Buildings: Difference between revisions

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Editing, including bringing up to current version. focusing essential blueprints list on how to get them and removing cost to build--which is in the list of buildings anyway.
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{{Version|0.38.3}}
{{Version|0.62.2}}


= Buildings =
== Overview ==


Buildings are your main way of meeting the [[Needs]] of your [[Villagers]] by way of gathering, farming, production, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your [[Settlement]] survive.
[[Buildings]] are your main way of meeting the [[Category: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.


== Blueprints ==
== Blueprints ==


[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]
Which buildings you have available for construction is determined by your Blueprints. Every Viceroy has a list of Essential Buildings and you will begin each Settlement with all of those Blueprints.  You can choose additional Blueprints by gaining Reputation, buying from [[Trade | Traders]], and from [[Glade Event]] rewards.
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 [[Trade|Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.


== Essential Buildings ==
=== Essential Blueprints ===


You can add more Blueprints to your Essential Buildings list by completing [[Smoldering City#Deeds | Deeds]] and buying upgrades in the [[Smoldering City#Upgrades | Smoldering City]].  Some upgrades in the Smoldering City also add Blueprints to your list of [[Embarking | Embarkation]] options.  You can learn about your starting list of Essential Buildings by playing the [[Tutorial]].  
Every Viceroy has a list of '''Essential Blueprints,''' and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.


= Construction =
You can choose more Blueprints to be '''Essential''' by completing [[Smoldering City#Deeds|Deeds]] and buying upgrades in the [[Smoldering City#Upgrades|Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].


To construct new buildings, you must first have that building's Blueprint.  You can select from the available Blueprints using the menus at the bottom of the screen and click to place the construction site on the map.  Red squares under the construction site indicate impediments to placement such as trees, roads, or other buildings.  Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site.  Before any resources have been delivered, you can remove the construction site for free - but once resources have arrived, removing the construction site will only refund a partial amount of resources (just as for completed buildings).  Construction sites for buildings which can be moved for free can also be freely moved, but construction sites for buildings with a move cost cannot.
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].


== Builders ==
== Construction ==


Buildings are constructed by [[Villagers]] that aren't assigned to work anywhere else, and they become [[Builders]]. 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 construction will never finish.
To construct a Building, you must first have that Building'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.


== Construction Toolbar ==
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most Buildings for free.
 
=== Builders ===
 
Buildings are constructed by [[Villagers]] that aren't assigned to work anywhere else. If you need a Building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all Buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.
 
=== Construction Toolbar ===


[[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.]]
[[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.]]
Buildings are constructed by selecting from the options at the bottom of the screen and then clicking on the game map where you wish it to be placed. From left to write, the construction icons contain the following options:
 
# [[File:Construct Roads.png|x32px|Roads|link=]] [[Road]]s, which are not Buildings, but improve [[Villagers]]' ability to move between them
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:
# [[File:Construct Camps.png|x32px|Camps|link=]] [[Camps]], and you start most maps with the same 4 options: [[Woodcutters' Camp]], [[Stonecutters' Camp]], [[Harvesters' Camp]], and [[Scavengers' Camp]] before being able to choose more [[Blueprints]]
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not Buildings, but increase [[Villagers]]' speed walking across the map.
# [[File:Construct Food Production.png|x32px|Food Production|link=]] [[Food Production]], for example for farming and cooking [[Recipes]]
# [[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' Camp]], [[Stonecutters' Camp]], [[Harvesters' Camp]], and the small gathering camps.
# [[File:Construct Housing.png|x32px|Housing|link=]] [[Housing]], and you start every map with at least the option for the basic [[Shelter]]
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].
# [[File:Construct Industry.png|x32px|Industry|link=]] [[Industry]] Buildings, which produce [[Resources]], sometimes by themselves but usually with [[Recipes]]
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing]], and you start every map with at least the option for the basic [[Shelter]].
# [[File:Construct City Buildings.png|x32px|City Buildings|link=]] [[City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]], but will also contain Buildings which provide [[Services]] when you have choose their [[Blueprints]].
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings]]], which produce [[Resources]] from other Resources with [[Recipes]].
# [[File:Construct Decorations.png|x32px|Decorations|link=]] [[Decorations]], which are also not Buildings, but used to upgrade [[Hearths]]
# [[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]].
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not Buildings, but used to upgrade [[Hearths]].
 
