Construction

From Norland Official Wiki
The construction menu
A broken, a burning and a burned building

Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be instantly moved at the cost of 5 Wood. They can also be manually destroyed but this will not refund any construction materials.

Buildings can also be upgraded, which will add space for another worker. Buildings will continue functioning while they are being upgraded.

Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.

Breakdown

Buildings requires 2 Tools per level for repairs after breakdown. If a building hasn't been repaired in a long time it may catch fire.

Burned

Buildings requires 20 Wood after any burned condition for repairs.


Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.

Hall

The Hall

Every city starts with a Hall, which hires 3 Builders, up to 3 Servants and works as initial storage as a Warehouse. Thats where you monarch and it's spouse live, including their children. Despite that, any other lord can be assigned as a manager for builders and servants here.

Features:
The only building that cannot be manually destroyed.
Storage for your state gold.
Can be upgraded to second (stone) level, increasing comfort mood from +10 to +20 and lowering chance of being lockpicked.
Can be primary target for invaders and rebels.

  • Capacity:

Food: 200
Vegetation: 300
Liquids: 100
Resources: 50
War Supplies: 20
Raw materials: 300

Upgrading the Hall will not increase it's capacity.

Resources buildings

Resources buildings produce basic resources and are operational between 09:00 to 18:00 ( 9 AM to 6 PM ). All resources buildings require a lord as manager or clerk to run.

Building Cost Produces Workers Upgrade cost Requires knowledge
Level 2 Level 3

Woodcutter's Camp
15 Wood 40 Wood per worker 3 Cannot be upgraded Cannot be upgraded No

Field
30 Wood Base yield estimated:
25 Carrots in 2 days
40 Rutabaga in 2 days
90 Rye in 4 days
62 Hops in 4 days
Can be placed on special +20% fertile zones for
Rye/Hops, for increased yield. Availability of this zones is shown on map selection
3 Cannot be upgraded Cannot be upgraded For most crops

Mine
50 Wood 5 Iron per worker
Limited reserves:
100 on Hardcore mode
150 on Normal mode
200 on Peaceful mode
500 if Excess Iron gamerule turned on regardless of difficulty

Can be built only on Iron deposits

1 Cannot be upgraded Cannot be upgraded Yes

Pottery Workshop
20 Wood Worker can produce:
32 Roof Tiles
11 Pottery
11 Clay Tiles (Road)

Can be built only on Clay deposits

3 Cannot be upgraded Cannot be upgraded Yes

Herbalist
20 Wood Worker can produce:
8 Herbs
3 Bloodberries
3 Cannot be upgraded Cannot be upgraded Yes

Pig Farm
30 Wood 3 workers can produce
18 Meat, require 50 per building level
1-3 30 Wood 30 Wood Yes

Stonecutter Camp
10 Wood
5 Iron
Worker can produce:
26 Stone, require 0.2 Steel tools
114 Stone Tiles (Road), requires 0.1 Steel tools

Recommended to be built next to Stone Ruins

3 Cannot be upgraded Cannot be upgraded Yes

Production buildings

Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them starts with one worker and can be upgraded up to 3rd level, providing 1-3 jobs

Building Cost Produces Upgrade cost Requires knowledge
Level 2 Level 3

Saw Shed
10 Wood
5 Iron
11 Blanks
56 Firewood
10 Wood
5 Iron
10 Wood
5 Iron
Yes

Brewery
20 Wood 26 Moonshine
16 Beer (requires knowledge)
4 Flavorful Ale (requires knowledge)
8 Berry Infusion (requires knowledge)
15 Wood
5 Blanks
15 Wood
5 Blanks
Yes

Mill
20 Wood
10 Blanks
26 Flour 20 Wood
10 Blanks
20 Wood
10 Blanks
Yes

Workshop
10 Wood
5 Blanks
4 Tools
2 Steel tools
4 Maces
8 Daggers
10 Wood
5 Blanks
10 Wood
5 Blanks
Yes

