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Bressnath · Wiki

Buildings

All 54 buildings on their 22 upgrade ladders: cost, work, crews, unlock and what each step buys.

All 54 buildings: 22 you can place from the palette and 32 upgrades, on 22 ladders. Each entry's table is the one the in-game Codex shows, with the same figures and wording; below it, the ladder and what the step buys. Icons are the game's own.

A crew figure like 30 per 100 work is the rate of work done at the building itself: a workshop turning stock into goods, or a crew working the node its building stands on. It is what one worker makes from 100 ticks at 100 contentment; work speed rises and falls with contentment, and a specialist works half as fast again. Gatherers who walk out to the fen bring back full loads instead, so for them the walk sets the pace.

HoldfastThe heart of the holding. Gathers wood, stone, iron, reed, fish, game out of the fen. Makes grain, tools, coin. Houses 14 more villagers. Lifts the settlement's mood. Hides anyone within 10 tiles from a raid.
Build tab: HallRung 1 of 3You start with itUp to 1 standing

The first roof raised on the island, and the one the whole holding is measured from. It covers fourteen tiles around it, gives every trade a single pair of hands to work with, and its fall ends the run.

In the game's Codex

Cost
free
Build
50 work
Wood
1 crew · 30 per 100 work · from woodland
Stone
1 crew · 20 per 100 work · from rock outcrop
Iron
1 crew · 12 per 100 work · from rock outcrop
Reed
1 crew · 22 per 100 work · from reed marsh
Fish
1 crew · 24 per 100 work · from open water
Game
1 crew · 18 per 100 work · from game cover
Grain
1 crew · 35 per 100 work · needs 1 wood · 1 fish
Tools
1 crew · 10 per 100 work · needs 1 wood · 2 iron
Coin
1 crew · 8 per 100 work · needs 1 reed
Houses
14 people
Shelter
10 tiles
Hit points
800
Mood
+5
Unlocked
from the start

Upgrade ladder

RungQuality
▸ Holdfast1
Great Hall2
Emberhall3

If no Holdfast, Great Hall or Emberhall stands, the run ends. Its one-worker jobs are hand-work: its gatherers walk out for full loads like any other, and each job stops for a resource another finished building already offers work in.

Great HallThe heart of the holding. Gathers wood, stone, iron, reed, fish, game out of the fen. Makes grain, tools, coin. Houses 24 more villagers. Lifts the settlement's mood. Hides anyone within 12 tiles from a raid.
Build tab: HallRung 2 of 3

The Holdfast rebuilt in worked timber and stone. Twice the room, twice the hands at every trade, and a hall big enough that people stop counting the winter.

In the game's Codex

Cost
200 wood · 160 stone
Build
150 work
Wood
1 crew · 42 per 100 work · from woodland
Stone
1 crew · 28 per 100 work · from rock outcrop
Iron
1 crew · 17 per 100 work · from rock outcrop
Reed
1 crew · 31 per 100 work · from reed marsh
Fish
1 crew · 34 per 100 work · from open water
Game
1 crew · 25 per 100 work · from game cover
Grain
1 crew · 49 per 100 work · needs 1 wood · 1 fish
Tools
1 crew · 14 per 100 work · needs 1 wood · 2 iron
Coin
1 crew · 11 per 100 work · needs 1 reed
Houses
24 people
Shelter
12 tiles
Hit points
1200
Mood
+10
Unlocked
build Holdfast, reach 20 villagers, either build Caravan Market or build Barn

Upgrade ladder

This step: Hit points 800 → 1200; Houses 14 → 24; Shelter 10 → 12; Mood 5 → 10; Wood 30 → 42; Stone 20 → 28; Iron 12 → 17; Reed 22 → 31; Fish 24 → 34; Game 18 → 25; Grain 35 → 49; Tools 10 → 14; Coin 8 → 11.

RungQuality
Holdfast1
▸ Great Hall2
Emberhall3
EmberhallThe heart of the holding. Gathers wood, stone, iron, reed, fish, game out of the fen. Makes grain, tools, coin. Houses 36 more villagers. Lifts the settlement's mood. Hides anyone within 14 tiles from a raid.
Build tab: HallRung 3 of 3

Hall, hearth and muster ground under one roof, with a fire that is never let out. Thirty-six sleep here and every trade works it two deep.

