lt;br /&gt;
| 2 || &#039;&#039;none&#039;&#039; || {{Construction|Wood=5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Geyser Pump|huge}}&lt;br /&gt;
| {{Recipe||Geyser Pump|display=list}}&lt;br /&gt;
| 2 || {{sl|Rainwater}} || {{Construction|6|Pipes=4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Rain Collector|huge}}&lt;br /&gt;
| {{Recipe||Rain Collector|display=list}}&lt;br /&gt;
| 2 || {{sl|Rainwater}} || {{Construction|2|Parts=3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Advanced Rain Collector|huge}}&lt;br /&gt;
| {{Recipe||Advanced Rain Collector|display=list}}&lt;br /&gt;
| 3 || {{sl|Rainwater}} || {{Construction|5|Pipes=5|Parts=3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Mine|huge}}&lt;br /&gt;
| {{Recipe||Mine|display=list}}&lt;br /&gt;
| 4 || {{sl|Engineering}} || {{Construction|2|4||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Alchemist&#039;s Hut|huge}}&lt;br /&gt;
| {{Recipe||Alchemist&#039;s Hut|display=list}}&lt;br /&gt;
| 2 || {{sl|Alchemy}}&amp;lt;br /&amp;gt;{{sl|Brewing}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Apothecary|huge}}&lt;br /&gt;
| {{Recipe||Apothecary|display=list}}&lt;br /&gt;
| 2 || {{sl|Alchemy}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Artisan|huge}}&lt;br /&gt;
| {{Recipe||Artisan|display=list}}&lt;br /&gt;
| 3 || {{sl|Tailoring}} || {{Construction|8||4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Brewery|huge}}&lt;br /&gt;
| {{Recipe||Brewery|display=list}}&lt;br /&gt;
| 2 || {{sl|Brewing}} || {{Construction|2|2|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Flawless Brewery|huge}}&lt;br /&gt;
| {{Recipe||Flawless Brewery|display=list}}&lt;br /&gt;
| 2 || {{sl|Brewing}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Brickyard|huge}}&lt;br /&gt;
| {{Recipe||Brickyard|display=list}}&lt;br /&gt;
| 2 || {{sl|Rainwater}} || {{Construction|8}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Carpenter|huge}}&lt;br /&gt;
| {{Recipe||Carpenter|display=list}}&lt;br /&gt;
| 3 || {{sl|Woodworking}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Clothier|huge}}&lt;br /&gt;
| {{Recipe||Clothier|display=list}}&lt;br /&gt;
| 2 || {{sl|Tailoring}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Cooperage|huge}}&lt;br /&gt;
| {{Recipe||Cooperage|display=list}}&lt;br /&gt;
| 2 || {{sl|Woodworking}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Flawless Cooperage|huge}}&lt;br /&gt;
| {{Recipe||Flawless Cooperage|display=list}}&lt;br /&gt;
| 2 || {{sl|Woodworking}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Distillery|huge}}&lt;br /&gt;
| {{Recipe||Distillery|display=list}}&lt;br /&gt;
| 2 || {{sl|Brewing}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || {{Construction|2|2|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Druid&#039;s Hut|huge}}&lt;br /&gt;
| {{Recipe||Druid&#039;s Hut|display=list}}&lt;br /&gt;
| 3 || {{sl|Alchemy}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Flawless Druid&#039;s Hut|huge}}&lt;br /&gt;
| {{Recipe||Flawless Druid&#039;s Hut|display=list}}&lt;br /&gt;
| 3 || {{sl|Alchemy}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Finesmith|huge}}&lt;br /&gt;
| {{Recipe||Finesmith|display=list}}&lt;br /&gt;
| 3 || {{sl|Alchemy}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Furnace|huge}}&lt;br /&gt;
| {{Recipe||Furnace|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Kiln|huge}}&lt;br /&gt;
| {{Recipe||Kiln|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}} || {{Construction||4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Leatherworker|huge}}&lt;br /&gt;
| {{Recipe||Leatherworker|display=list}}&lt;br /&gt;
| 2 || {{sl|Tailoring}}&amp;lt;br /&amp;gt;{{sl|Meat production}} || {{Construction||2|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Flawless Leatherworker|huge}}&lt;br /&gt;
| {{Recipe||Flawless Leatherworker|display=list}}&lt;br /&gt;
| 2 || {{sl|Tailoring}}&amp;lt;br /&amp;gt;{{sl|Meat production}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Lumber Mill|huge}}&lt;br /&gt;
| {{Recipe||Lumber Mill|display=list}}&lt;br /&gt;
| 2 || {{sl|Woodworking}} || {{Construction||2|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Manufactory|huge}}&lt;br /&gt;
| {{Recipe||Manufactory|display=list}}&lt;br /&gt;
| 3 || {{sl|Tailoring}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Press|huge}}&lt;br /&gt;
| {{Recipe||Press|display=list}}&lt;br /&gt;
| 3 || {{sl|Engineering}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Provisioner|huge}}&lt;br /&gt;
| {{Recipe||Provisioner|display=list}}&lt;br /&gt;
| 2 || &#039;&#039;none&#039;&#039; || {{Construction|8||4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Rain Mill|huge}}&lt;br /&gt;
| {{Recipe||Rain Mill|display=list}}&lt;br /&gt;
| 3 || {{sl|Engineering}}&amp;lt;br /&amp;gt;{{sl|Farming}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Flawless Rain Mill|huge}}&lt;br /&gt;
| {{Recipe||Flawless Rain Mill|display=list}}&lt;br /&gt;
| 3 || {{sl|Engineering}}&amp;lt;br /&amp;gt;{{sl|Farming}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Rainpunk Foundry|huge}}&lt;br /&gt;
| {{Recipe||Rainpunk Foundry|display=list}}&lt;br /&gt;
| 3 || {{sl|Engineering}}&amp;lt;br /&amp;gt;{{sl|Warmth}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Scribe|huge}}&lt;br /&gt;
| {{Recipe||Scribe|display=list}}&lt;br /&gt;
| 3 || {{sl|Brewing}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Smelter|huge}}&lt;br /&gt;
| {{Recipe||Smelter|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}} || {{Construction||4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Flawless Smelter|huge}}&lt;br /&gt;
| {{Recipe||Flawless Smelter|display=list}}&lt;br /&gt;
