⚠ NOTICE

The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.

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test test test
'''Haviour's sandbox for trying different things '''
 
== Days between updates ==
{| class="wikitable"
! Update
! Days between updates
|-
| align=center | '''[[{{tl}}0.8.024 - Update 5 |Update 5]]''' || align=center | ?
|-
| align=center | '''[[{{tl}}0.8.024 - Update 4 |Update 4]]''' || align=center | 106
|-
| align=center | '''[[{{tl}}0.8.004 - Update 3 |Update 3]]''' || align=center | 107
|-
| align=center | '''[[{{tl}}0.7.975 - Update 2 |Update 2]]''' || align=center | 11
|-
| align=center | '''[[{{tl}}0.7.972 - Update 1 |Update 1]]''' || align=center | 35
|-
| align=center | '''[[{{tl}}Early Access Release |EA Release]]''' || align=center | /
|}
 
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries.
 
== Materials & Items ==
{| class="wikitable" style="width: 100%; text-align: center;"
|-
| style="vertical-align: top; padding: 15px;" |
[[File:Construction.png|85px|link=Construction]]
<br>'''[[Construction materials]]'''
<br><small>Materials used for building structures, maintenance and expanding your settlement.</small>
| style="vertical-align: top; padding: 15px;" |
[[File:Rough stone.png|75px|link=Crafting materials]]
<br>'''[[Crafting materials]]'''
<br><small>Resources used to create equipment, commodities and food items. </small>
| style="vertical-align: top; padding: 15px;" |
[[File:Bread.png|78px|link=Food]]
<br>'''[[Food]]'''
<br><small>Consumable items that sustain your population.</small>
| style="vertical-align: top; padding: 20px;" |
[[File:Charcoal.png|75px|link=Fuel]]
<br>'''[[Fuel]]'''
<br><small>Energy sources used to power buildings and keep your families warm.</small>
| style="vertical-align: top; padding: 20px;" |
[[File:Ale.png|75px|link=Commodities]]
<br>'''[[Commodities]]'''
<br><small>Final goods and luxury items.</small>
| style="vertical-align: top; padding: 20px;" |
[[File:Helmets.png|75px|link=Military]]
<br>'''[[Military items]]'''
<br><small>Weapons and armor for warfare. </small>
|}
 
{| class="wikitable"
! Update
! Days between last preview and update
|-
| align=center | '''[[{{tl}}0.8.024 - Update 5 |Update 5]]''' || align=center | ?
|-
| align=center | '''[[{{tl}}0.8.024 - Update 4 |Update 4]]''' || align=center | 24
|-
| align=center | '''[[{{tl}}0.8.004 - Update 3 |Update 3]]''' || align=center | 66
|}
 
{| class="wikitable"
! Update
! Days between first preview and first beta for new update
|-
| align=center | '''[[{{tl}}0.8.024 - Update 5 |Update 5]]''' || align=center | ?
|-
| align=center | '''[[{{tl}}0.8.024 - Update 4 |Update 4]]''' || align=center | 31
|-
| align=center | '''[[{{tl}}0.8.004 - Update 3 |Update 3]]''' || align=center | 30
|}
 
== Farming development tree == <!--T:4-->
 
{| class="wikitable"
| colspan=2 width=33% | '''Orchardry'''<br>New backyard extension: Apple orchard
| colspan=2 width=33% | '''Sheepbreeding'''<br>Sheep grazing on the pastures slowly multiply.
| colspan=2 width=33% | '''Heavy plow'''<br>Farmhouse upgrade: Add a plowing station
|-
| width=25% | '''Rye Cultivation'''<br>New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.
| colspan=2 width=25% | '''Irrigation'''<br>Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].
| colspan=2 width=25% | '''Fertilization'''<br>Field upgrade: Fence up
| width=25% | '''Bakeries'''<br>New backyard extension: Bakery extension
|-
| work in progress
| colspan=2 | work in progress
| colspan=2 | work in progress
| work in progress
|}
 
== Trade development tree == <!--T:6-->
 
{| class="wikitable"
| colspan=2 | '''Foreign suppliers'''<br>New building: Firewood cart<br>New building: Food cart
| colspan=2 | '''Trade logistics'''<br>Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].
|-
| width=25% | work in progress
| width=25% | work in progress
| width=25% | '''Better deals'''<br>Reduces import costs by 10.
| width=25% | work in progress
|-
| work in progress
| work in progress
| work in progress
| work in progress
|}
 