In the game's Codex

Cost
360 wood · 330 stone · 60 iron · 30 tools
Build
240 work
Wood
2 crew · 57 per 100 work · from woodland
Stone
2 crew · 38 per 100 work · from rock outcrop
Iron
2 crew · 23 per 100 work · from rock outcrop
Reed
2 crew · 42 per 100 work · from reed marsh
Fish
2 crew · 46 per 100 work · from open water
Game
2 crew · 34 per 100 work · from game cover
Grain
2 crew · 66 per 100 work · needs 1 wood · 1 fish
Tools
2 crew · 19 per 100 work · needs 1 wood · 2 iron
Coin
2 crew · 15 per 100 work · needs 1 reed
Houses
36 people
Shelter
14 tiles
Hit points
1800
Mood
+16
Unlocked
build Holdfast at quality 2+, reach 30 villagers, build Guildhall at quality 2+

Upgrade ladder

This step: Hit points 1200 → 1800; Houses 24 → 36; Shelter 12 → 14; Mood 10 → 16; Crew 9 → 18; Wood 42 → 57; Stone 28 → 38; Iron 17 → 23; Reed 31 → 42; Fish 34 → 46; Game 25 → 34; Grain 49 → 66; Tools 14 → 19; Coin 11 → 15.

RungQuality
Holdfast1
Great Hall2
▸ Emberhall3
HovelHouses 4 more villagers. Hides anyone within 4 tiles from a raid.
Build tab: HomesRung 1 of 3Up to 12 standing, upgrades included

Turf, poles and thatch, thrown up in an afternoon. Four people, no comfort, and the reason there is anyone to put to work at all.

In the game's Codex

Cost
35 wood
Build
30 work
Houses
4 people
Shelter
4 tiles
Hit points
150
Unlocked
from the start

Upgrade ladder

RungQuality
▸ Hovel1
Cottage2
Longhouse3
CottageHouses 7 more villagers. Lifts the settlement's mood. Hides anyone within 5 tiles from a raid.
Build tab: HomesRung 2 of 3

A hovel given walls worth the name and a floor above the wet. Seven sleep dry, and a settlement that sleeps dry works harder.

In the game's Codex

Cost
70 wood · 20 stone · 20 reed
Build
55 work
Houses
7 people
Shelter
5 tiles
Hit points
260
Mood
+1
Unlocked
build 3 Hovel, harvest 120 reed

Upgrade ladder

This step: Hit points 150 → 260; Houses 4 → 7; Shelter 4 → 5; Mood 0 → 1.

RungQuality
Hovel1
▸ Cottage2
Longhouse3
LonghouseHouses 12 more villagers. Lifts the settlement's mood. Hides anyone within 7 tiles from a raid.
Build tab: HomesRung 3 of 3

One long roof over seven hearths. Twelve under it, and the shape the fen villages held for three hundred years before the Sundering.

In the game's Codex

Cost
140 wood · 70 stone · 40 reed
Build
100 work
Houses
12 people
Shelter
7 tiles
Hit points
420
Mood
+3
Unlocked
build Hovel at quality 2+, reach 18 villagers

Upgrade ladder

This step: Hit points 260 → 420; Houses 7 → 12; Shelter 5 → 7; Mood 1 → 3.

RungQuality
Hovel1
Cottage2
▸ Longhouse3
Fen CroftHouses 5 more villagers. Lifts the settlement's mood. Hides anyone within 6 tiles from a raid.
Build tab: HomesRung 1 of 3Up to 12 standing, upgrades included

A holding rather than a doss-house: a hut, a reed fence and a strip of worked ground. It sleeps fewer than a hovel for the same wood, and the people in it are glad to be there.

In the game's Codex

Cost
70 wood · 30 reed
Build
50 work
Houses
5 people
Shelter
6 tiles
Hit points
220
Mood
+3
Unlocked
harvest 80 reed

Upgrade ladder

RungQuality
▸ Fen Croft1
Crofthouse2
Turf Steading3
CrofthouseHouses 8 more villagers. Lifts the settlement's mood. Hides anyone within 8 tiles from a raid.
Build tab: HomesRung 2 of 3

Squared timber, a plank floor above the wet and a byre against the gable. Eight sleep dry and warm, and a crofter who is warm does not leave.

In the game's Codex

Cost
120 wood · 40 stone · 50 reed
Build
85 work
Houses
8 people
Shelter
8 tiles
Hit points
340
Mood
+5
Unlocked
build Fen Croft, harvest 200 grain

Upgrade ladder

This step: Hit points 220 → 340; Houses 5 → 8; Shelter 6 → 8; Mood 3 → 5.

RungQuality
Fen Croft1
▸ Crofthouse2
Turf Steading3
Turf SteadingHouses 12 more villagers. Lifts the settlement's mood. Hides anyone within 10 tiles from a raid.
Build tab: HomesRung 3 of 3

House, byre and turf bank grown into one long steading, banked against the wind off the fen. Twelve live here, and none of them is thinking about the road.

In the game's Codex

Cost
200 wood · 110 stone · 80 reed · 8 tools
Build
145 work
Houses
12 people
Shelter
10 tiles
Hit points
460
Mood
+8
Unlocked
build Fen Croft at quality 2+, harvest 900 grain

Upgrade ladder

This step: Hit points 340 → 460; Houses 8 → 12; Shelter 8 → 10; Mood 5 → 8.