| 3 || {{sl|Warmth}} || Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Smithy|huge}}&lt;br /&gt;
| {{Recipe||Smithy|display=list}}&lt;br /&gt;
| 2 || {{sl|Engineering}}&amp;lt;br /&amp;gt;{{sl|Warmth}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Stamping Mill|huge}}&lt;br /&gt;
| {{Recipe||Stamping Mill|display=list}}&lt;br /&gt;
| 2 || {{sl|Engineering}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Supplier|huge}}&lt;br /&gt;
| {{Recipe||Supplier|display=list}}&lt;br /&gt;
| 2 || {{sl|Tailoring}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Teahouse|huge}}&lt;br /&gt;
| {{Recipe||Teahouse|display=list}}&lt;br /&gt;
| 2 || {{sl|Alchemy}}&amp;lt;br /&amp;gt;{{sl|Rainwater}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Tinctury|huge}}&lt;br /&gt;
| {{Recipe||Tinctury|display=list}}&lt;br /&gt;
| 2 || {{sl|Alchemy}}&amp;lt;br /&amp;gt;{{sl|Brewing}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Tinkerer|huge}}&lt;br /&gt;
| {{Recipe||Tinkerer|display=list}}&lt;br /&gt;
| 3 || {{sl|Engineering}} || {{Construction|5|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Toolshop|huge}}&lt;br /&gt;
| {{Recipe||Toolshop|display=list}}&lt;br /&gt;
| 2 || {{sl|Engineering}} || {{Construction|5||2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Weaver|huge}}&lt;br /&gt;
| {{Recipe||Weaver|display=list}}&lt;br /&gt;
| 2 || {{sl|Tailoring}} || {{Construction|8}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Workshop|huge}}&lt;br /&gt;
| {{Recipe||Workshop|display=list}}&lt;br /&gt;
| 2 || &#039;&#039;none&#039;&#039; || {{Construction|4|4|4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== City Buildings ===&lt;br /&gt;
&lt;br /&gt;
[[File:Construct_City_Buildings.png|{{ImgL}}|alt=City Buildings|left|text-top]]&lt;br /&gt;
&lt;br /&gt;
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 [[Hearth]]s, [[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ City Buildings and their purposes&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Number of Workers !!class=&amp;quot;unsortable&amp;quot;| Purpose, service, or effects !!class=&amp;quot;unsortable&amp;quot;| Cost to build&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Temporary_Hearth_icon.png|96px]] [[Small Hearth]]&lt;br /&gt;
| 1&lt;br /&gt;
| [[Hearths]] expand settlements, and [[villagers]] go there to rest.&amp;lt;br /&amp;gt;{{sl|Warmth}} Specialization bonus.&lt;br /&gt;
| 5 {{rl|Planks|med}} &amp;lt;br /&amp;gt; 5 {{rl|Bricks|med}} &amp;lt;br /&amp;gt; 1 {{rl|Wildfire Essence|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage_icon.png|96px]] [[Warehouse]]&lt;br /&gt;
| none or 2&amp;lt;br/&amp;gt;(depends on [[upgrades]])&lt;br /&gt;
| Workers deliver and take goods from the nearest [[Warehouse]].&lt;br /&gt;
| 2 {{rl|Bricks|med}} &amp;lt;br /&amp;gt; 2 {{rl|Fabric|med}} &amp;lt;br /&amp;gt; 1 {{rl|Parts|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trading_Post_icon.png|96px]] [[Trading Post]]&lt;br /&gt;
| &#039;&#039;none&#039;&#039;&lt;br /&gt;
| Purchase [[Resources]] and [[Perks]] from [[Traders]]. Enables [[Trade Routes]].&lt;br /&gt;
| 10 {{rl|Wood|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blight_Post_icon.png|96px]] [[Blight Post]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{rl|Purging Fire|med}}&amp;lt;br /&amp;gt;Sends out workers to destroy [[Blightrot Cysts]].&amp;lt;br /&amp;gt;{{sl|Alchemy}} and {{sl|Warmth}} Specialization bonuses.&lt;br /&gt;
| 4 {{rl|Planks|med}} &amp;lt;br /&amp;gt; 3 {{rl|Bricks|med}} &amp;lt;br /&amp;gt; 2 {{rl|Parts|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hydrant_icon.png|96px]] [[Hydrant]]&lt;br /&gt;
| &#039;&#039;none&#039;&#039;&lt;br /&gt;
| Lets workers from the [[Blight Post]] access {{rl|Purging Fire}} without going all the way back to the Blight Post.&lt;br /&gt;
| 1 {{rl|Bricks|med}} &amp;lt;br /&amp;gt; 3 {{rl|Planks|med}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar_icon.png|96px]] [[Forsaken Altar]]&lt;br /&gt;
| &#039;&#039;none&#039;&#039;&lt;br /&gt;
| During [[Storm Season]], spend [[Citadel Resources]] or [[villagers]]&#039; lives for powerful [[Perks]].&lt;br /&gt;
| 40 {{rl|Wood|med}} &amp;lt;br /&amp;gt; 8 {{rl|Bricks|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Services Buildings ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Services Buildings and their effects&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Workplaces !!class=&amp;quot;unsortable&amp;quot;| Purpose, service, or effects !!class=&amp;quot;unsortable&amp;quot;| Cost to build&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Bath House|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Bath House|display=list}}&lt;br /&gt;
* [[Regular Baths]] to reduce villagers&#039; [[Resolve#Leaving | leaving speed]]&lt;br /&gt;
* [[Good Health]] for global production rate&lt;br /&gt;
| {{Construction|10|8|8}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Clan Hall|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Clan Hall|display=list}}&lt;br /&gt;
* [[Ancient Ways]] for increased Camps production&lt;br /&gt;
| {{Construction|20|8|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Explorers&#039; Lodge|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Explorers&#039; Lodge|display=list}}&lt;br /&gt;
* [[The Crown Chronicles]] for increased [[Resolve]] from [[Ruins]]&lt;br /&gt;
| {{Construction|20|4|8}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Forum|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Forum|display=list}}&lt;br /&gt;
* [[Public Lectures]] for increased double production chance&lt;br /&gt;
