Guides

Romestead Automation Guide: Trade Routes and Citizen Work

GuidesRomesteadAutomationTrading PostSettlement

Quick Answer

Romestead automation should start with one boring Logistics Tent test: one source, one destination, one safe resource, and a stop rule. Do not automate away food, first-copy boss drops, rare materials, fuel, pots, or building supplies until the settlement can survive without them.

Version focus Romestead Early Access automation and settlement route checks

Automation Route Finder

Search Routes Before They Move Food, Pots, Or Rare Goods

Use route checks for Logistics Tent, production chains, storage split, and stop rules before linking the whole town.
Romestead Hub
automation checks

Search Local Automation Before Linking Routes

Use these route checks for Logistics Tent setup, production chains, storage split, and stop rules before repeat orders move important goods.

Open Tools Board
21automation checks
automation - usable
Logistics Tent setup
  • RequirementDefeat the Cyclops (Pyzifax) boss in the Desert biome; Build cost check: 6 Lumber + 4 Stone
  • PayoffAutomate resource transfer between buildings
  • CheckCheck range, stack limits, and the current building menu before making the town depend on the route.

Place it near the production core, link one output to one input, then watch the route before adding more chains.

logistics / automation / production / storage
automation - partial
Logistics step 1
  • Requirement1. Unlock
  • PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
  • CheckSave and test the link after each step if the route touches food, rare goods, or build materials.

Treat the unlock as a boss and route checkpoint, then build only after the town can spare basic materials.

logistics / automation / setup
automation - partial
Logistics step 2
  • Requirement2. Build
  • PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
  • CheckSave and test the link after each step if the route touches food, rare goods, or build materials.

Place it close to production buildings so workers, storage, and players do not lose time walking.

logistics / automation / setup
automation - partial
Logistics step 3
  • Requirement3. Access Menu
  • PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
  • CheckSave and test the link after each step if the route touches food, rare goods, or build materials.

Open the building or station interface and find the route link controls before moving goods.

logistics / automation / setup
automation - partial
Logistics step 4
  • Requirement4. Linking
  • PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
  • CheckSave and test the link after each step if the route touches food, rare goods, or build materials.

Place it close to production buildings so workers, storage, and players do not lose time walking.

logistics / automation / setup
automation - usable
Farmstead to Watermill
  • RequirementFarmstead output: Wheat; link to Watermill.
  • PayoffAutomatic wheat supply
  • CheckIf storage drops after a night or reload, pause the chain and refill by hand.

Run this as a single test chain first, then keep emergency food and current build goods outside exports.

production-chain / food / logistics / farmstead / watermill
automation - usable
Watermill to Bakery
  • RequirementWatermill output: Flour; link to Bakery.
  • PayoffAutomatic flour grinding
  • CheckIf storage drops after a night or reload, pause the chain and refill by hand.

Run this as a single test chain first, then keep emergency food and current build goods outside exports.

production-chain / food / logistics / watermill / bakery
automation - usable
Bakery to Food Storage
  • RequirementBakery output: Bread; link to Food Storage.
  • PayoffAutomatic bread storage
  • CheckIf storage drops after a night or reload, pause the chain and refill by hand.

Run this as a single test chain first, then keep emergency food and current build goods outside exports.

production-chain / food / logistics / bakery / food-storage
automation - partial
Food Storage endpoint
  • RequirementFood Storage output: Stores food.
  • PayoffKeeps your town fed
  • CheckIf finished goods disappear into the wrong route, remove the link and refill by hand.

Use this as the stop point for the chain, then check the storage floor before expanding automation.

production-chain / food / storage / food-storage
automation - partial
Farmstead chain step
  • Requirement1: Farmstead
  • PayoffFeeds Produces wheat.
  • CheckConfirm the output reaches storage before relying on repeat production.

Use this as a food-chain checkpoint before linking the next building.

production-chain / food / farmstead
automation - partial
Watermill chain step
  • Requirement2: Watermill
  • PayoffFeeds Grinds wheat into flour.
  • CheckConfirm the output reaches storage before relying on repeat production.

Use this as a food-chain checkpoint before linking the next building.

production-chain / food / watermill
automation - partial
Bakery chain step
  • Requirement3: Bakery
  • PayoffFeeds Turns flour into bread.
  • CheckConfirm the output reaches storage before relying on repeat production.