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying Buildings, roads, or deposits.
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying Buildings, roads, or deposits.


== Range ==
=== Range ===


[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]
Depending on the Building you've chosen to build (or move), the game may reveal one or more special overlay areas, highlighting, or icons:
* the range of the [[Hearth]] may be shown when placing another Hearth, [[Housing|Houses]], or [[Decorations]]
* the range of gathering or farming when placing a [[Camp]] or Building that requires [[Fertile Soil]]
* highlighting of tiles that contain Fertile Soil when placing [[Farms]]
* icons of nearby relevant Resources when placing gathering Camps and [[Mines]]
* highlighting of [[Trees]] that have been marked for cutting in a different color when in range of the [[Woodcutters' Camp]]


Most [[Industry]] Buildings typically do not need to show any of these things. (The Mine is an exception). For example, when placing a [[Provisioner]], there are no overlays or icons shown.
Depending on the Building you've chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:
* the range of the [[Hearth]] may be shown when placing another Hearth, housing Buildings, or [[Decorations]]
* the range of gathering when placing a camp or a farm
* highlighting of tiles that contain [[Fertile Soil]] when placing farms
* icons of nearby Resources on map tiles when placing gathering camps and mines
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters' Camp]]


= Moving a Building =
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.


[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This Camp is a moveable Building.]]
=== Moving a Building ===
 
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable Building.]]
[[File:Move_Icon.png|32px|Move button]]
[[File:Move_Icon.png|32px|Move button]]


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 [[Camps|Camp]]. Some Buildings can be moved for a cost, like a [[Shelter]] for 5 [[Wood]]. Most Buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their Building panel.
After construction finishes, if a Building may be moved the button to do so appears large, in blue, at the top left the Building panel. Holding your mouse over the button will tell you whether the Building may be moved for free, like a [[Woodcutters' Camp]]. Some Buildings can be moved for a cost, like a [[Shelter]] for 5 [[Wood]]. Most Buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their Building panel.


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


= Building Panel =
== Building Panel ==


[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]
The Building panel contains information on a Building you have selected or placed for construction on the map. Counter-clockwise starting at the top of the panel, you can see four tabs, the [[Workers]], and the content of the tabs. The center-top of the panel, below the tabs, will show the Building's description, which typically includes a summary of its [[Recipes]] and any [[Specialization]].
== First Tab: Recipes ==
[[File:Building_panel_example-tab_1.png|thumb|200px]]
''See also: [[Recipes]]''


[[File:Tab-Recipes.png|48px]]
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.


On the Building Panel for production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like [[Camps]] and [[Farms]], there are no tabs and the Recipes and internal Storage are shown together.
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.


In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default, 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]]) once you have 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.
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building's functions. When you first open it, the first tab will show the Building's description, which would include a summary of its [[Recipes]] and any [[Specialization]].
 
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. 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 the Limit is reached.
 
On the right side of the Recipes list, you can set the [[Limit]] of the Recipe. When the settlement has that number of that product Resource '''in the [[Warehouse]],''' then the Workers will not '''start''' producing more. Sometimes the deliveries to the [[Warehouse]] have not been made yet, so Workers may start another batch, and the Limit may be exceeded, so consider this as a soft target not a rigid constraint.


=== Workers ===
=== Workers ===


[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]
Most Buildings have space for two or more [[Villager]] to work. Selecting a Building open its panel on the right side of your game window. There, you can assign or dismiss Villagers as [[Workers]].


Next to the Worker icon, like a [[Human]], a small icon will appear that indicates the status of the Worker. They may be the following:
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.
 
Next to an assigned Worker's icon another small icon will appear that indicates the status of the Worker. They may be the following:
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering
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* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work


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


==== Empty Worker Slots ====
==== Empty Worker Slots ====
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[[File:Worker_Circle_Widget.png|64px|link=]]
[[File:Worker_Circle_Widget.png|64px|link=]]


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


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


==== Specializations ====
==== Specializations ====


Some Buildings will indicate that there are Specializations available with small, color-coded icons. 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. Specializations either grant bonus to [[Resolve]] or chance for double production. A Building like the [[Cookhouse]] with 4 Worker slots can be used to boost the Resolve of the [[Lizards]] by assigning four Lizards to it due to its [[Warmth|Warmth Specialization]].
Some Buildings have Specializations for some Workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.
 