RungQuality
Fen Croft1
Crofthouse2
▸ Turf Steading3
Lumber CampGathers wood out of the fen.
Build tab: EconomyRung 1 of 3Up to 3 standing, upgrades included

A clearing, a saw pit and three axes. Wood is the first thing the fen gives up and the first thing the holding runs out of.

In the game's Codex

Cost
50 wood
Build
45 work
Wood
3 crew · 85 per 100 work · from woodland
Unlocked
from the start

Upgrade ladder

RungQuality
▸ Lumber Camp1
Lumbermill2
Timber Yard3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

LumbermillGathers wood out of the fen.
Build tab: EconomyRung 2 of 3

A saw driven by the water it stands beside. Four cutters, and half again what the camp brought in.

In the game's Codex

Cost
90 wood · 40 stone · 5 tools
Build
75 work
Wood
4 crew · 130 per 100 work · from woodland
Unlocked
build Lumber Camp, harvest 600 wood

Upgrade ladder

This step: Crew 3 → 4; Wood 85 → 130.

RungQuality
Lumber Camp1
▸ Lumbermill2
Timber Yard3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Timber YardGathers wood out of the fen.
Build tab: EconomyRung 3 of 3

Racks, a seasoning shed and five crews working the stands in rotation. The largest timber operation the fen will carry.

In the game's Codex

Cost
170 wood · 100 stone · 20 iron · 12 tools
Build
130 work
Wood
5 crew · 190 per 100 work · from woodland
Unlocked
build Lumber Camp at quality 2+, harvest 2000 wood

Upgrade ladder

This step: Crew 4 → 5; Wood 130 → 190.

RungQuality
Lumber Camp1
Lumbermill2
▸ Timber Yard3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Fishing HutGathers fish out of the fen. Shore only.
Build tab: EconomyRung 1 of 3Up to 3 standing, upgrades included

Stakes, a drying rack and two lines in the water. Must stand on the shore, and the shore is where the fen is most generous.

In the game's Codex

Cost
45 wood
Build
40 work
Fish
2 crew · 70 per 100 work · from open water
Site
must stand beside water
Unlocked
from the start

Upgrade ladder

RungQuality
▸ Fishing Hut1
Net Shed2
Boathouse3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace.

Net ShedGathers fish out of the fen. Shore only.
Build tab: EconomyRung 2 of 3

Nets instead of lines, and a shed to mend them in. Three hands, and fish stops being the thing you fall back on.

In the game's Codex

Cost
80 wood · 45 reed
Build
60 work
Fish
3 crew · 105 per 100 work · from open water
Site
must stand beside water
Unlocked
build Fishing Hut, harvest 500 fish

Upgrade ladder

This step: Crew 2 → 3; Fish 70 → 105.

RungQuality
Fishing Hut1
▸ Net Shed2
Boathouse3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace.

BoathouseGathers fish out of the fen. Shore only.
Build tab: EconomyRung 3 of 3

Flat-bottomed boats and a slip to launch them from. Four crews working water the shore never reached.

In the game's Codex

Cost
160 wood · 50 stone · 70 reed · 8 tools
Build
110 work
Fish
4 crew · 150 per 100 work · from open water
Hit points
260
Site
must stand beside water
Unlocked
build Fishing Hut at quality 2+, harvest 1800 fish, build Storehouse

Upgrade ladder

This step: Hit points 0 → 260; Crew 3 → 4; Fish 105 → 150.

RungQuality
Fishing Hut1
Net Shed2
▸ Boathouse3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace.

Forager's HutGathers game out of the fen.
Build tab: EconomyRung 1 of 2Up to 3 standing, upgrades included

Snares, a smoking rack and two who know where the game trails run. Slow, and it never quite stops.

In the game's Codex

Cost
40 wood
Build
37 work
Game
2 crew · 55 per 100 work · from game cover
Unlocked
from the start

Upgrade ladder

RungQuality
▸ Forager's Hut1
Hunter's Lodge2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Hunter's LodgeGathers game out of the fen.
Build tab: EconomyRung 2 of 2

Bows, dogs and a proper larder. Three hunters bringing back more than the fen looks like it holds.

In the game's Codex

Cost
90 wood · 25 stone · 4 tools
Build
58 work
Game
3 crew · 85 per 100 work · from game cover
Unlocked
build Forager's Hut, harvest 400 game

Upgrade ladder

This step: Crew 2 → 3; Game 55 → 85.

RungQuality
Forager's Hut1
▸ Hunter's Lodge2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

QuarryGathers stone out of the fen.
Build tab: EconomyRung 1 of 3Up to 3 standing, upgrades included

A face cut into the fen's dry bones. Three at the hammers, and every wall the holding will ever raise starts here.

In the game's Codex

Cost
80 wood
Build
65 work
Stone
3 crew · 60 per 100 work · from rock outcrop
Unlocked
harvest 200 wood

Upgrade ladder

RungQuality
▸ Quarry1
Deep Quarry2
Stoneworks3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Deep QuarryGathers stone out of the fen.
Build tab: EconomyRung 2 of 3

The face driven down past the water table, with a windlass to lift what is cut. Four at the hammers.