== Industry development tree == <!--T:8-->
 
{| class="wikitable"
| colspan=2 | '''Basic armormaking'''<br>New backyard extension: Armorer's workshop
| colspan=2 | '''Charcoal burning'''<br>New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]
|-
| width=25% | '''Advanced armormaking'''<br>Armorer's workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].
| width=25% | work in progress
| width=25% | '''Deep mining'''<br>[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine
| width=25% | work in progress
|-
| '''Master Armormaking'''<br>Armorer's workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.
| work in progress
| work in progress
| work in progress
|}
 
== Gathering development tree == <!--T:10-->
 
{| class="wikitable"
| colspan=2 width=33% | '''Beekeeping'''<br>New building: [[{{tl}}Apiary|Apiary]]
| colspan=2 width=33% | '''Forest Management'''<br>Doubles capacity of all {{Icon|berries}} berry deposits.
| colspan=2 width=33% | '''Trapping'''<br>Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.
|-
| width=25% | work in progress
| colspan=2 width=25% | '''Advanced beekeeping'''<br>Apiaries also produce {{Icon|wax}} wax.
| colspan=2 width=25% | '''Advanced skinning'''<br>Doubles the amount of meat harvested by hunters and butchers and from goat pens.
| width=25% | '''Pelt extraction'''<br>Hunters also collect {{Icon|hides}} hides from traps.
|-
| work in progress
| colspan=2 | work in progress
| colspan=2 | work in progress
| work in progress
|}
 
<span style="color: red;">This text will be red</span>
```

Latest revision as of 22:26, 18 November 2025

Haviour's sandbox for trying different things

Days between updates

Update Days between updates
Update 5 ?
Update 4 106
Update 3 107
Update 2 11
Update 1 35
EA Release /

Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries.

Materials & Items


Construction materials
Materials used for building structures, maintenance and expanding your settlement.


Crafting materials
Resources used to create equipment, commodities and food items.


Food
Consumable items that sustain your population.


Fuel
Energy sources used to power buildings and keep your families warm.


Commodities
Final goods and luxury items.


Military items
Weapons and armor for warfare.

Update Days between last preview and update
Update 5 ?
Update 4 24
Update 3 66
Update Days between first preview and first beta for new update
Update 5 ?
Update 4 31
Update 3 30

Farming development tree

Orchardry
New backyard extension: Apple orchard
Sheepbreeding
Sheep grazing on the pastures slowly multiply.
Heavy plow
Farmhouse upgrade: Add a plowing station
Rye Cultivation
New crop: Rye. Identical to wheat and can be grown in places with lower fertility.
Irrigation
Dramatically lowers the amount of damage caused by droughts.
Fertilization
Field upgrade: Fence up
Bakeries
New backyard extension: Bakery extension
work in progress work in progress work in progress work in progress

Trade development tree

Foreign suppliers
New building: Firewood cart
New building: Food cart
Trade logistics
Establishing a new trade route always costs a maximum of 25 regional wealth.
work in progress work in progress Better deals
Reduces import costs by 10.
work in progress
work in progress work in progress work in progress work in progress

Industry development tree

Basic armormaking
New backyard extension: Armorer's workshop
Charcoal burning
New building: Charcoal kiln
Advanced armormaking
Armorer's workshop can produce mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new retinue.
work in progress Deep mining
Mining pit upgrade: Deep mine
work in progress
Master Armormaking
Armorer's workshop can produce plate armor, which can in turn be used to upgrade the retinue.
work in progress work in progress work in progress

Gathering development tree

Beekeeping
New building: Apiary
Forest Management
Doubles capacity of all berry deposits.
Trapping
Enables hunters to skillfully lay traps in the forest, which gives a passive income of meat.
work in progress Advanced beekeeping
Apiaries also produce wax.
Advanced skinning
Doubles the amount of meat harvested by hunters and butchers and from goat pens.
Pelt extraction
Hunters also collect hides from traps.
work in progress work in progress work in progress work in progress

This text will be red ```