Upgrading the Hall will not it's increase capacity.
Upgrading the Hall will not increase it's capacity.
== Resources buildings ==
== 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.
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.
Revision as of 04:14, 24 August 2026
The construction menuA 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.
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
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
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