In the game's Codex

Cost
70 wood · 110 stone · 8 tools
Build
90 work
Stone
4 crew · 95 per 100 work · from rock outcrop
Unlocked
build Quarry, harvest 700 stone, build Smithy

Upgrade ladder

This step: Crew 3 → 4; Stone 60 → 95.

RungQuality
Quarry1
▸ Deep Quarry2
Stoneworks3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

StoneworksGathers stone out of the fen.
Build tab: EconomyRung 3 of 3

Cutting sheds, sledges and a dressing floor. Five crews turning rough stone into blocks that fit.

In the game's Codex

Cost
140 wood · 210 stone · 15 iron · 14 tools
Build
140 work
Stone
5 crew · 140 per 100 work · from rock outcrop
Unlocked
build Quarry at quality 2+, harvest 2500 stone

Upgrade ladder

This step: Crew 4 → 5; Stone 95 → 140.

RungQuality
Quarry1
Deep Quarry2
▸ Stoneworks3

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Reed Cutter's StandGathers reed out of the fen.
Build tab: EconomyRung 1 of 2Up to 3 standing, upgrades included

A stand of hooks and a drying frame at the water's edge. Reed thatches the roofs, twists into rope and buys what the fen cannot make.

In the game's Codex

Cost
45 wood
Build
37 work
Reed
2 crew · 65 per 100 work · from reed marsh
Unlocked
harvest 100 fish

Upgrade ladder

RungQuality
▸ Reed Cutter's Stand1
Thatcher's Yard2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace.

Thatcher's YardGathers reed out of the fen.
Build tab: EconomyRung 2 of 2

Thatch bundled, graded and stacked under cover. Three cutters, and enough left over to trade.

In the game's Codex

Cost
75 wood · 35 reed
Build
55 work
Reed
3 crew · 95 per 100 work · from reed marsh
Unlocked
build Reed Cutter's Stand, harvest 400 reed

Upgrade ladder

This step: Crew 2 → 3; Reed 65 → 95.

RungQuality
Reed Cutter's Stand1
▸ Thatcher's Yard2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace.

Fen FarmGathers grain out of the fen.
Build tab: EconomyRung 1 of 2Up to 3 standing, upgrades included

Six fields sown on ground the water has left. The only food the fen does not have to be hunted out of it.

In the game's Codex

Cost
70 wood
Build
60 work
Grain
3 crew · 75 per 100 work · from sown field
Fields
6
Unlocked
harvest 60 reed, harvest 150 game

Upgrade ladder

RungQuality
▸ Fen Farm1
Dyke Farm2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Dyke FarmGathers grain out of the fen.
Build tab: EconomyRung 2 of 2

Ten fields behind a dyke, and the dyke is the whole idea: keep the water out and the ground will keep the grain.

In the game's Codex

Cost
130 wood · 45 stone · 6 tools
Build
95 work
Grain
4 crew · 115 per 100 work · from sown field
Fields
10
Unlocked
build Fen Farm, harvest 600 grain

Upgrade ladder

This step: Fields 6 → 10; Crew 3 → 4; Grain 75 → 115.

RungQuality
Fen Farm1
▸ Dyke Farm2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

StorehouseAdds 8 to every gathering load.
Build tab: EconomyRung 1 of 2Up to 3 standing, upgrades included

A dry floor, scales and a locked ledger. Packed loads let every gatherer bring eight more materials home per trip.

In the game's Codex

Cost
90 wood · 30 stone
Build
70 work
Haul capacity
+8 materials per trip
Hit points
380
Unlocked
build Quarry, harvest 120 stone

Upgrade ladder

RungQuality
▸ Storehouse1
Granary2
GranaryAdds 16 to every gathering load.
Build tab: EconomyRung 2 of 2

Raised, ventilated and rat-proofed. Carts and measured sacks add sixteen materials to every gathering trip.

In the game's Codex

Cost
160 wood · 100 stone · 40 reed
Build
105 work
Haul capacity
+16 materials per trip
Hit points
640
Unlocked
build Storehouse, harvest 500 stone

Upgrade ladder

This step: Hit points 380 → 640.

RungQuality
Storehouse1
▸ Granary2
BakehouseMakes grain. Lifts the settlement's mood.
Build tab: EconomyRung 1 of 2Up to 3 standing, upgrades included

A hearth and a quern. Turns fish and firewood into bread, which feeds more people than either did.

In the game's Codex

Cost
60 wood · 40 stone
Build
75 work
Grain
2 crew · 110 per 100 work · needs 1 wood · 1 fish
Mood
+4
Upkeep
4 wood
Unlocked
build Fen Farm, harvest 150 grain

Upgrade ladder

RungQuality
▸ Bakehouse1
Watermill2
WatermillMakes grain. Lifts the settlement's mood. Shore only.
Build tab: EconomyRung 2 of 2

The quern turned by the stream instead of by a person. Three at the trough, and bread stops being a luxury.

