The nine resources in the top bar. Each entry lists every building that makes it and at what rate. Icons are the game's own.
WoodTimber, cut from the fen's standing wood and its drowned copses. Everything is built out of it and nothing is built without it.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 30 per 100 work · from woodland |
| Lumber Camp | 3 crew · 85 per 100 work · from woodland |
| Lumbermill | 4 crew · 130 per 100 work · from woodland |
| Great Hall | 1 crew · 42 per 100 work · from woodland |
| Timber Yard | 5 crew · 190 per 100 work · from woodland |
| Emberhall | 2 crew · 57 per 100 work · from woodland |
Workshops that use it up: Holdfast, Bakehouse, Smithy, Great Hall, Watermill, Forge, Foundry, Emberhall.
Part of the cost of 53 buildings.
Upkeep for: Bakehouse, Smithy, Watermill, Forge, Foundry.
StoneCut from the dry bones of the fen — the gravel ridges and outcrops the water has not taken. Walls, foundations and the Causeway's piers.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 20 per 100 work · from rock outcrop |
| Quarry | 3 crew · 60 per 100 work · from rock outcrop |
| Deep Quarry | 4 crew · 95 per 100 work · from rock outcrop |
| Great Hall | 1 crew · 28 per 100 work · from rock outcrop |
| Stoneworks | 5 crew · 140 per 100 work · from rock outcrop |
| Emberhall | 2 crew · 38 per 100 work · from rock outcrop |
Part of the cost of 42 buildings.
Upkeep for: Foundry.
IronDug out of the same stone, and the bottleneck of the whole middle game: no iron means no tools, and no tools means the industry never starts.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 12 per 100 work · from rock outcrop |
| Fen Mine | 3 crew · 45 per 100 work · from rock outcrop |
| Great Hall | 1 crew · 17 per 100 work · from rock outcrop |
| Deep Delve | 4 crew · 75 per 100 work · from rock outcrop |
| Emberhall | 2 crew · 23 per 100 work · from rock outcrop |
Workshops that use it up: Holdfast, Smithy, Great Hall, Forge, Foundry, Emberhall.
Part of the cost of 15 buildings.
ReedMarsh reed, cut and dried. Thatch, rope and cloth — and the one thing the holding makes that a caravan reliably wants.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 22 per 100 work · from reed marsh |
| Reed Cutter's Stand | 2 crew · 65 per 100 work · from reed marsh |
| Great Hall | 1 crew · 31 per 100 work · from reed marsh |
| Thatcher's Yard | 3 crew · 95 per 100 work · from reed marsh |
| Emberhall | 2 crew · 42 per 100 work · from reed marsh |
Workshops that use it up: Holdfast, Caravan Market, Great Hall, Market Hall, Weighhouse, Emberhall.
Part of the cost of 16 buildings.
ToolsMade at a forge from iron and wood. Half the roster asks for them and nothing else in the game produces them.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 10 per 100 work · needs 1 wood · 2 iron |
| Smithy | 2 crew · 30 per 100 work · needs 1 wood · 2 iron |
| Great Hall | 1 crew · 14 per 100 work · needs 1 wood · 2 iron |
| Forge | 3 crew · 55 per 100 work · needs 1 wood · 2 iron |
| Foundry | 4 crew · 90 per 100 work · needs 1 wood · 2 iron |
| Emberhall | 2 crew · 19 per 100 work · needs 1 wood · 2 iron |
Part of the cost of 23 buildings.
CoinEnters the fen only through trade. Nothing is mined for it and nothing is farmed for it; a caravan or boat brings it, taking reed or fish away.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 8 per 100 work · needs 1 reed |
| Caravan Market | 2 crew · 25 per 100 work · needs 1 reed |
| Great Hall | 1 crew · 11 per 100 work · needs 1 reed |
| Market Hall | 3 crew · 40 per 100 work · needs 1 reed |
| Weighhouse | 4 crew · 60 per 100 work · needs 1 reed |
| Eel Wharf | 2 crew · 20 per 100 work · needs 1 fish |
| Chandlery | 3 crew · 32 per 100 work · needs 1 fish |
| Harbour Reach | 4 crew · 48 per 100 work · needs 1 fish |
| Emberhall | 2 crew · 15 per 100 work · needs 1 reed |
Coin is spent only by the caravan, which buys what your next building lacks.
FishPulled from open water. The fen's most abundant food and the one that needs a shore to work from.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 24 per 100 work · from open water |
| Fishing Hut | 2 crew · 70 per 100 work · from open water |
| Great Hall | 1 crew · 34 per 100 work · from open water |
| Net Shed | 3 crew · 105 per 100 work · from open water |
| Boathouse | 4 crew · 150 per 100 work · from open water |
| Emberhall | 2 crew · 46 per 100 work · from open water |
Workshops that use it up: Holdfast, Bakehouse, Great Hall, Watermill, Eel Wharf, Chandlery, Harbour Reach, Emberhall.
Upkeep for: Barracks, Garrison.
Food is one store: fish, grain and game all feed the same mouths. Keeping two kinds at a tenth of the larder or more lifts contentment by 10, all three by 20.
GrainSown in fields and ground into bread. The slowest food to set up and the one that feeds the most people once it is running.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 35 per 100 work · needs 1 wood · 1 fish |
| Fen Farm | 3 crew · 75 per 100 work · from sown field |
| Bakehouse | 2 crew · 110 per 100 work · needs 1 wood · 1 fish |
| Great Hall | 1 crew · 49 per 100 work · needs 1 wood · 1 fish |
| Dyke Farm | 4 crew · 115 per 100 work · from sown field |
| Watermill | 3 crew · 170 per 100 work · needs 1 wood · 1 fish |
| Emberhall | 2 crew · 66 per 100 work · needs 1 wood · 1 fish |
Upkeep for: Barracks, Castle, Garrison, Citadel.
Food is one store: fish, grain and game all feed the same mouths. Keeping two kinds at a tenth of the larder or more lifts contentment by 10, all three by 20.
GameHunted out of the reed beds and the scrub. Steady, unglamorous, and it never quite runs out the way a forest does.
Produced by
| Building | Work |
|---|---|
| Holdfast | 1 crew · 18 per 100 work · from game cover |
| Forager's Hut | 2 crew · 55 per 100 work · from game cover |
| Great Hall | 1 crew · 25 per 100 work · from game cover |
| Hunter's Lodge | 3 crew · 85 per 100 work · from game cover |
| Emberhall | 2 crew · 34 per 100 work · from game cover |
Upkeep for: Castle, Citadel.
Food is one store: fish, grain and game all feed the same mouths. Keeping two kinds at a tenth of the larder or more lifts contentment by 10, all three by 20.