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization. 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.
 
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 Worker slots and its '''Warmth''' Specialization can be used to boost the Resolve of four [[Lizard]]s!


{| class="wikitable sortable"
{| class="wikitable sortable"
|+ Specializations, effects, and examples
|+ Specializations, effects, and examples
! Specialization !! Type !!class="unsortable"| Effect !! Species !!class="unsortable"| Example Building
! Specialization !! Type !!class="unsortable"| Effect !! Species
|-
| [[File:Icon Spec Alchemy 64x64.png|32px]]  '''Alchemy'''
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]
|-
|-
| [[File:Icon Spec Alchemy 64x64.png|x48px|link=Alchemy]] [[Alchemy]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpies]] [[Harpies]] || [[Apothecary]]
| [[File:Icon Spec Brewing 64x64.png|32px]] '''Brewing'''
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]
|-
|-
| [[File:Icon Spec Brewing 64x64.png|x48px|link=Brewing]] [[Brewing]] || '''Comfortable''' || +5 to their Resolve || [[File:Human_circle.png|32px|link=Humans]] [[Humans]] || [[Brewery]]
| [[File:Icon Spec Cloth 64x64.png|32px]] '''Cloth'''
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]
|-
|-
| [[File:Icon Spec Cloth 64x64.png|x48px|link=Cloth]] [[Cloth]] || '''Comfortable''' || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpies]] [[Harpies]] || [[Weaver]]
| [[File:Icon Spec Gear 64x64.png|32px]] '''Engineering'''
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]
|-
|-
| [[File:Icon Spec Gear 64x64.png|x48px|link=Engineering]] [[Engineering]] || '''Comfortable''' || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beavers]] [[Beavers]] || [[Mine]]
| [[File:Icon_Spec_Farm_64x64.png|32px]] '''Farming'''
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]
|-
|-
| [[File:Icon_Spec_Farm_64x64.png|x48px|link=Farming]] [[Farming]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Humans]] [[Humans]] || [[Small Farm]]
| [[File:Icon_Spec_Forest_64x64.png|32px]] '''Forest'''
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]]  
|-
|-
| [[File:Icon_Spec_Meat_64x64.png|x48px|link=Meat Production]] [[Meat Production]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizards]] [[Lizards]] || [[Butcher]]
| [[File:Icon_Spec_Meat_64x64.png|32px]] '''Meat Production'''
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]
|-
|-
| [[File:Icon_Spec_Fire_64x64.png|x48px|link=Warmth]] [[Warmth]] || '''Comfortable''' || +5 to their Resolve || [[File:Lizard_circle.png|32px|link=Lizards]] [[Lizards]] || [[Ancient Hearth]]
| [[File:Icon_Spec_RainWater_64x64.png|32px]] '''Rainwater'''
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]]  
|-
|-
| [[File:Icon_Spec_Wood_64x64.png|x48px|link=Woodworking]] [[Woodworking]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beavers]] [[Beavers]] || [[Woodcutters' Camp]]
| [[File:Icon_Spec_Fire_64x64.png|32px]]  '''Warmth'''
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]
|-
| [[File:Icon_Spec_Wood_64x64.png|32px]]  '''Woodworking'''
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]
|}
|}


== Second Tab: Storage ==
=== First Tab: Recipes ===


[[File:Building_panel_example-tab_2.png|thumb|200px]]
[[File:Building_panel_example-tab_1.png|thumb|200px]]
''See also: [[Storage]] and [[Warehouse]]''
 
''See also: [[Recipes]]''
 
[[File:Tab-Recipes.png|48px]]
 
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building's Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren't the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.
 
In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default when a Building is constructed, all Recipes are enabled. 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.
 
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top. (This can be changed in the [[Game Options]].) When a Recipe is prioritized in a Building, the Workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.
 
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource '''in the [[Warehouse]],''' then the Workers will not '''start''' 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.
 
=== Second Tab: Storage ===
 
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver's panel shows ingredients ready to be used and storage of goods the Workers have produced.]]


[[File:Tab-Storage.png|48px]]
[[File:Tab-Storage.png|48px]]


=== Produced Goods Storage ===
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building's Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings' internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].
 
==== Produced Goods Storage ====
 
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters' Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]
 
In the example screenshot, a [[Woodcutters' 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 '''Force delivery now''' 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.