In the game's Codex

Cost
120 wood · 90 stone · 15 iron · 6 tools
Build
110 work
Grain
3 crew · 170 per 100 work · needs 1 wood · 1 fish
Mood
+6
Site
must stand beside water
Upkeep
6 wood
Unlocked
build Bakehouse, harvest 800 grain

Upgrade ladder

This step: Mood 4 → 6; Crew 2 → 3; Grain 110 → 170.

RungQuality
Bakehouse1
▸ Watermill2
BarnHides anyone within 5 tiles from a raid.
Build tab: EconomyRung 1 of 2Up to 3 standing, upgrades included

Roofed space for what will not fit indoors. Cover for five tiles around it, and it is usually the first thing the Sundered pull down.

In the game's Codex

Cost
110 wood · 20 stone
Build
80 work
Shelter
5 tiles
Hit points
300
Unlocked
build Bakehouse, harvest 400 grain

Upgrade ladder

RungQuality
▸ Barn1
Longbarn2
LongbarnHides anyone within 7 tiles from a raid.
Build tab: EconomyRung 2 of 2

A barn the length of the yard, braced to take a blow. Cover seven tiles out from its walls.

In the game's Codex

Cost
190 wood · 60 stone · 50 reed
Build
120 work
Shelter
7 tiles
Hit points
520
Unlocked
build Barn, harvest 1200 grain

Upgrade ladder

This step: Hit points 300 → 520; Shelter 5 → 7.

RungQuality
Barn1
▸ Longbarn2
SmithyMakes tools.
Build tab: IndustryRung 1 of 3Up to 3 standing, upgrades included

A bellows, an anvil and two who can use them. Iron and wood in, tools out, and nothing else in the holding makes tools.

In the game's Codex

Cost
80 wood · 70 stone
Build
85 work
Tools
2 crew · 30 per 100 work · needs 1 wood · 2 iron
Upkeep
6 wood
Unlocked
build Quarry, harvest 250 stone, reach 14 villagers

Upgrade ladder

RungQuality
▸ Smithy1
Forge2
Foundry3
ForgeMakes tools.
Build tab: IndustryRung 2 of 3

A proper forge with a stone hearth and a third pair of hands. Tools at nearly twice the rate.

In the game's Codex

Cost
130 wood · 130 stone · 25 iron
Build
120 work
Tools
3 crew · 55 per 100 work · needs 1 wood · 2 iron
Upkeep
8 wood
Unlocked
build Smithy, harvest 60 tools

Upgrade ladder

This step: Crew 2 → 3; Tools 30 → 55.

RungQuality
Smithy1
▸ Forge2
Foundry3
FoundryMakes tools.
Build tab: IndustryRung 3 of 3

Crucible, mould and a stack tall enough to draw. Four smiths, and the causeway's ironwork becomes possible.

In the game's Codex

Cost
190 wood · 210 stone · 70 iron · 20 tools
Build
165 work
Tools
4 crew · 90 per 100 work · needs 1 wood · 2 iron
Hit points
320
Upkeep
10 wood · 4 stone
Unlocked
build Smithy at quality 2+, harvest 400 iron, build Fen Mine

Upgrade ladder

This step: Hit points 0 → 320; Crew 3 → 4; Tools 55 → 90.

RungQuality
Smithy1
Forge2
▸ Foundry3
Fen MineGathers iron out of the fen.
Build tab: IndustryRung 1 of 2Up to 3 standing, upgrades included

A shaft sunk where the stone shows red. Three below, and the only iron the fen will give up.

In the game's Codex

Cost
120 wood · 60 stone
Build
100 work
Iron
3 crew · 45 per 100 work · from rock outcrop
Unlocked
build Smithy, discover 3 regions

Upgrade ladder

RungQuality
▸ Fen Mine1
Deep Delve2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Deep DelveGathers iron out of the fen.
Build tab: IndustryRung 2 of 2

The shaft driven deeper, timbered and drained. Four below, and iron stops being the thing that holds everything else up.

In the game's Codex

Cost
180 wood · 130 stone · 18 tools
Build
145 work
Iron
4 crew · 75 per 100 work · from rock outcrop
Unlocked
build Fen Mine, harvest 250 iron

Upgrade ladder

This step: Crew 3 → 4; Iron 45 → 75.

RungQuality
Fen Mine1
▸ Deep Delve2

Its gatherers walk out to the nearest node, take a full load (300, more with a Storehouse or Granary) and carry it home, so the walk sets their pace. It may also stand on a tile of what it gathers: the tile's stock is kept and its crew works it where it stands, at the rate above and with no walk, until it runs out.