Use this as a food-chain checkpoint before linking the next building.

production-chain / food / bakery
automation - partial
Food Storage chain step
  • Requirement4: Food Storage
  • PayoffFeeds Fills with bread automatically.
  • CheckConfirm the output reaches storage before relying on repeat production.

Use this as a food-chain checkpoint before linking the next building.

production-chain / food / food-storage
automation - partial
Fuel / Coal route
  • RequirementLevel 2 Quarry (Coal) - linked to buildings that need fuel
  • PayoffTurns a repeated hauling chore into a planned production route.
  • CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.

Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.

automation / route / trade / fuel-coal
automation - partial
Olive Oil route
  • RequirementOlive production - Press - Storage (great for selling)
  • PayoffTurns a repeated hauling chore into a planned production route.
  • CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.

Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.

automation / route / trade / olive-oil
automation - partial
Advanced Goods route
  • RequirementMultiple inputs linked to workshops for tools, weapons, or trade goods
  • PayoffTurns a repeated hauling chore into a planned production route.
  • CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.

Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.

automation / route / trade / advanced-goods
automation - partial
Connections
  • RequirementOne output can feed multiple inputs; daisy-chain as needed
  • PayoffHelps decide how complicated the route should be before it touches important goods.
  • CheckKeep the first version small so a bad link is easy to remove.

Use this as a route safety check before adding another link or repeat order.

automation / logistics / connections
automation - partial
Repeatable Work Orders
  • RequirementUnlocked with the tent - set buildings to repeat production
  • PayoffHelps decide how complicated the route should be before it touches important goods.
  • CheckKeep the first version small so a bad link is easy to remove.

Use this as a route safety check before adding another link or repeat order.

automation / logistics / repeatable-work-orders
automation - partial
Automation Limits
  • RequirementSome buildings (like Bakery) may have stack limits and need occasional manual restarts
  • PayoffHelps decide how complicated the route should be before it touches important goods.
  • CheckKeep the first version small so a bad link is easy to remove.

Use this as a route safety check before adding another link or repeat order.

automation / logistics / automation-limits
automation - partial
Range
  • RequirementConnections work within your town area - keep buildings relatively close
  • PayoffHelps decide how complicated the route should be before it touches important goods.
  • CheckKeep the first version small so a bad link is easy to remove.

Use this as a route safety check before adding another link or repeat order.

automation / logistics / range
automation - partial
Editing Links
  • RequirementReturn to the Logistics menu to remove or adjust connections anytime
  • PayoffHelps decide how complicated the route should be before it touches important goods.
  • CheckKeep the first version small so a bad link is easy to remove.

Use this as a route safety check before adding another link or repeat order.

automation / logistics / editing-links
automation rows

Search Automation Buildings Before Linking A Chain

Use these rows for Logistics Tent, resource buildings, storage lanes, Market checks, and food-chain automation before a route repeats.

Open Tools Board
Lookup Rows110

Search and save the checks that matter to your current route.

Buildings101

Costs, footprints, workers, upgrades, town roles, and placement cautions.

Combat Leads0

Bosses, enemies, weaknesses, drop leads, and first-copy storage rules.

Unlock Leads9

Shrines, quest gates, offerings, rare items, and routes that need save confirmation.