| {{Construction||16|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Guild House|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Guild House|display=list}}&lt;br /&gt;
* [[Guild House]] for increased [[Trader]] arrival speed&lt;br /&gt;
* [[The Guild&#039;s Welfare]] for increased [[Resolve]] from [[Trading]]&lt;br /&gt;
| {{Construction|40||4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Market|huge}}&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| {{Recipe||Market|display=list}}&lt;br /&gt;
* [[Market Carts]] for increased global carrying capacity&lt;br /&gt;
| {{Construction|20||12}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Holy Market|huge}}&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| {{Recipe||Holy Market|display=list}}&lt;br /&gt;
* [[Land of Luxury]] for increased [[Reputation]] generation speed from [[Resolve]]&lt;br /&gt;
* [[Market Carts]] for increased global carrying capacity&lt;br /&gt;
| Found in Forbidden Glades&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Monastery|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Monastery|display=list}}&lt;br /&gt;
* [[The Green Brew]] for reducing [[Hostility]]&lt;br /&gt;
| {{Construction||20}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Tavern|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Tavern|display=list}}&lt;br /&gt;
* [[Gleeman&#039;s Tales]] for flat bonus to [[Resolve]]&lt;br /&gt;
| {{Construction|20|4|8}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Tea Doctor|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Tea Doctor|display=list}}&lt;br /&gt;
* [[Vitality]] for increased [[Resolve]] from [[Complex Food]] consumption&lt;br /&gt;
| {{Construction|10|8|8}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Temple|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Temple|display=list}}&lt;br /&gt;
* [[Sacrament of the Flame]] for lowering [[Hostility]] with [[Sacrificing]]&lt;br /&gt;
| {{Construction|10|8|8}}&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Holy Temple|huge}}&lt;br /&gt;
| 3&lt;br /&gt;
| {{Recipe||Holy Temple|display=list}}&lt;br /&gt;
* [[Consecrated Scrolls]] for lowering [[Hostility]] with {{Service link|Education}}&lt;br /&gt;
* [[Sacrament of the Flame]] for lowering [[Hostility]] with [[Sacrificing]]&lt;br /&gt;
| Found in Forbidden Glades&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Forester%27s_Hut&amp;diff=7411</id>
		<title>Forester&#039;s Hut</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Forester%27s_Hut&amp;diff=7411"/>
		<updated>2024-04-30T19:50:18Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{#titleparts:{{PAGENAME}}}}&lt;br /&gt;
 |specializations={{sl|Woodworking}},&lt;br /&gt;
                  {{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; is a farm building that has to be placed next [[File:Farmfield_icon.png|32px]] [[Farm Fields]]. It can grow {{rl|Crystalized Dew}} and {{rl|Resin}} using adjacent [[File:Farmfield_icon.png|16px]] [[Farm Fields]]. It has 4 worker slots, and provides {{Species link|Foxes}} with the [[File:Icon_Spec_RainWater_64x64.png|16px]] [[Rainwater]] buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there. It also provides [[File:Icon_Spec_Wood_64x64.png|16px]] [[Woodworking]] profeciency to any {{Species link|Beavers}} assigned to it, granting a +10% of double yields upon planting.&lt;br /&gt;
&lt;br /&gt;
The Forester&#039;s Hut is unlocked at [[Level]] 8.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Work ==&lt;br /&gt;
As a farm building, the &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; requires different tasks to be done each [[Season]], these are:&lt;br /&gt;
* Drizzle: Planting takes place, any double yield bonus happens now.&lt;br /&gt;
* Clearance: Harvesting takes place.&lt;br /&gt;
* Storm: Plowing takes place, +10% Double Yield chances are added.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{#titleparts:{{PAGENAME}}}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Hut}}&lt;br /&gt;
{{PerkSearch|name=Crystal Growth}}&lt;br /&gt;
{{PerkSearch|name=Metallurgic Proficiency}}&lt;br /&gt;
{{PerkSearch|search=Bleeding Trees}}&lt;br /&gt;
{{PerkSearch|search=Small Distillery}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Clay_Pit&amp;diff=7410</id>
		<title>Clay Pit</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Clay_Pit&amp;diff=7410"/>
		<updated>2024-04-30T19:48:35Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|{{PAGENAME}}&lt;br /&gt;
 |specializations={{sl|Rainwater}}&lt;br /&gt;
 |purpose=Farming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Clay Pit&#039;&#039;&#039; is a production building that has to be placed on [[File:FertileSoil.png|32px]] [[Fertile Soil]]. It uses {{rl|Clearance Water}} to produce {{rl|Clay}} and {{rl|Reed}}. It has 3 worker slots, and provides {{Species link|Foxes}} with the {{sl|Rainwater}} buff, granting +5 [[Resolve]] to any {{Species link|Foxes}} working there.&lt;br /&gt;
&lt;br /&gt;
The Clay Pit is unlocked at [[Level]] 15.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Clay Pit}}&lt;br /&gt;
{{PerkSearch|name=Steel Shovels}}&lt;br /&gt;
{{PerkSearch|name=Leather Gloves}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Woodcutters%27_Camp&amp;diff=7409</id>
		<title>Woodcutters&#039; Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Woodcutters%27_Camp&amp;diff=7409"/>
		<updated>2024-04-30T19:48:06Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|0.63.2}}&lt;br /&gt;
{{Buildingbox|Woodcutters&#039; Camp&lt;br /&gt;
 |specializations={{sl|Woodworking}}&lt;br /&gt;
