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 moved at the cost of 5 Wood. They can also be removed but this will not refund any construction materials.
Buildings can also be upgraded, which will add space for another worker. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. 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.
Buildings require Tools and a lord with the knowledge required for its construction for repairs. If a building hasn't been repaired in a long time it may catch fire.
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, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.
The Hall cannot be manually destroyed.
Resources buildings
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using Wood equal to half of the field's construction cost.
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.
Building
Cost
Produces
Workers
Upgrade cost
Requires knowledge
Level 2
Level 3
Lumbermill
15 Wood
Wood
1
20 Wood
15 Wood 5 Iron
No
Rutabaga Field
40 Wood
Rutabaga
3
Cannot be upgraded
Cannot be upgraded
No
Rye Field
80 Wood
Rye
3
Cannot be upgraded
Cannot be upgraded
Yes
Hop Field
40 Wood
Hops
3
Cannot be upgraded
Cannot be upgraded
Yes
Mine
30 Wood
Iron
1
50 Wood 5 Tools
100 Wood 10 Tools
Yes
Herbalist
25 Wood
Herb
1
10 Wood 5 Iron
10 Wood 2 Tools
Yes
Pig Farm
40 Wood
Meat
1
30 Wood 10 Iron
50 Wood 10 Iron
Yes
Production buildings
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.
Building
Cost
Produces
Upgrade cost
Requires knowledge
Level 2
Level 3
Level 4
Brewery
20 Wood
Moonshine Beer (requires knowledge) Flavorful Ale (requires knowledge)
20 Wood 3 Iron
20 Wood 5 Iron
10 Wood 15 Iron
No
Mill
20 Wood
Flour
20 Wood 3 Iron
25 Wood 5 Iron
10 Wood 5 Tools
Yes
Workshop
25 Wood
Tools Dagger
30 Wood
25 Wood 5 Iron
20 Wood 10 Iron
Yes
Alchemist Lab
40 Wood 5 Iron
Medicinal Salve Nectar (requires knowledge)
40 Wood 10 Iron
20 Wood 10 Tools
10 Wood 15 Tools
Yes
Coal Furnace
30 Wood
Coal
25 Wood 5 Iron
35 Wood 5 Iron
45 Wood 5 Iron
Yes
Paper Workshop
30 Wood 1 Tools
Paper
35 Wood 1 Tools
40 Wood 1 Tools
45 Wood 1 Tools
Yes
Armor Forge
20 Wood 10 Iron
Shield Light Armor Heavy Armor (requires knowledge)
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
Tavern
25 Wood
Sells alcohol
1
No
Drug Den
15 Wood
Sells nectar
1
No
Market
25 Wood
Sells food resources, medicinal salves and daggers Resources can manually be disallowed from being sold
1
No
Altar
30 Wood
Praying at an Altar replenishes 10% of Piety
0
No
Warehouse
15 Wood
People deposit and take resources from a Warehouse (this does not require workers) Peasants receive their wage at a Warehouse (this does not require workers) Workers construct buildings
3
No
Scaffold
20 Wood 5 Iron
Enables Punish actions (this does not require workers) Workers search for criminals and sentence them with the selected punishment Each worker can intimidate one vagabond, preventing them from committing crimes next day People who are around the building when a punishment is carried out will gain the "Execution spectacle" thought, which gives a Mood bonus that scales with the punishment Has a Terror option which can be set for a certain culture or everyone, and has the following effects:
Workers will punish everyone in the following order: vagabonds, unemployed, peasants
Average happiness and migration will decrease
Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats
3
No
Library
40 Wood
Required to learn and rewrite books Only one building can be constructed
0
No
Temple
100 Wood 10 Iron
Praying at the Temple restores 30% Piety Praying at the Temple gives the "Morning service" thought (+8 Mood) for 8 hours Each building can support 40 people Priests perform weddings and funerals and visit the sick Homeless people will sleep in the temple Lords can deliver sermons whose effectiveness scales with the lord's Persuasion
Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic
Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic
1
Yes
Chancellery
50 Wood 5 Tools
Workers can be assigned as managers to other buildings Requires 3 Paper every 3 days to function
5
Yes
Army buildings
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.
Building
Cost
Effect
Barracks
30 Wood 5 Iron
Provides sleeping space for 10 warriors
Training Ground
10 Wood 10 Iron
Allows training warriors Requires a manager
Night Patrol
Free
Marks a circle area around it for patrolling during evening Constructed and moved instantly Best placed near warehouses and housing buildings
Day Patrol
Free
Marks a circle area around it for patrolling during daytime Constructed and moved instantly Best placed near lumberjacks, herbalists and buildings that use prisoners
Housing buildings
Housing buildings provide living space to a certain category of people.
Building
Cost
Living space
Houses
Notes
Peasant's House
15 Wood
2
Peasants
Gives the "Separate housing" thought (+10 Mood)
Dormitory
30 Wood
10
Peasants
Lord's House
30 Wood
1
Lords
Can be upgraded for 5 Iron once the required knowledge is obtained
Prisoner Barn
25 Wood
20
Prisoners
Contains an Altar inside Requires a worker Required to give resources to prisoners
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: Floors, Plants, Lighting, Statues and Other. Floors can be constructed repeatedly by holding down the mouse button.