[[File:Worker panel example-just the storage.png|thumb|300px|The internal Storage in a Woodcutters' Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]
==== Ingredients Storage ====


Most buildings have internal storage, where (a) gathered or produced [[Resources]] are kept until a batch can be taken to the [[Warehouse]] or (b) input Resources are brought from the Warehouse for processing. The capacity of this Storage can be increased by [[Perks]] and [[Upgrades|Upgraded]] in the [[Smoldering City]].
[[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.]]


In the example screenshot, a [[Woodcutters' 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 '''Force delivery now''' is dimmed because a [[Worker]] is on their way back to the Camp to deliver these goods. Pressing this button when the Storage is not full will force a Worker to take the goods to the Warehouse before it is full (and possibly before their own [[Carrying|Carrying Capacity]] would be most efficiently used). This is useful if you have Buildings awaiting construction or [[Glade Events]] that need Resources as soon as possible.
In another example, a [[Crude Workstation]] in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white '''X''' button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a [[Worker]] will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.


=== Ingredients Storage ===
== List of Essential Blueprints ==


[[File:Internal storage example.png|thumb|200px|The ingredients Storage in an empty Crude Workstation are inaccessible to other Buildings that could use them.]]
''Main page: [[List of Essential Blueprints]]''
In another example, a [[Crude Workstation]] has been replaced with Buildings with more efficient (higher-star) [[Recipes]]. Clicking the red '''X''' icon on the [[Resources|Resource]]'s icons instantly transfers these Resources back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a [[Worker]] will need to go pick the ingredients back up from the Warehouse before they can work on the Recipe.


= Essential Buildings List =
{{:List of Essential Blueprints}}


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


== Roads ==
=== Roads ===


* Path
{|class="wikitable"
! Blueprint !! Unlock or Upgrade
|-
| [[File:Path icon.png|64px]] Path || ''(always available)''
|}


== Camps ==
=== Camps ===


{| class="wikitable sortable"
{| class="wikitable sortable"
! Building !! Source !! Cost to build
! Blueprint !! Unlock or Upgrade
|-
|-
| [[File:Woodcutters Camp icon.png|64px]] Woodcutters' Camp || (default) || [[File:Parts.png|25px]] 2 [[Parts]]
| [[File:Woodcutters Camp icon.png|64px]] Woodcutters' Camp || ''(always available)''
|-
|-
| [[File:Stonecutter's Camp icon.png|64px]] Stonecutters' Camp || (default) || [[File:Wood.png|25px]] 10 [[Wood]]<br />[[File:Parts.png|25px]] 3 [[Parts]]
| [[File:Stonecutter's Camp icon.png|64px]] Stonecutters' Camp || ''(always available)''
|-
|-
| [[File:Harvester Camp icon.png|64px]] Harvesters' Camp || (default) || [[File:Wood.png|25px]] 10 [[Wood]]<br />[[File:Parts.png|25px]] 3 [[Parts]]
| [[File:Harvester Camp icon.png|64px]] Harvesters' Camp || ''(always available)''
|-
|-
| [[File:Forager's Camp icon.png|64px]] Small Foragers' Camp || (default) || [[File:Wood.png|25px]] 10 [[Wood]]<br />[[File:Parts.png|25px]] 3 [[Parts]]
| [[File:Forager's Camp icon.png|64px]] Small Foragers' Camp || ''(always available)''
|-
|-
| [[File:Herbalist's_Camp_icon.png|64px]] Small Herbalists' Camp || (default) || [[File:Wood.png|25px]] 10 [[Wood]]<br />[[File:Parts.png|25px]] 3 [[Parts]]
| [[File:Herbalist's_Camp_icon.png|64px]] Small Herbalists' Camp || ''(always available)''
|-
|-
| [[File:Trapper's Camp icon.png|64px]] Small Trappers' Camp || (default) || [[File:Wood.png|25px]] 10 [[Wood]]<br />[[File:Parts.png|25px]] 3 [[Parts]]
| [[File:Trapper's Camp icon.png|64px]] Small Trappers' Camp || ''(always available)''
|}
|}