 |purpose=Gathering and opening Glades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Woodcutters&#039; Camp&#039;&#039;&#039; is a starting point for woodcutters going out into the wild to cut down trees for {{rl|Wood}}.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building=Woodcutters&#039; Camp}}&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
=== Bonus Resources in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Trees, bonus yields beyond Wood, and biomes&lt;br /&gt;
! Tree !! Biome !! Bonus Resources&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crimsonreach Tree.png|{{ImgH}}]] Crimsonreach Tree&lt;br /&gt;
| [[Coral Forest]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 40% || {{rl|Stone|med}}&lt;br /&gt;
|- &lt;br /&gt;
| 20% || {{rl|Incense|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Musselsprout Tree.png|{{ImgH}}]] Musselsprout Tree&lt;br /&gt;
| [[Coral Forest]] ||&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 40% || {{rl|Meat|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 20% || {{rl|Crystalized Dew|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Plateleaf Tree.png|{{ImgH}}]] Plateleaf Tree&lt;br /&gt;
| [[Coral Forest]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 30% || {{rl|Plant Fiber|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dying Tree.png|{{ImgH}}]] Dying Tree&lt;br /&gt;
| [[Cursed Royal Woodlands]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 60% || {{rl|Wood|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Insects|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Plant Fiber|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Roots|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lush Trees.png|{{ImgH}}]] Lush Tree&lt;br /&gt;
| [[Royal Woodlands]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| &#039;&#039;&#039;100%&#039;&#039;&#039; || {{rl|Wood|med}}&lt;br /&gt;
|- &lt;br /&gt;
| 15% || {{rl|Resin|med}}&lt;br /&gt;
|- &lt;br /&gt;
| 10% || {{rl|Plant Fiber|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 5% || {{rl|Eggs|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coppervein Tree.png|{{ImgH}}]] Coppervein Tree&lt;br /&gt;
| [[Scarlet Orchard]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 60% || {{rl|Wood|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Copper Ore|med}}&lt;br /&gt;
|- &lt;br /&gt;
| 5% || {{rl|Pigment|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 5% || {{rl|Plant Fiber|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Abyssal Trees.png|{{ImgH}}]] Abyssal Tree&lt;br /&gt;
| [[Sealed Forest]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 10% || {{rl|Meat|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Leather|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Sea Marrow|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Giant Abyssal Tree.png|{{ImgH}}]] Overgrown Abyssal Tree&lt;br /&gt;
| [[Sealed Forest]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 10% || {{rl|Meat|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Leather|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 10% || {{rl|Sea Marrow|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mushwood Tree.png|{{ImgH}}]] Mushwood Tree&lt;br /&gt;
| [[Marshlands]] ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;width:2.5em&amp;quot;| 15% || {{rl|Mushrooms|med}}&lt;br /&gt;
|-&lt;br /&gt;
| 5% || {{rl|Leather|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
&lt;br /&gt;
{{PerkSearch|name=Copper Extractor}}&lt;br /&gt;
{{PerkSearch|name=Driving Water}}&lt;br /&gt;
{{PerkSearch|name=Exploration Expedition}}&lt;br /&gt;
{{PerkSearch|name=Flame Amulets}}&lt;br /&gt;
{{PerkSearch|name=Force of Nature}}&lt;br /&gt;
{{PerkSearch|name=Light Timber}}&lt;br /&gt;
{{PerkSearch|name=Lumber Tax}}&lt;br /&gt;
{{PerkSearch|name=No Quality Control}}&lt;br /&gt;
{{PerkSearch|name=Over-Diligent Woodworkers}}&lt;br /&gt;
{{PerkSearch|name=Queen&#039;s Gift}}&lt;br /&gt;
{{PerkSearch|name=Reinforced Axes}}&lt;br /&gt;
{{PerkSearch|name=Reinforced Tools}}&lt;br /&gt;
{{PerkSearch|name=Rooty Ground}}&lt;br /&gt;
{{PerkSearch|name=Specialized Boots}}&lt;br /&gt;
{{PerkSearch|name=Woodcutter&#039;s Prayer}}&lt;br /&gt;
{{PerkSearch|name=Woodcutter&#039;s Song}}&lt;br /&gt;
{{PerkSearch|name=Woodpecker Technique}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7407</id>
		<title>List of Essential Blueprints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7407"/>
		<updated>2024-04-30T19:41:09Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Roads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Since this is designed to be a transclusion to [[Buildings]], the heading levels are all one level lower than normal, so that this can fit under the L2 heading on Buildings#List_of_Buildings. --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a list of all Essential Blueprints in the game.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The Blueprints in this list can be earned through completing [[Deeds]] and buying [[Upgrades]] in the [[Smoldering City]]. Once earned, they become &#039;&#039;&#039;Essential&#039;&#039;&#039;, which means they are available from the start of every settlement.