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.
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
| Rung | Quality |
|---|---|
| ▸ Holdfast | 1 |
| Great Hall | 2 |
| Emberhall | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Holdfast | 1 |
| ▸ Great Hall | 2 |
| Emberhall | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Holdfast | 1 |
| Great Hall | 2 |
| ▸ Emberhall | 3 |
HovelHouses 4 more villagers. Hides anyone within 4 tiles from a raid.
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
| Rung | Quality |
|---|---|
| ▸ Hovel | 1 |
| Cottage | 2 |
| Longhouse | 3 |
CottageHouses 7 more villagers. Lifts the settlement's mood. Hides anyone within 5 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Hovel | 1 |
| ▸ Cottage | 2 |
| Longhouse | 3 |
LonghouseHouses 12 more villagers. Lifts the settlement's mood. Hides anyone within 7 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Hovel | 1 |
| Cottage | 2 |
| ▸ Longhouse | 3 |
Fen CroftHouses 5 more villagers. Lifts the settlement's mood. Hides anyone within 6 tiles from a raid.
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
| Rung | Quality |
|---|---|
| ▸ Fen Croft | 1 |
| Crofthouse | 2 |
| Turf Steading | 3 |
CrofthouseHouses 8 more villagers. Lifts the settlement's mood. Hides anyone within 8 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Fen Croft | 1 |
| ▸ Crofthouse | 2 |
| Turf Steading | 3 |
Turf SteadingHouses 12 more villagers. Lifts the settlement's mood. Hides anyone within 10 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Fen Croft | 1 |
| Crofthouse | 2 |
| ▸ Turf Steading | 3 |
Lumber CampGathers wood out of the fen.
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
| Rung | Quality |
|---|---|
| ▸ Lumber Camp | 1 |
| Lumbermill | 2 |
| Timber Yard | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Lumber Camp | 1 |
| ▸ Lumbermill | 2 |
| Timber Yard | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Lumber Camp | 1 |
| Lumbermill | 2 |
| ▸ Timber Yard | 3 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Fishing Hut | 1 |
| Net Shed | 2 |
| Boathouse | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Fishing Hut | 1 |
| ▸ Net Shed | 2 |
| Boathouse | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Fishing Hut | 1 |
| Net Shed | 2 |
| ▸ Boathouse | 3 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Forager's Hut | 1 |
| Hunter's Lodge | 2 |
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.
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.
| Rung | Quality |
|---|---|
| Forager's Hut | 1 |
| ▸ Hunter's Lodge | 2 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Quarry | 1 |
| Deep Quarry | 2 |
| Stoneworks | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Quarry | 1 |
| ▸ Deep Quarry | 2 |
| Stoneworks | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Quarry | 1 |
| Deep Quarry | 2 |
| ▸ Stoneworks | 3 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Reed Cutter's Stand | 1 |
| Thatcher's Yard | 2 |
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.
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.
| Rung | Quality |
|---|---|
| Reed Cutter's Stand | 1 |
| ▸ Thatcher's Yard | 2 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Fen Farm | 1 |
| Dyke Farm | 2 |
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.
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.
| Rung | Quality |
|---|---|
| Fen Farm | 1 |
| ▸ Dyke Farm | 2 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Storehouse | 1 |
| Granary | 2 |
GranaryAdds 16 to every gathering load.
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.
| Rung | Quality |
|---|---|
| Storehouse | 1 |
| ▸ Granary | 2 |
BakehouseMakes grain. Lifts the settlement's mood.
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
| Rung | Quality |
|---|---|
| ▸ Bakehouse | 1 |
| Watermill | 2 |
WatermillMakes grain. Lifts the settlement's mood. Shore only.
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.
| Rung | Quality |
|---|---|
| Bakehouse | 1 |
| ▸ Watermill | 2 |
BarnHides anyone within 5 tiles from a raid.
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
| Rung | Quality |
|---|---|
| ▸ Barn | 1 |
| Longbarn | 2 |
LongbarnHides anyone within 7 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Barn | 1 |
| ▸ Longbarn | 2 |
SmithyMakes tools.
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
| Rung | Quality |
|---|---|
| ▸ Smithy | 1 |
| Forge | 2 |
| Foundry | 3 |
ForgeMakes tools.
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.
| Rung | Quality |
|---|---|
| Smithy | 1 |
| ▸ Forge | 2 |
| Foundry | 3 |
FoundryMakes tools.
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.
| Rung | Quality |
|---|---|
| Smithy | 1 |
| Forge | 2 |
| ▸ Foundry | 3 |
Fen MineGathers iron out of the fen.
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
| Rung | Quality |
|---|---|
| ▸ Fen Mine | 1 |
| Deep Delve | 2 |
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.
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.
| Rung | Quality |
|---|---|
| Fen Mine | 1 |
| ▸ Deep Delve | 2 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Caravan Market | 1 |
| Market Hall | 2 |
| Weighhouse | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Caravan Market | 1 |
| ▸ Market Hall | 2 |
| Weighhouse | 3 |
WeighhouseMakes coin. Lifts the settlement's mood. Hides anyone within 5 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Caravan Market | 1 |
| Market Hall | 2 |
| ▸ Weighhouse | 3 |
Eel WharfMakes coin. Lifts the settlement's mood. Shore only.
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
| Rung | Quality |
|---|---|
| ▸ Eel Wharf | 1 |
| Chandlery | 2 |
| Harbour Reach | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Eel Wharf | 1 |
| ▸ Chandlery | 2 |
| Harbour Reach | 3 |
Harbour ReachMakes coin. Lifts the settlement's mood. Hides anyone within 6 tiles from a raid. Shore only.
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.
| Rung | Quality |
|---|---|
| Eel Wharf | 1 |
| Chandlery | 2 |
| ▸ Harbour Reach | 3 |
Rekindling ShrineLifts the settlement's mood.
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
| Rung | Quality |
|---|---|
| ▸ Rekindling Shrine | 1 |
| Stave Church | 2 |
| Monastery | 3 |
Stave ChurchLifts the settlement's mood. Hides anyone within 5 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Rekindling Shrine | 1 |
| ▸ Stave Church | 2 |
| Monastery | 3 |
MonasteryHouses 6 more villagers. Lifts the settlement's mood. Hides anyone within 8 tiles from a raid.
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.
| Rung | Quality |
|---|---|
| Rekindling Shrine | 1 |
| Stave Church | 2 |
| ▸ Monastery | 3 |
GuildhallTurns generalists into specialists. Lifts the settlement's mood. Hides anyone within 6 tiles from a raid.
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
| Rung | Quality |
|---|---|
| ▸ Guildhall | 1 |
| Scriptorium | 2 |
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.
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.
| Rung | Quality |
|---|---|
| Guildhall | 1 |
| ▸ Scriptorium | 2 |
WatchtowerKills what comes near it.
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
| Rung | Quality |
|---|---|
| ▸ Watchtower | 1 |
| Signal Tower | 2 |
| Bastion | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Watchtower | 1 |
| ▸ Signal Tower | 2 |
| Bastion | 3 |
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.
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.
| Rung | Quality |
|---|---|
| Watchtower | 1 |
| Signal Tower | 2 |
| ▸ Bastion | 3 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Barracks | 1 |
| Garrison | 2 |
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.
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.
| Rung | Quality |
|---|---|
| Barracks | 1 |
| ▸ Garrison | 2 |
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.
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
| Rung | Quality |
|---|---|
| ▸ Castle | 1 |
| Citadel | 2 |
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.
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.
| Rung | Quality |
|---|---|
| Castle | 1 |
| ▸ Citadel | 2 |
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.
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.