== Food Production ==
=== Food Production ===
 


{| class="wikitable sortable"
{| class="wikitable sortable"
! Building !! Source !! Cost to build
! Blueprint !! Unlock or Upgrade
|-
|-
| [[File:Farmfield_icon.png|64px]] [[Farm Field]] || (default) || (free)
| [[File:Farmfield_icon.png|64px]] Farm Field || ''(always available)''
|-
|-
| [[File:FieldKitchen_icon.png|64px]] [[Field Kitchen]] || Unlocked with Dim Square 7 || [[File:Planks.png|25px]] 2 [[Planks]]<br />[[File:Fabric.png|25px]] 2 [[Fabric]]
| [[File:Field Kitchen icon.png|64px]] Field Kitchen || Unlocked with '''Obsidian Archive Level 11''' Upgrade
|}
|}


== Housing ==
=== Housing ===


{| class="wikitable sortable"
{| class="wikitable sortable"
|+ Housing buildings and their benefits
! Blueprint !! Unlock or Upgrade
! Building !! Source !! Cost to build
|-
|-
| [[File:Shelter icon.png|64px]] [[Shelter]] || (default) || [[File:Wood.png|25px]] 10 [[Wood]]
| [[File:Shelter icon.png|64px]] Shelter || ''(always available)''
|-
|-
| [[File:Big Shelter icon.png|64px]] [[Big Shelter]] || Unlocked with the Ancient Knowledge Deed || [[File:Planks.png|25px]] 4 [[Planks]]
| [[File:Big Shelter icon.png|64px]] Big Shelter || Unlocked with '''Ancient Knowledge''' Deed
|-
|-
| [[File:Human House icon.png|64px]] [[Human House]] || Unlocked with the Vanguard Spire 1 || [[File:Planks.png|25px]] 4 [[Planks]]<br />[[File:Bricks.png|25px]] 2 [[Bricks]]
| [[File:Human House icon.png|64px]] Human House || Unlocked with '''Vanguard Spire Level 1''' Upgrade
|-
|-
| [[File:Beaver House icon.png|64px]] [[Beaver House]] || Unlocked with the Vanguard Spire 2 || [[File:Planks.png|25px]] 8 [[Planks]]
| [[File:Beaver House icon.png|64px]] Beaver House  || Unlocked with '''Vanguard Spire Level 2''' Upgrade
|-
|-
| [[File:Fox House icon.png|64px]] [[Fox House]] || Unlocked with the Vanguard Spire 3 || [[File:Planks.png|25px]] 4 [[Planks]]<br />[[File:CrystalizedDew.png|25px]] 2 [[Crystalized Dew]]
| [[File:Lizard House icon.png|64px]] Lizard House  || Unlocked with '''Vanguard Spire Level 3''' Upgrade
|-
|-
| [[File:Lizard House icon.png|64px]] [[Lizard House]]  || Unlocked with the Vanguard Spire 3 || [[File:Fabric.png|25px]] 2 [[Fabric]]<br />[[File:Bricks.png|25px]] 4 [[Bricks]]
| [[File:Harpy House icon.png|64px]] Harpy House || Unlocked with '''Vanguard Spire Level 4''' Upgrade
|-
|-
| [[File:Harpy House icon.png|64px]] [[Harpy House]] || Unlocked with the Vanguard Spire 4 || [[File:Fabric.png|25px]] 4 [[Fabric]]
| [[File:Fox House icon.png|64px]] Fox House || Unlocked with '''Vanguard Spire Level 6''' Upgrade
|}
|}


== Industry ==
=== Industry ===


{| class="wikitable sortable"
{| class="wikitable sortable"
! Building !! Source
! Blueprint !! Unlock or Upgrade
|-
|-
| [[File:Crude_Workstation_icon.png|64px]] [[Crude Workstation]] || (default)
| [[File:Crude_Workstation_icon.png|64px]] Crude Workstation || ''(always available)''
|-
|-
| [[File:Makeshift_Post_icon.png|64px]] [[Makeshift Post]] || (default)
| [[File:Makeshift_Post_icon.png|64px]] Makeshift Post || ''(always available)''
|}
|}