110automation rows
building - defense - Current build
Aggro Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffA target dummy that generates aggro
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / aggro / dummy / footprint / cost
building - defense - Current build
Automatic Scorpio
  • Routenight defense
  • RequirementLumber x1; Quest: Fueling the Fires
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 1
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / fueling / fires / footprint / cost
building - defense - Current build
Automatic Scorpio - Level 2
  • Routenight defense
  • RequirementLumber x1 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 2
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / level / footprint / cost
building - defense - Current build
Automatic Scorpio - Level 3
  • Routenight defense
  • RequirementLumber x1 Brick x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 3
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / level / footprint / cost
building - defense - Current build
Automatic Scorpio - Level 4
  • Routenight defense
  • RequirementLumber x1 Concrete x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 4
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / level / footprint / cost
building - defense - Current build
Automatic Scorpio Enemy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
  • PayoffAutomatic Scorpio Enemy: build cost (1x Lumber), 2x2 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / enemy / footprint / cost
building - food - Current build
Bakery
  • Routefood chain
  • RequirementLumber x5 Stone x2 Clay x3; Quest: Fruits of the Harvest; Worker: Baker
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a baker who can make various breads from grains.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / fruits / harvest / baker / footprint / cost
building - food - Current build
Bakery - Level 2
  • Routefood chain
  • RequirementLumber x5 Stone x5 Brick x5; Worker: Baker Upgrade level 1
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a baker who can make various breads from grains. Max baker rank increased to 7.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / level / baker / upgrade / footprint / cost
building - food - Current build
Bakery - Level 3
  • Routefood chain
  • RequirementLumber x2 Stone x2 Brick x5 Concrete x3; Worker: Baker Upgrade level 2
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a baker who can make various breads from grains. Max baker rank increased to 10.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / level / baker / upgrade / footprint / cost
building - building - Current build
Barracks
  • Routesettlement route
  • RequirementLumber x8 Stone x6
  • StatFootprint 12 x 6 tiles; Build progress 150; Needs town: No
  • PayoffBarracks
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / barracks / footprint / cost
building - housing - Current build
Bathhouse
  • Routecitizen housing
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No
  • PayoffBathhouse
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / bathhouse / footprint / cost
building - crafting - Current build
Blacksmith
  • Routestation unlock
  • RequirementLumber x5 Stone x5 Clay x2; Quest: The Giant Owl; Worker: Blacksmith
  • StatFootprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a blacksmith who can craft various weapons and equipment. Includes a furnace for smelting ore.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / blacksmith / giant / owl / footprint / cost
building - crafting - Current build
Blacksmith - Level 2
  • Routestation unlock
  • RequirementLumber x6 Stone x6 Brick x10; Quest: Proving your worth; Worker: Blacksmith Upgrade level 1
  • StatFootprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 7. Includes a stronger furnace for smelting tougher ore.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / blacksmith / level / proving / your / worth / upgrade / footprint / cost
building - crafting - Current build
Blacksmith - Level 3
  • Routestation unlock
  • RequirementLumber x7 Stone x4 Brick x4 Marble x6 Concrete x8; Worker: Blacksmith Upgrade level 2
  • StatFootprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 10. Includes an even stronger furnace for smelting very tough ore
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / blacksmith / level / upgrade / footprint / cost
building - crafting - Current build
Brick Oven
  • Routestation unlock
  • RequirementStone x8 Clay x6; Quest: Virgil's Poem
  • StatFootprint 4 x 4 tiles; Build progress 150; Needs town: Yes
  • PayoffCreates bricks from clay. The oven needs fuel, so you will have to throw in some flammable items or lumber.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / brick / oven / virgil / poem / footprint / cost
building - storage - Current build
Wooden Bucket (Ash)
  • Routestorage and hauling
  • RequirementLumber x1 Ash x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Current Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Ash): build cost (1x Lumber, 1x Ash), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / ash / footprint / cost
building - storage - Current build
Wooden Bucket (Clay)
  • Routestorage and hauling
  • RequirementLumber x1 Clay x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Current Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Clay): build cost (1x Lumber, 1x Clay), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / clay / footprint / cost
building - storage - Current build
Wooden Bucket (Concrete)
  • Routestorage and hauling
  • RequirementLumber x1 Concrete x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Current Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Concrete): build cost (1x Lumber, 1x Concrete), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / concrete / footprint / cost
building - storage - Current build
Wooden Bucket (Water)
  • Routestorage and hauling
  • RequirementLumber x1 Water x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Current Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Water): build cost (1x Lumber, 1x Water), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / water / footprint / cost