Caravan MarketMakes coin. Lifts the settlement's mood.
Build tab: TradeRung 1 of 3Up to 3 standing, upgrades included

Coin only enters the fen through trade, and this is the dry way. Reed out, coin in, and a caravan that will sell you what the fen cannot grow.

In the game's Codex

Cost
120 wood · 80 stone · 40 reed
Build
95 work
Coin
2 crew · 25 per 100 work · needs 1 reed
Mood
+6
Unlocked
build Storehouse, discover 4 regions, reach 18 villagers

Upgrade ladder

RungQuality
▸ Caravan Market1
Market Hall2
Weighhouse3

There is no trading screen. Every 300 ticks, while a Market or Wharf line building works and you hold coin, a caravan buys the smallest shortfall of the first unlocked building you cannot yet afford, one purchase a visit. It never sells.

Market HallMakes coin. Lifts the settlement's mood.
Build tab: TradeRung 2 of 3

A roofed hall with weighing scales and a floor for three traders. More coin, and a great deal more cheer.

In the game's Codex

Cost
180 wood · 130 stone · 70 reed
Build
130 work
Coin
3 crew · 40 per 100 work · needs 1 reed
Hit points
300
Mood
+9
Unlocked
build Caravan Market, harvest 400 coin

Upgrade ladder

This step: Hit points 0 → 300; Mood 6 → 9; Crew 2 → 3; Coin 25 → 40.

RungQuality
Caravan Market1
▸ Market Hall2
Weighhouse3
WeighhouseMakes coin. Lifts the settlement's mood. Hides anyone within 5 tiles from a raid.
Build tab: TradeRung 3 of 3

The weights sealed and the tolls kept. Four traders, and the holding becomes somewhere merchants plan to stop.

In the game's Codex

Cost
230 wood · 190 stone · 90 reed · 15 tools
Build
175 work
Coin
4 crew · 60 per 100 work · needs 1 reed
Shelter
5 tiles
Hit points
420
Mood
+12
Unlocked
build Caravan Market at quality 2+, harvest 1500 coin

Upgrade ladder

This step: Hit points 300 → 420; Shelter 0 → 5; Mood 9 → 12; Crew 3 → 4; Coin 40 → 60.

RungQuality
Caravan Market1
Market Hall2
▸ Weighhouse3
Eel WharfMakes coin. Lifts the settlement's mood. Shore only.
Build tab: TradeRung 1 of 3Up to 3 standing, upgrades included

Coin enters the fen two ways, and this is the wet one. Eels and fish out to the boats, coin back — and not one bundle of reed spent, which is the whole point of it.

In the game's Codex

Cost
100 wood · 50 reed
Build
85 work
Coin
2 crew · 20 per 100 work · needs 1 fish
Hit points
220
Mood
+2
Site
must stand beside water
Unlocked
harvest 400 fish, discover 3 regions

Upgrade ladder

RungQuality
▸ Eel Wharf1
Chandlery2
Harbour Reach3

There is no trading screen. Every 300 ticks, while a Market or Wharf line building works and you hold coin, a caravan buys the smallest shortfall of the first unlocked building you cannot yet afford, one purchase a visit. It never sells.

ChandleryMakes coin. Lifts the settlement's mood. Hides anyone within 4 tiles from a raid. Shore only.
Build tab: TradeRung 2 of 3

A roofed dock with rope, pitch and salt kept dry above the tide line. Three traders working, and a boat will wait for you now instead of passing.

In the game's Codex

Cost
170 wood · 90 stone · 80 reed
Build
120 work
Coin
3 crew · 32 per 100 work · needs 1 fish
Shelter
4 tiles
Hit points
320
Mood
+4
Site
must stand beside water
Unlocked
build Eel Wharf, harvest 500 coin

Upgrade ladder

This step: Hit points 220 → 320; Shelter 0 → 4; Mood 2 → 4; Crew 2 → 3; Coin 20 → 32.

RungQuality
Eel Wharf1
▸ Chandlery2
Harbour Reach3
Harbour ReachMakes coin. Lifts the settlement's mood. Hides anyone within 6 tiles from a raid. Shore only.
Build tab: TradeRung 3 of 3

A dock office, a cut channel and moorings for four. The fen stops being somewhere boats pass and becomes somewhere they are going.

In the game's Codex

Cost
240 wood · 160 stone · 110 reed · 12 tools
Build
170 work
Coin
4 crew · 48 per 100 work · needs 1 fish
Shelter
6 tiles
Hit points
440
Mood
+6
Site
must stand beside water
Unlocked
build Eel Wharf at quality 2+, harvest 1800 coin

Upgrade ladder

This step: Hit points 320 → 440; Shelter 4 → 6; Mood 4 → 6; Crew 3 → 4; Coin 32 → 48.

RungQuality
Eel Wharf1
Chandlery2
▸ Harbour Reach3
Rekindling ShrineLifts the settlement's mood.
Build tab: FaithRung 1 of 3Up to 3 standing, upgrades included

A cairn, a lantern and a name spoken at dusk. The Rekindling is a promise, and people work better for having somewhere to make it.