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Path icon.png|64px]] Path || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paved Road icon.png|64px]] Paved Road || Unlocked on [[Level]] 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reinforced Road icon.png|64px]] Reinforced Road || Unlocked on [[Level]] 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutters Camp icon.png|64px]] {{bl|Woodcutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stonecutter&#039;s Camp icon.png|64px]] {{bl|Stonecutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harvester Camp icon.png|64px]] {{bl|Harvesters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forager&#039;s Camp icon.png|64px]] {{bl|Small Foragers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Herbalist&#039;s_Camp_icon.png|64px]] {{bl|Small Herbalists&#039; Camp}} || Unlocked on [[Level]] 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trapper&#039;s Camp icon.png|64px]] {{bl|Small Trappers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Farmfield_icon.png|64px]] Farm Field || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Field Kitchen icon.png|64px]] {{bl|Field Kitchen}} || Unlocked with &#039;&#039;&#039;Obsidian Archive Level 11&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter icon.png|64px]] Shelter || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big Shelter icon.png|64px]] Big Shelter || Unlocked with &#039;&#039;&#039;Ancient Knowledge&#039;&#039;&#039; Deed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|64px]] Human House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 1&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|64px]] Beaver House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 2&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|64px]] Lizard House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 3&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|64px]] Harpy House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 4&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox House icon.png|64px]] Fox House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 6&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industry ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crude_Workstation_icon.png|64px]] {{bl|Crude Workstation}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Makeshift_Post_icon.png|64px]] {{bl|Makeshift Post}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== City Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blight_Post_icon.png|64px]] Blight Post || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hydrant_icon.png|64px]] Hydrant || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage_icon.png|64px]] Warehouse || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Temporary_Hearth_icon.png|64px]] Small Hearth || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trading_Post_icon.png|64px]] Trading Post || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar_icon.png|64px]] Forsaken Altar || Automatically available on &#039;&#039;&#039;Prestige 1&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7406</id>
		<title>List of Essential Blueprints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7406"/>
		<updated>2024-04-30T19:40:31Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Since this is designed to be a transclusion to [[Buildings]], the heading levels are all one level lower than normal, so that this can fit under the L2 heading on Buildings#List_of_Buildings. --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a list of all Essential Blueprints in the game.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The Blueprints in this list can be earned through completing [[Deeds]] and buying [[Upgrades]] in the [[Smoldering City]]. Once earned, they become &#039;&#039;&#039;Essential&#039;&#039;&#039;, which means they are available from the start of every settlement.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Path icon.png|64px]] Path || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paved Road icon.png|64px]] Paved Road || &#039;&#039;unlocked on [[Level]] 3&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reinforced Road icon.png|64px]] Reinforced Road || &#039;&#039;unlocked on [[Level]] 7&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutters Camp icon.png|64px]] {{bl|Woodcutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stonecutter&#039;s Camp icon.png|64px]] {{bl|Stonecutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harvester Camp icon.png|64px]] {{bl|Harvesters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forager&#039;s Camp icon.png|64px]] {{bl|Small Foragers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Herbalist&#039;s_Camp_icon.png|64px]] {{bl|Small Herbalists&#039; Camp}} || Unlocked on [[Level]] 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trapper&#039;s Camp icon.png|64px]] {{bl|Small Trappers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Farmfield_icon.png|64px]] Farm Field || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Field Kitchen icon.png|64px]] {{bl|Field Kitchen}} || Unlocked with &#039;&#039;&#039;Obsidian Archive Level 11&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter icon.png|64px]] Shelter || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big Shelter icon.png|64px]] Big Shelter || Unlocked with &#039;&#039;&#039;Ancient Knowledge&#039;&#039;&#039; Deed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|64px]] Human House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 1&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|64px]] Beaver House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 2&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|64px]] Lizard House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 3&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|64px]] Harpy House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 4&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox House icon.png|64px]] Fox House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 6&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industry ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crude_Workstation_icon.png|64px]] {{bl|Crude Workstation}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Makeshift_Post_icon.png|64px]] {{bl|Makeshift Post}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== City Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blight_Post_icon.png|64px]] Blight Post || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hydrant_icon.png|64px]] Hydrant || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage_icon.png|64px]] Warehouse || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Temporary_Hearth_icon.png|64px]] Small Hearth || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trading_Post_icon.png|64px]] Trading Post || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar_icon.png|64px]] Forsaken Altar || Automatically available on &#039;&#039;&#039;Prestige 1&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7405</id>