building - storage - Current build
Wooden Bucket
  • Routestorage and hauling
  • RequirementLumber x1 Variants Other versions of this building you can place instead. Wooden Bucket Current Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffUsed to carry water, clay and other liquids.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / footprint / cost
building - crafting - Current build
Carpenter's Workshop
  • Routestation unlock
  • RequirementLumber x7 Stone x2 Clay x2; Quest: The Giant Owl; Worker: Carpenter
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / giant / owl / footprint / cost
building - crafting - Current build
Carpenter's Workshop - Level 2
  • Routestation unlock
  • RequirementLumber x3 Stone x3 Clay x4 Brick x5; Quest: Virgil's Poem; Worker: Carpenter Upgrade level 1
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 6.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / level / virgil / poem / upgrade / footprint / cost
building - crafting - Current build
Carpenter's Workshop - Level 3
  • Routestation unlock
  • RequirementLumber x5 Stone x5 Brick x10 Concrete x8 Clay x2; Quest: Profane Artifice; Worker: Carpenter Upgrade level 2
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 8.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / level / profane / artifice / upgrade / footprint / cost
building - crafting - Current build
Carpenter's Workshop - Level 4
  • Routestation unlock
  • RequirementLumber x6 Stone x6 Clay x5 Brick x6 Marble x8 Concrete x8; Research: 20 x Research Paper; Worker: Carpenter Upgrade level 3
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 10.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / level / research / paper / upgrade / footprint / cost
building - storage - Current build
Wooden Cart
  • Routestorage and hauling
  • RequirementLumber x3 Variants Other versions of this building you can place instead. Bronze Cart Lumber x 3 Wooden Cart Current Lumber x 3
  • StatFootprint 3 x 2 tiles; Build progress 90; Needs town: No
  • PayoffHolds up to 4 resources. Can be connected into a chain with other carts.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / cart / footprint / cost
building - storage - Current build
Bronze Cart
  • Routestorage and hauling
  • RequirementLumber x3 Variants Other versions of this building you can place instead. Bronze Cart Current Lumber x 3 Wooden Cart Lumber x 3
  • StatFootprint 3 x 2 tiles; Build progress 200; Needs town: No
  • PayoffBronze Cart: build cost (3x Lumber), 3x2 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / bronze / cart / footprint / cost
building - defense - Current build
Stationary Catapult - Level 2
  • Routenight defense
  • RequirementLumber x1 Stone x2 Clay x1
  • StatFootprint 3 x 3 tiles; Build progress 70; Needs town: No; Tier 2
  • PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stationary / catapult / level / footprint / cost
building - defense - Current build
Stationary Catapult - Level 3
  • Routenight defense
  • RequirementLumber x2 Brick x3
  • StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stationary / catapult / level / footprint / cost
building - defense - Current build
Stationary Catapult
  • Routenight defense
  • RequirementLumber x1 Stone x1
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: No; Tier 1
  • PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stationary / catapult / footprint / cost
building - resource - Current build
Clay Pit
  • Routeresource automation
  • RequirementLumber x6 Stone x10 Clay x3; Quest: Sanguis Celeste; Worker: Digger
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / sanguis / celeste / digger / footprint / cost
building - resource - Current build
Clay Pit - Level 2
  • Routeresource automation
  • RequirementLumber x2 Stone x5 Brick x9; Worker: Digger Upgrade level 1
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / level / digger / upgrade / footprint / cost
building - resource - Current build
Clay Pit - Level 3
  • Routeresource automation
  • RequirementStone x5 Brick x5 Concrete x7; Worker: Digger Upgrade level 2
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / level / digger / upgrade / footprint / cost
building - resource - Current build
Clay Pit - Level 4
  • Routeresource automation
  • RequirementStone x2 Brick x4 Concrete x6 Marble x8; Worker: Digger Upgrade level 3
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / level / digger / upgrade / footprint / cost
building - crafting - Current build
Concrete Mixer
  • Routestation unlock
  • RequirementLumber x8 Stone x6; Research: 20 x Research Paper
  • StatFootprint 3 x 3 tiles; Build progress 150; Needs town: Yes
  • PayoffCreates concrete from volcanic ash, clay and water.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / concrete / mixer / research / paper / footprint / cost
building - resource - Current build
Big Bush Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffBig Bush Decoration: build cost (1x Lumber, 2x Stone), 2x2 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / big / bush / decoration / footprint / cost
building - resource - Current build
Big Tree Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 1
  • PayoffBig Tree Decoration: build cost (1x Lumber, 2x Stone), 2x2 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / big / tree / decoration / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Brazier
  • Routesettlement route
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / brazier / footprint / cost
building - crafting - Current build
Cyclop Statue
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffCyclop Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / cyclop / statue / footprint / cost
building - resource - Current build
Horizontal Bush Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x1
  • StatFootprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffHorizontal Bush Decoration: build cost (1x Lumber, 1x Stone), 2x1 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / horizontal / bush / decoration / footprint / cost