Alchemy Lab
20 Wood
5 Iron
13 Medicinal Salve
2 Nectar (requires knowledge)
20 Wood
5 Iron
20 Wood
5 Iron
Yes

Coal Furnace
30 Wood 8 Coal, require 1 Firewood 30 Wood 30 Wood Yes

Paper Workshop
20 Wood
10 Iron
3 Paper 20 Wood
10 Iron
20 Wood
10 Iron
Yes

Fletcher's Workshop
20 Wood
5 Blanks
3 Bows
2 Crossbows (requires knowledge)
10 Wood
5 Blanks
10 Wood
5 Blanks
Yes

Armor Forge
20 Wood
10 Iron
2 Shields
2 Light Armor (requires knowledge)
1 Heavy Armor (requires knowledge)
20 Wood
10 Iron
20 Wood
10 Iron
Yes

Weapon Forge
20 Wood
5 Tools
3 Spears
1 Axe (requires knowledge)
2 Swords (requires knowledge)
20 Wood
5 Tools
20 Wood
5 Tools
Yes

Smelting Furnace
30 Wood
10 Iron
6 Steel, require 1 Iron and 1 Coal for production 30 Wood
10 Iron
30 Wood
10 Iron
Yes

Service buildings

Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.

Building Cost Effect Workers Requires knowledge

Library
40 Wood Required to access knowledge from books, books also stored here. Lords can read and write books using paper No No

Builders' Camp
10 Wood Provides jobs for 3 Builders 3 No

Scaffold
20 Wood
5 Iron
Enables Punishment actions:
  • Execution: Kills character
    Spectators get +40 mood and +20 for to average mood for day.
  • Blindness: character stops being vagabond or cutthroat, and becomes blind, meaning it can't become criminal again, lower speed by 50% (unless having guide dog). Most skills reduced by -5, Combat and Command skills reduced to zero, can't use books and and perform some activities.
    Spectators get +30 mood and +15 average mood for day.
  • Mask of shame: character wear a mask for one day, during it anybody can beat up the wearer without consequences, stops being vagabond or cutthroat
    Spectators get +20 mood and +10 average mood for day.
  • Imprisonment: character becomes a prisoner
    Spectators get +20 mood and +10 average mood for day.

Punishment policies:

  • Intimidation of vagabonds or cutthroats
  • Punishment of imprisoned prisoners

Terror targets (prevents migration next day):

  • Vagabonds and cutthroats
  • Prisoners
  • Religious fanatics
  • Culture presented in you settlement

Public place, surrounding houses get +3 comfort

1 Yes

Chancellery
30 Wood
10 blanks
Provides jobs for 3 clerks that can replace lords as managers for 10 buildings, require 1 paper per day 3 Yes

Altar
30 Wood During sermons congregants get +10 mood, due being outdoors Persuasion skill of manager reduced by -3 1 Yes

Church
50 Wood
10 Blanks
During sermons congregants get +20 mood, normal audibility inside, no penalties to sermons 1 Yes

Stone Church
30 Stone
30 Roof tiles
During sermons congregants get +30 mood, excellent audibility inside, Persuasion skill of manager increased by +3 1 Yes

Trade buildings

After reaching 40 population you may access knowledge of Internal Trade. Give your peasants and workers wage in Gold in Economy tab and also set prices. Customers can buy needed goods instead of daily free goods, thus regulating consumption. They require 1 trader as a worker to function by delivering goods to the markets and selling them during evening. However producing most of goods require their own knowledge.
Can not be upgraded. As public places, surrounding houses get +3 comfort.

Building Cost Effect

Tavern
25 Wood Sells alcohol

Drug Den
25 Wood Sells nectar

Market
25 Wood Sells food, medicinal salvae (only if needed) etc.