		<title>List of Essential Blueprints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7405"/>
		<updated>2024-04-30T19:39:59Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Since this is designed to be a transclusion to [[Buildings]], the heading levels are all one level lower than normal, so that this can fit under the L2 heading on Buildings#List_of_Buildings. --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a list of all Essential Blueprints in the game.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The Blueprints in this list can be earned through completing [[Deeds]] and buying [[Upgrades]] in the [[Smoldering City]]. Once earned, they become &#039;&#039;&#039;Essential&#039;&#039;&#039;, which means they are available from the start of every settlement.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Path icon.png|64px]] Path || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paved Road icon.png|64px]] Paved Road || &#039;&#039;unlocked on [[Level]] 3&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reinforced Road icon.png|64px]] Reinforced Road || &#039;&#039;unlocked on [[Level]] 7&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutters Camp icon.png|64px]] {{bl|Woodcutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stonecutter&#039;s Camp icon.png|64px]] {{bl|Stonecutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harvester Camp icon.png|64px]] {{bl|Harvesters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forager&#039;s Camp icon.png|64px]] {{bl|Small Foragers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Herbalist&#039;s_Camp_icon.png|64px]] {{bl|Small Herbalists&#039; Camp}} || &#039;&#039;unlocked on [[Level]] 2&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trapper&#039;s Camp icon.png|64px]] {{bl|Small Trappers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Farmfield_icon.png|64px]] Farm Field || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Field Kitchen icon.png|64px]] {{bl|Field Kitchen}} || Unlocked with &#039;&#039;&#039;Obsidian Archive Level 11&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter icon.png|64px]] Shelter || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big Shelter icon.png|64px]] Big Shelter || Unlocked with &#039;&#039;&#039;Ancient Knowledge&#039;&#039;&#039; Deed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|64px]] Human House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 1&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|64px]] Beaver House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 2&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|64px]] Lizard House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 3&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|64px]] Harpy House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 4&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox House icon.png|64px]] Fox House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 6&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industry ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crude_Workstation_icon.png|64px]] {{bl|Crude Workstation}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Makeshift_Post_icon.png|64px]] {{bl|Makeshift Post}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== City Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blight_Post_icon.png|64px]] Blight Post || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hydrant_icon.png|64px]] Hydrant || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage_icon.png|64px]] Warehouse || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Temporary_Hearth_icon.png|64px]] Small Hearth || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trading_Post_icon.png|64px]] Trading Post || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar_icon.png|64px]] Forsaken Altar || Automatically available on &#039;&#039;&#039;Prestige 1&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7404</id>
		<title>List of Essential Blueprints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=List_of_Essential_Blueprints&amp;diff=7404"/>