In the game's Codex

Cost
60 wood · 50 stone
Build
65 work
Mood
+12
Unlocked
excavate a ruin-cache

Upgrade ladder

RungQuality
▸ Rekindling Shrine1
Stave Church2
Monastery3
Stave ChurchLifts the settlement's mood. Hides anyone within 5 tiles from a raid.
Build tab: FaithRung 2 of 3

Staves, a shingled roof and a bell. Cover for five tiles around it, and the holding's mood lifts twice as far.

In the game's Codex

Cost
130 wood · 110 stone · 10 iron
Build
100 work
Shelter
5 tiles
Hit points
320
Mood
+20
Unlocked
build Rekindling Shrine, excavate 3 ruin-caches

Upgrade ladder

This step: Hit points 0 → 320; Shelter 0 → 5; Mood 12 → 20.

RungQuality
Rekindling Shrine1
▸ Stave Church2
Monastery3
MonasteryHouses 6 more villagers. Lifts the settlement's mood. Hides anyone within 8 tiles from a raid.
Build tab: FaithRung 3 of 3

Cloister, scriptorium and dormitory. Six live in it, thirty souls' worth of comfort comes out of it, and eight get behind its walls.

In the game's Codex

Cost
210 wood · 230 stone · 30 iron · 12 tools
Build
170 work
Houses
6 people
Shelter
8 tiles
Hit points
480
Mood
+30
Unlocked
build Rekindling Shrine at quality 2+, reach 22 villagers, excavate 5 ruin-caches

Upgrade ladder

This step: Hit points 320 → 480; Houses 0 → 6; Shelter 5 → 8; Mood 20 → 30.

RungQuality
Rekindling Shrine1
Stave Church2
▸ Monastery3
GuildhallTurns generalists into specialists. Lifts the settlement's mood. Hides anyone within 6 tiles from a raid.
Build tab: FaithRung 1 of 2Up to 3 standing, upgrades included

Where a generalist becomes a specialist: fewer trades, half again the output in the one that is left. Breadth early, throughput late.

In the game's Codex

Cost
130 wood · 90 stone · 6 tools
Build
95 work
Shelter
6 tiles
Hit points
350
Mood
+6
Specialists
yes
Unlocked
build Storehouse, harvest 30 tools, reach 16 villagers

Upgrade ladder

RungQuality
▸ Guildhall1
Scriptorium2

While Orders → Specialise villagers is on, one villager at a gathering or workshop job becomes a specialist in that resource every 700 ticks: half as fast again, and kept to that work. Never more than half the villagers are specialists.

ScriptoriumTurns generalists into specialists. Lifts the settlement's mood. Hides anyone within 7 tiles from a raid.
Build tab: FaithRung 2 of 2

The guild's records kept, copied and taught. Specialists trained faster, and cover seven tiles around it.

In the game's Codex

Cost
190 wood · 150 stone · 20 iron · 14 tools
Build
140 work
Shelter
7 tiles
Hit points
460
Mood
+10
Specialists
yes
Unlocked
build Guildhall, 6 specialists trained

Upgrade ladder

This step: Hit points 350 → 460; Shelter 6 → 7; Mood 6 → 10.

RungQuality
Guildhall1
▸ Scriptorium2
WatchtowerKills what comes near it.
Build tab: DefenceRung 1 of 3Up to 3 standing, upgrades included

A platform, a ladder and a clear sight line. Shoots six tiles, sees further than it shoots, and that is worth having on its own.

In the game's Codex

Cost
100 wood · 40 stone
Build
75 work
Defence
attack 900 · range 6
Hit points
400
Unlocked
harvest 400 wood

Upgrade ladder

RungQuality
▸ Watchtower1
Signal Tower2
Bastion3

Defence 900 means 9 damage a tick to the nearest raider within 6 tiles; a raider starts with 13 hit points plus 3 per wave.

Signal TowerKills what comes near it.
Build tab: DefenceRung 2 of 3

Height, a beacon and a horn. Seven tiles of reach and a great deal more warning.

In the game's Codex

Cost
150 wood · 120 stone · 15 iron
Build
100 work
Defence
attack 1500 · range 7
Hit points
650
Unlocked
build Watchtower, harvest 400 stone

Upgrade ladder

This step: Hit points 400 → 650; Defence 900 → 1500; Range 6 → 7.

RungQuality
Watchtower1
▸ Signal Tower2
Bastion3

Defence 1500 means 15 damage a tick to the nearest raider within 7 tiles; a raider starts with 13 hit points plus 3 per wave.

BastionKills what comes near it. Hides anyone within 4 tiles from a raid.
Build tab: DefenceRung 3 of 3

Stone to the parapet, with room behind it. Eight tiles of reach, cover for four, and it does not fall easily.