Warehouse buildings

Storages for different resources, do not require workers. Can not be upgraded

Building Cost Effect

Warehouse
10 Wood
10 Blanks
Universal storage, knowledge available at population 20+
  • Capacity:

Food: 100, spoilage 10% per day
Vegetation: 100, spoilage 10% per day
Liquids: 100
Resources: 50
War Supplies: 20
Raw materials: 300


Granary
20 Wood
20 Pottery
Safe storage where food and liquids do not spoil, knowledge available at population 20+
  • Capacity:

Food: 600
Vegetation: 600


Armory
20 Wood
10 Iron
Storage dedicated for armor and weapons, knowledge available at population 80+
  • Capacity:

War Supplies: 30

Army buildings

Army buildings are used to support the army. Everything except Patrol banners require knowledge. Cannot be upgraded.

Building Cost Effect

Day and Night
Patrol banners
Free Constructed instantly, free reposition.
  • Marks a circle area around it for patrolling during daytime 10:00 to 21:00 (10AM to 9PM)
    Best placed near lumberjacks, herbalistss, buildings that use prisoners or faraway spots that need protection from fleshwolfs.
  • Marks a circle area around it for patrolling during evening and night 23:00 to 04:00 (11PM to 4 AM)
    Best placed near warehouses, housing buildings, library, gates or prison wards.

Banners may be individually configurated by:

  • Number of guards can be set up to 100
  • Minimum and maximum Combat skill of guards from 0 to 30, minimum can't exceed maximum
  • Raduis from 1 small, 2 medium and 3 big.
  • By default the guards will equip best gear available, by turning off autoselect check you can choose which weapon, armor and shield will be used.

Gate
30 Wood
5 Iron
Wooden gate for entering and leaving, good spot for patrol guard

Palisade
30 Wood
5 Iron
Wooden walls for protecting settlement from attackers, each section require 1 Wood per tile

Archer Tower
50 Wood
5 Iron
Simple wooden tower, up to 3 warriors can be placed. Deployed archers ignore behind walls debuff and have far more range and accuracy. Require Bows or Crossbows to shoot, additionally can be given armor.

Defence Tower
50 Wood
5 Iron
Sturdier wooden tower, up to 5 warriors can be placed. Deployed archers ignore behind walls debuff and have far more range and accuracy. Require Bows or Crossbows to shoot, additionally can be given armor.

Training Ground
10 Wood
20 Iron
Allowing you train warriors, improving their Combat skill
Amount of gained experience depends on Command skill of manager, while Combat skill of manager affects maximum level of Combat skill.
  • Only a lord can be manager. Instructions lasts one day. Accommodates 10 warriors.

Housing buildings

Housing buildings provide living space to a certain category of people. All buildable from start. Without homes people will on dirt next to the Hall or on floor of Altar/Church.

Building Cost Living space Residents Notes Upgrades

Residential Housing
10 Wood 2 to 6 Peasants and criminals
  • level 1: 2 residents total
  • level 2: 10 Wood 5 Blanks
    Comfort from quality +4, 4 residents total
  • Level 3: 10 Wood 5 Pottery
    Comfort from quality +8, 6 residents total
  • Level 4: 10 Wood 20 Roof tiles
    Comfort from quality +12, 6 residents total
  • Level 5: 10 Stone 20 Roof tiles
    Comfort from quality +16, 6 residents total

Lord's Townhouse
20 Wood 2 Lords, also including your Bishop and royal guests Lord, it's spouse and their underage children may live in one house
  • level 1: no effects
  • level 2: 10 Stone 20 Roof tiles
    Comfort from quality +7

Prison Ward
20 Wood 6 Prisoners Homeless prisoners are more likely to run away or rebel due lowered mood Not upgradable

Barracks
20 Wood 6 Warriors Warriors can only live here, if homeless they are more likely to desert due lowered mood
  • level 1: 6 residents total
  • level 2: 10 Blanks 20 Roof tiles
    Comfort from quality +10, 6 residents total
  • level 3: 20 Stone 20 Roof tiles
    Comfort from quality +20, 6 residents total

Roads

A city making use of roads

All roads cost 1 Clay tile or Stone tile respectfully per square and increase the movement speed of all characters on it by 20% for clay roads and by 40% for stone roads. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.

Characters move by -75% slower between buildings that next to eachother

Decor buildings

Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Other, Intimidation and Bones. No effects on gameplay