		<updated>2024-04-30T19:39:33Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Since this is designed to be a transclusion to [[Buildings]], the heading levels are all one level lower than normal, so that this can fit under the L2 heading on Buildings#List_of_Buildings. --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a list of all Essential Blueprints in the game.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The Blueprints in this list can be earned through completing [[Deeds]] and buying [[Upgrades]] in the [[Smoldering City]]. Once earned, they become &#039;&#039;&#039;Essential&#039;&#039;&#039;, which means they are available from the start of every settlement.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Path icon.png|64px]] Path || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paved Road icon.png|64px]] Paved Road || &#039;&#039;unlocked on [[Level]] 3&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reinforced Road icon.png|64px]] Reinforced Road || &#039;&#039;unlocked on [[Level]] 7&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutters Camp icon.png|64px]] {{bl|Woodcutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stonecutter&#039;s Camp icon.png|64px]] {{bl|Stonecutters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harvester Camp icon.png|64px]] {{bl|Harvesters&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forager&#039;s Camp icon.png|64px]] {{bl|Small Foragers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Herbalist&#039;s_Camp_icon.png|64px]] {{bl|Small Herbalists&#039; Camp}} || &#039;&#039;&#039;&#039;unlocked on [[Level]] 2&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trapper&#039;s Camp icon.png|64px]] {{bl|Small Trappers&#039; Camp}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Farmfield_icon.png|64px]] Farm Field || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Field Kitchen icon.png|64px]] {{bl|Field Kitchen}} || Unlocked with &#039;&#039;&#039;Obsidian Archive Level 11&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter icon.png|64px]] Shelter || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big Shelter icon.png|64px]] Big Shelter || Unlocked with &#039;&#039;&#039;Ancient Knowledge&#039;&#039;&#039; Deed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|64px]] Human House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 1&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|64px]] Beaver House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 2&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|64px]] Lizard House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 3&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|64px]] Harpy House || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 4&#039;&#039;&#039; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox House icon.png|64px]] Fox House  || Unlocked with &#039;&#039;&#039;Vanguard Spire Level 6&#039;&#039;&#039; Upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industry ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crude_Workstation_icon.png|64px]] {{bl|Crude Workstation}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Makeshift_Post_icon.png|64px]] {{bl|Makeshift Post}} || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== City Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Blueprint !! Unlock or Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blight_Post_icon.png|64px]] Blight Post || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hydrant_icon.png|64px]] Hydrant || Automatically available on &#039;&#039;&#039;Veteran&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage_icon.png|64px]] Warehouse || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Temporary_Hearth_icon.png|64px]] Small Hearth || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trading_Post_icon.png|64px]] Trading Post || &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar_icon.png|64px]] Forsaken Altar || Automatically available on &#039;&#039;&#039;Prestige 1&#039;&#039;&#039; Difficulty and higher&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Harvesters%27_Camp&amp;diff=7403</id>
		<title>Harvesters&#039; Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Harvesters%27_Camp&amp;diff=7403"/>
		<updated>2024-04-30T19:37:40Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|0.63.2}}&lt;br /&gt;
{{Buildingbox|Harvesters&#039; Camp|purpose=Gathering}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Harvesters&#039; Camp&#039;&#039;&#039; is an advanced camp for harvesters going out into the wild to gather {{rl|Plant Fiber}} or {{rl|Reed}}. It can gather from large nodes found in [[Glades#Dangerous_Glades|Dangerous]] and [[Glades#Forbidden_Glades|Forbidden]] Glades. It&#039;s an [[Blueprints#Essential_Blueprints|Essential Blueprint]] that does not need to be unlocked via blueprint selection.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building=Harvesters&#039; Camp}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
&lt;br /&gt;
{{PerkSearch|name=Rich in Fiber}}&lt;br /&gt;
{{PerkSearch|name=Leather Gloves}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Stonecutters%27_Camp&amp;diff=7402</id>
		<title>Stonecutters&#039; Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Stonecutters%27_Camp&amp;diff=7402"/>
		<updated>2024-04-30T19:36:44Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|Stonecutters&#039; Camp|purpose=Gathering}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Stonecutters&#039; Camp&#039;&#039;&#039; is an advanced camp for stonecutters going out into the wild to gather {{rl|Stone}}, {{rl|Clay}} and {{rl|Sea Marrow}}. It can gather from large nodes found in [[Glades#Dangerous_Glades|Dangerous]] and [[Glades#Forbidden_Glades|Forbidden]] Glades. It&#039;s an [[Blueprints#Essential_Blueprints|Essential Blueprint]] that does not need to be unlocked via blueprint selection.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building=Stonecutters&#039; Camp}}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Resources in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
Large {{rl|Clay}} Node: 75% {{rl|Copper Ore}} and 30% {{rl|Roots}} &amp;lt;/br&amp;gt;&lt;br /&gt;
Small {{rl|Clay}} Node: 50% {{rl|Copper Ore}} and 20% {{rl|Roots}} &amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Large {{rl|Stone}} Node: 30% {{rl|Roots}}, 30% {{rl|Insects}} and 10% {{rl|Copper Ore}}&amp;lt;/br&amp;gt;&lt;br /&gt;