== City Buildings ==
=== City Buildings ===


{| class="wikitable sortable"
{| class="wikitable sortable"
! Building !! Source
! Blueprint !! Unlock or Upgrade
|-
|-
| [[File:Blight_Post_icon.png|64px]] [[Blight Post]] || (default)
| [[File:Blight_Post_icon.png|64px]] Blight Post || Automatically available on '''Viceroy''' Difficulty and higher
|-
|-
| [[File:Hydrant_icon.png|64px]] [[Hydrant]] || (default)
| [[File:Hydrant_icon.png|64px]] Hydrant || Automatically available on '''Viceroy''' Difficulty and higher
|-
|-
| [[File:Storage_icon.png|64px]] [[Warehouse]] || (default)
| [[File:Storage_icon.png|64px]] Warehouse || ''(always available)''
|-
|-
| [[File:Temporary_Hearth_icon.png|64px]] [[Small Hearth]] || (default)
| [[File:Temporary_Hearth_icon.png|64px]] Small Hearth || ''(always available)''
|-
|-
| [[File:Trading_Post_icon.png|64px]] [[Trading Post]] || (default)
| [[File:Trading_Post_icon.png|64px]] Trading Post || ''(always available)''
|}
|}


= List of Buildings =
== List of Buildings ==


''Main page: [[List of Buildings]]''
''Main page: [[List of Buildings]]''


{{:List of Buildings}}
{{:List of Buildings}}

Revision as of 04:24, 9 November 2023

This article was last updated during version 0.62.2. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Overview

Buildings are your main way of meeting the 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.

Blueprints

The Reputation icon shimmers when you can choose new Blueprints.

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

Essential Blueprints

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

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

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

Construction

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

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

Builders

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

Construction Toolbar

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

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

  1. Roads Roads, which are not Buildings, but increase Villagers' speed walking across the map.
  2. Camps #Camps, which gather resources from special map tiles. You start most maps with the same 4 options: Woodcutters' Camp, Stonecutters' Camp, Harvesters' Camp, and the small gathering camps.
  3. Food Production #Food Production, for example for farming and cooking Complex Food.
  4. Housing #Housing, and you start every map with at least the option for the basic Shelter.
  5. Industry #Industry Buildings], which produce Resources from other Resources with Recipes.
  6. City Buildings #City Buildings, which includes Hearths, Warehouses, and the Trading Post. This category will also contain Buildings that provide Services when you have earned their Blueprints.
  7. Decorations Decorations, which are not Buildings, but used to upgrade Hearths.

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

Range

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

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

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

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

Moving a Building

This camp is a moveable Building.

Move button

After construction finishes, if a Building may be moved the button to do so appears large, in blue, at the top left the Building panel. Holding your mouse over the button will tell you whether the Building may be moved for free, like a Woodcutters' Camp. Some Buildings can be moved for a cost, like a Shelter for 5 Wood. Most Buildings that produce goods using Recipes cannot be moved at all, and the icon will not appear on their Building panel.

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

Building Panel

The Building panel for a Weaver.

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

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

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

Workers

Example building panel showing 3 Workers with 3 different statuses.

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

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

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

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

Empty Worker Slots

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

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

Specializations

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

Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization. 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.

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

Specializations, effects, and examples
Specialization Type Effect Species
Alchemy Proficiency +10% chance of doubling their yield Harpy
Brewing Comfort +5 to their Resolve Human
Cloth Comfort +5 to their Resolve Harpy
Engineering Comfort +5 to their Resolve Beaver
Farming Proficiency +10% chance of doubling their yield Human
Forest Proficiency +5% reduced working time of Glade Event Fox
Meat Production Proficiency +10% chance of doubling their yield Lizard
Rainwater Comfort +5 to their Resolve Fox
Warmth Comfort +5 to their Resolve Lizard
Woodworking Proficiency +10% chance of doubling their yield Beaver

First Tab: Recipes

See also: Recipes

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

In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default when a Building is constructed, all Recipes are enabled. 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 (Template:0star) if you have also built a Lumber Mill (Template: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.

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

On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource in the Warehouse, then the Workers will not start 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.

Second Tab: Storage

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

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

Produced Goods Storage

The Internal Storage in a Woodcutters' Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.

In the example screenshot, a Woodcutters' 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 Force delivery now 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.