In the game's Codex

Cost
190 wood · 270 stone · 55 iron · 20 tools
Build
155 work
Shelter
4 tiles
Defence
attack 2400 · range 8
Hit points
950
Unlocked
build Watchtower at quality 2+, harvest 150 iron

Upgrade ladder

This step: Hit points 650 → 950; Shelter 0 → 4; Defence 1500 → 2400; Range 7 → 8.

RungQuality
Watchtower1
Signal Tower2
▸ Bastion3

Defence 2400 means 24 damage a tick to the nearest raider within 8 tiles; a raider starts with 13 hit points plus 3 per wave.

BarracksTurns villagers into soldiers. Hides anyone within 6 tiles from a raid.
Build tab: DefenceRung 1 of 2Up to 3 standing, upgrades included

Where four of the holding's people stop being villagers and start being soldiers. The trade is permanent and the cost is paid in hands.

In the game's Codex

Cost
140 wood · 90 stone · 15 tools
Build
105 work
Shelter
6 tiles
Hit points
600
Costs
4 people
Soldiers
yes
Upkeep
4 fish · 8 grain
Unlocked
build Watchtower, harvest 20 tools

Upgrade ladder

RungQuality
▸ Barracks1
Garrison2

Recruiting is automatic while Orders → Recruit is yes: a soldier costs 4 tools and 25 grain and 500 work, and has 140 hit points and reach 2. Soldiers take 7 hit points a tick off a raider. The building itself takes up housing, shown in the Costs row.

Its Costs row comes off your housing: the holding's room is every home's places minus these, so 4 fewer villagers can be born while it stands.

GarrisonTurns villagers into soldiers. Hides anyone within 8 tiles from a raid.
Build tab: DefenceRung 2 of 2

Drill yard, armoury and quarters. Six under arms, cover eight tiles around it, and a wall that takes a real blow.

In the game's Codex

Cost
210 wood · 170 stone · 25 iron · 25 tools
Build
150 work
Shelter
8 tiles
Hit points
900
Costs
6 people
Soldiers
yes
Upkeep
6 fish · 12 grain
Unlocked
build Barracks, harvest 100 tools

Upgrade ladder

This step: Hit points 600 → 900; Shelter 6 → 8.

RungQuality
Barracks1
▸ Garrison2

Its Costs row comes off your housing: the holding's room is every home's places minus these, so 6 fewer villagers can be born while it stands.

CastleKills what comes near it. Hides anyone within 8 tiles from a raid.
Build tab: DefenceRung 1 of 2Up to 3 standing, upgrades included

Curtain wall, gate and killing ground. Six of the holding's people man it, it reaches seven tiles, and what comes out of the Sundered Places dies in front of it.

In the game's Codex

Cost
300 wood · 450 stone · 80 iron · 40 tools
Build
225 work
Shelter
8 tiles
Defence
attack 2200 · range 7
Hit points
1200
Costs
6 people
Upkeep
12 grain · 6 game
Unlocked
build Barracks, build Fen Mine, harvest 200 iron

Upgrade ladder

RungQuality
▸ Castle1
Citadel2

Its Costs row comes off your housing: the holding's room is every home's places minus these, so 6 fewer villagers can be born while it stands.

Defence 2200 means 22 damage a tick to the nearest raider within 7 tiles; a raider starts with 13 hit points plus 3 per wave.

CitadelKills what comes near it. Hides anyone within 10 tiles from a raid.
Build tab: DefenceRung 2 of 2

The castle given a keep. Eight on the walls, cover ten tiles behind them, and nothing in the fen brings it down quickly.

In the game's Codex

Cost
420 wood · 700 stone · 170 iron · 70 tools
Build
300 work
Shelter
10 tiles
Defence
attack 3200 · range 8
Hit points
1800
Costs
8 people
Upkeep
16 grain · 8 game
Unlocked
build Castle, harvest 500 iron

Upgrade ladder

This step: Hit points 1200 → 1800; Shelter 8 → 10; Defence 2200 → 3200; Range 7 → 8.

RungQuality
Castle1
▸ Citadel2

Its Costs row comes off your housing: the holding's room is every home's places minus these, so 8 fewer villagers can be born while it stands.

Defence 3200 means 32 damage a tick to the nearest raider within 8 tiles; a raider starts with 13 hit points plus 3 per wave.

The CausewayFinish this and the run is won.
Build tab: CausewayUp to 1 standing

The road out, and the thing this holding is named for — Bressnath is the wide-crossing way. A raised timber road on driven piles, not a span, laid across water that has swallowed every attempt before it. Finish it and the run is won.

In the game's Codex

Cost
400 wood · 800 stone · 120 iron · 60 tools
Build
36000 work
Unlocked
build Fen Mine, harvest 1200 stone, harvest 60 tools, reach 25 villagers

Finishing it wins the run on that tick; there is no playing on afterwards.