Small {{rl|Stone}} Node: 20% {{rl|Roots}} and 20% {{rl|Insects}}  &amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Large {{rl|Sea Marrow}} Node: 100% {{rl|Sea Marrow}}, 50% {{rl|Stone}} and 1% {{rl|Ancient Tablet}}&amp;lt;/br&amp;gt;&lt;br /&gt;
Small {{rl|Sea Marrow}} Node: 80% {{rl|Sea Marrow}} and 40% {{rl|Stone}}  &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|name=Steel Shovels}}&lt;br /&gt;
{{PerkSearch|name=Steel Pickaxes}}&lt;br /&gt;
{{PerkSearch|name=Fossil Leaching}}&lt;br /&gt;
{{PerkSearch|name=Golden Marrow}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herbalists%27_Camp&amp;diff=7398</id>
		<title>Herbalists&#039; Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Herbalists%27_Camp&amp;diff=7398"/>
		<updated>2024-04-30T19:28:28Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
{{Buildingbox|Herbalists&#039; Camp|purpose=Gathering|specializations={{sl|Alchemy}}}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Herbalists&#039; Camp&#039;&#039;&#039; is an advanced camp for herbalists going out into the wild to gather {{rl|Berries}}, {{rl|Herbs}} and {{rl|Mushrooms}}. It can gather from large and giant nodes found in [[Glades#Dangerous_Glades|Dangerous]] and [[Glades#Forbidden_Glades|Forbidden]] Glades, and it gathers resources more quickly than the {{bl|Small Herbalists&#039; Camp}}. However, it needs to be unlocked by a [[Blueprint]].&lt;br /&gt;
&lt;br /&gt;
The Herbalists&#039; Camp is unlocked at [[Level]] 2.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building=Herbalists&#039; Camp}}&lt;br /&gt;
=== Bonus Resources in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{rl|Berries|med}} = 40% {{rl|Berries|med}}  &amp;lt;/br&amp;gt;&lt;br /&gt;
{{rl|Herbs|med}} = 40% {{rl|Berries|med}} + 20% {{rl|Plant Fiber}} &amp;lt;/br&amp;gt;&lt;br /&gt;
{{rl|Mushrooms|med}} = 40% {{rl|Insects|med}}  &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
&lt;br /&gt;
{{PerkSearch|name= Sharp Sickles}}&lt;br /&gt;
{{PerkSearch|name=Accumulated Dew}}&lt;br /&gt;
{{PerkSearch|name=Fungal Growth}}&lt;br /&gt;
{{PerkSearch|name=Insect Traps}}&lt;br /&gt;
{{PerkSearch|name=Large Berry Baskets}}&lt;br /&gt;
{{PerkSearch|name=Leftover Crops}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Trappers%27_Camp&amp;diff=7397</id>
		<title>Trappers&#039; Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Trappers%27_Camp&amp;diff=7397"/>
		<updated>2024-04-30T19:28:25Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.14}}&lt;br /&gt;
{{Buildingbox|Trappers&#039; Camp|purpose=Gathering|specializations={{sl|Meat production}} }}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Trappers&#039; Camp&#039;&#039;&#039; is an advanced camp for trappers going out into the wild to collect {{rl|Meat}}, {{rl|Insects}} and {{rl|Eggs}}. It can gather from large and giant resource nodes found in [[Glades#Dangerous_Glades|Dangerous]] and [[Glades#Forbidden_Glades|Forbidden]] Glades, and it gathers resources more quickly than the {{bl|Small Trappers&#039; Camp}}. However, it needs to be unlocked by a [[Blueprint]].&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building=Trappers&#039; Camp}}&lt;br /&gt;
=== Bonus Resources in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{rl|Meat|med}} = 100% {{rl|Leather}} + 20% {{rl|Leather}} + 20% {{rl|Eggs}}  &amp;lt;/br&amp;gt;&lt;br /&gt;
{{rl|Eggs|med}} =  40% {{rl|Meat}} &amp;lt;/br&amp;gt;&lt;br /&gt;
{{rl|Insects|med}} = 60% {{rl|Insects}} &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
&lt;br /&gt;
{{PerkSearch|name= Meat Specialization}}&lt;br /&gt;
{{PerkSearch|name= Nets}}&lt;br /&gt;
{{PerkSearch|name= Egg Containers}}&lt;br /&gt;
{{PerkSearch|name= Surprise Child}}&lt;br /&gt;
{{PerkSearch|name= Insect Traps}}&lt;br /&gt;
{{PerkSearch|name= Dye Extractor}}&lt;br /&gt;
{{PerkSearch|name= Tanning Racks}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Foragers%27_Camp&amp;diff=7396</id>
		<title>Foragers&#039; Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Foragers%27_Camp&amp;diff=7396"/>
		<updated>2024-04-30T19:27:48Z</updated>

		<summary type="html">&lt;p&gt;76561198185210861: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|0.63.2}}&lt;br /&gt;
{{Buildingbox|Foragers&#039; Camp|purpose=Gathering|specializations={{sl|Farming}} }}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Foragers&#039; Camp&#039;&#039;&#039; is an advanced camp for foragers going out into the wild to gather {{rl|Grain}}, {{rl|Roots}} and {{rl|Vegetables}}. It can gather from large and giant nodes found in [[Glades#Dangerous_Glades|Dangerous]] and [[Glades#Forbidden_Glades|Forbidden]] Glades, and it gathers resources more quickly than the {{bl|Small Foragers&#039; Camp}}. However, it needs to be unlocked by a [[Blueprint]].&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building=Foragers&#039; Camp}}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Resources in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
30% {{rl|Herbs|med}} + 30% {{rl|Resin|med}} &amp;lt;/br&amp;gt;&lt;br /&gt;
40% {{rl|Insects|med}} + 20% {{rl|Roots}} &amp;lt;/br&amp;gt;&lt;br /&gt;
100% + 20% {{rl|Plant Fiber|med}}  &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
&lt;br /&gt;
{{PerkSearch|name=Fragrant Roots}}&lt;br /&gt;
{{PerkSearch|name=Giant Vegetables}}&lt;br /&gt;
{{PerkSearch|name=Grain Bags}}&lt;br /&gt;
{{PerkSearch|name=Mold Supply}}&lt;br /&gt;
{{PerkSearch|name=Moldy Grain Seeds}}&lt;br /&gt;
{{PerkSearch|name=Pocket Knives}}&lt;br /&gt;
{{PerkSearch|name=Steel Penknives}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198185210861</name></author>
	</entry>
</feed>