Ingredients Storage

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

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

List of Essential Blueprints

Main page: List of Essential Blueprints


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

Roads

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

Camps

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

Food Production

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

Housing

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

Industry

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

City Buildings

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

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

Roads

Blueprint Unlock or Upgrade
Path (always available)

Camps

Blueprint Unlock or Upgrade
Woodcutters' Camp (always available)
Stonecutters' Camp (always available)
Harvesters' Camp (always available)
Small Foragers' Camp (always available)
Small Herbalists' Camp (always available)
Small Trappers' Camp (always available)

Food Production

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

Housing

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

Industry

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

City Buildings

Blueprint Unlock or Upgrade
Blight Post Automatically available on Viceroy Difficulty and higher
Hydrant Automatically available on Viceroy Difficulty and higher
Warehouse (always available)
Small Hearth (always available)
Trading Post (always available)

List of Buildings

Main page: List of Buildings


Starting Buildings

Every settlement starts with an Ancient Hearth and Main Warehouse.


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

Resource Gathering

Resource Gathering

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


4 Woodworking Woodworking
2 Planks Planks
Geyser Pump Geyser Pump


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


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


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


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

Food Production

Food Production

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


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


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


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


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


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


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


2 Farming Farming
2 Planks Planks
Greenhouse Greenhouse


3 Farming Farming
2 Bricks Bricks
2 Fabric Fabric
Ranch Ranch


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


2 none
2 Planks Planks
2 Fabric Fabric
Bakery Bakery


2 Warmth Warmth
5 Planks Planks
2 Fabric Fabric
Cookhouse Cookhouse


4 Warmth Warmth
8 Planks Planks
4 Bricks Bricks
Smokehouse Smokehouse


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


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


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


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


2 Brewing Brewing Haunted Ruin reward
Cannery Cannery


2 none
2 Bricks Bricks
2 Fabric Fabric
Granary Granary


3 Farming Farming
5 Planks Planks
2 Fabric Fabric
Grill Grill


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


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


3 Engineering Engineering
Farming Farming
Haunted Ruin reward
Pantry Pantry


3 Farming Farming
5 Planks Planks
2 Fabric Fabric
Apothecary Apothecary


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


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


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

Housing

Housing

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

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

Industry Buildings

Industry

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


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


2 none
5 Wood Wood
Makeshift Post Makeshift Post


2 none
5 Wood Wood
Workshop Workshop


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


2 Woodworking Woodworking
2 Bricks Bricks
2 Fabric Fabric
Cooperage Cooperage


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


2 Woodworking Woodworking Haunted Ruin reward
Carpenter Carpenter


3 Woodworking Woodworking
5 Planks Planks
2 Fabric Fabric
Cobbler Cobbler


2 Tailoring Tailoring
8 Planks Planks
Weaver Weaver


2 Tailoring Tailoring
8 Planks Planks
Clothier Clothier


2 Tailoring Tailoring
5 Planks Planks
2 Bricks Bricks
Leatherworker Leatherworker


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


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


3 Warmth Warmth
5 Bricks Bricks
Brickyard Brickyard


2 Masonry
8 Planks Planks
Kiln Kiln


3 Warmth Warmth
Masonry
4 Bricks Bricks
Press Press


3 Engineering Engineering
5 Planks Planks
2 Bricks Bricks
Provisioner Provisioner


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


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


3 Warmth Warmth
4 Bricks Bricks
Flawless Smelter Flawless Smelter


3 Warmth Warmth Haunted Ruin reward
Smithy Smithy


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


2 Engineering Engineering
5 Planks Planks
2 Fabric Fabric
Artisan Artisan


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


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


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


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


2 Brewing Brewing Haunted Ruin reward
Distillery Distillery


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


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


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


3 Alchemy Alchemy Haunted Ruin reward
Tinkerer Tinkerer


3 Engineering Engineering
5 Planks Planks
2 Bricks Bricks
Manufactory Manufactory


3 Tailoring Tailoring
5 Planks Planks
2 Fabric Fabric
Supplier Supplier


2 Tailoring Tailoring
5 Planks Planks
2 Bricks Bricks
Scribe Scribe


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


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


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


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

City Buildings

City Buildings

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


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

Services Buildings

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


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


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


Haunted Ruin reward
Monastery Monastery 3


20 Bricks Bricks
Clan Hall Clan Hall 3


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


16 Bricks Bricks
4 Fabric Fabric
Guild House Guild House 3


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


Haunted Ruin reward
Market Market 2


20 Planks Planks
12 Fabric Fabric
Holy Market Holy Market 2


Haunted Ruin reward
Tea Doctor Tea Doctor 3


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


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


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


20 Planks Planks
4 Bricks Bricks
8 Fabric Fabric