building - crafting - Current build
Monument
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffMonument: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / monument / footprint / cost
building - resource - Current build
Small Bush Decoration
  • Routeresource automation
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 1
  • PayoffSmall Bush Decoration: build cost (1x Lumber), 1x1 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / small / bush / decoration / footprint / cost
building - crafting - Current build
Torch Bearer Statue
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffTorch Bearer Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / torch / bearer / statue / footprint / cost
building - resource - Current build
Vertical Bush Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x1
  • StatFootprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffVertical Bush Decoration: build cost (1x Lumber, 1x Stone), 1x2 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / vertical / bush / decoration / footprint / cost
building - crafting - Current build
Vulcan Statue
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffVulcan Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / vulcan / statue / footprint / cost
building - food - Current build
Farmstead
  • Routefood chain
  • RequirementLumber x7 Stone x5; Quest: Honoring the Soil; Worker: Farmer
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a farmer who can farm nearby crops.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / honoring / soil / farmer / footprint / cost
building - food - Current build
Farmstead - Level 2
  • Routefood chain
  • RequirementLumber x4 Stone x4 Clay x4; Worker: Farmer Upgrade level 1
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a farmer who can farm nearby crops. Max farmer rank increased to 7.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / level / farmer / upgrade / footprint / cost
building - food - Current build
Farmstead - Level 3
  • Routefood chain
  • RequirementLumber x4 Stone x4 Brick x5; Worker: Farmer Upgrade level 2
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a farmer who can farm nearby crops. Max farmer rank increased to 10.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / level / farmer / upgrade / footprint / cost
building - resource - Current build
Film Studio
  • Routeresource automation
  • RequirementLumber x8 Stone x8
  • StatFootprint 6 x 6 tiles; Build progress 150; Needs town: No
  • PayoffFilm Studio: build cost (8x Lumber, 8x Stone), 6x6 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / film / studio / footprint / cost
building - food - Current build
Food Storage
  • Routefood chain
  • RequirementLumber x4
  • StatFootprint 4 x 3 tiles; Build progress 150; Needs town: Yes
  • PayoffCan store food and make it available for citizens in the town to consume.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / storage / footprint / cost
building - defense - Current build
Wood Gate Horizontal
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
  • PayoffWood Gate Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / gate / horizontal / footprint / cost
building - defense - Current build
Wood Gate Vertical
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 3 tiles; Build progress 30; Needs town: No
  • PayoffWood Gate Vertical: build cost (1x Lumber), 1x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / gate / vertical / footprint / cost
building - defense - Current build
Wood Gate
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
  • PayoffWood Gate: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / gate / footprint / cost
building - housing - Current build
Insula
  • Routecitizen housing
  • RequirementLumber x2 Stone x3; Worker: Otiosus
  • StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
  • PayoffA home for your jobless citizens.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / insula / otiosus / footprint / cost
building - defense - Current build
Invisible Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffAn invisible dummy for specific uses.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / invisible / dummy / footprint / cost
building - crafting - Current build
Leatherworker
  • Routestation unlock
  • RequirementLumber x5 Stone x5; Worker: Leatherworker
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a leatherworker who can craft gear from leather and hides.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / leatherworker / footprint / cost
building - crafting - Current build
Leatherworker - Level 2
  • Routestation unlock
  • RequirementLumber x3 Stone x4 Clay x2 Brick x5; Quest: Hunting Armaments; Worker: Leatherworker Upgrade level 1
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a leatherworker who can craft gear from leather and hides. Max leatherworker rank increased to 7.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / leatherworker / level / hunting / armaments / upgrade / footprint / cost
building - resource - Current build
Logistics Tent
  • Routeresource automation
  • RequirementLumber x6 Stone x4; Quest: The Giant Owl
  • StatFootprint 5 x 6 tiles; Build progress 150; Needs town: No
  • PayoffUnlocks logistics for the town. Logistics allow you to create connections between buildings and infrastructure to automatically transfer goods. Also unlocks the ability to have repeatable...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / logistics / tent / giant / owl / footprint / cost
building - resource - Current build
Lumber Yard
  • Routeresource automation
  • RequirementLumber x6 Stone x3; Worker: Lumberjack
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / lumberjack / footprint / cost
building - resource - Current build
Lumber Yard - Level 2
  • Routeresource automation
  • RequirementLumber x6 Stone x5 Clay x2; Worker: Lumberjack Upgrade level 1
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 6.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / level / lumberjack / upgrade / footprint / cost
building - resource - Current build
Lumber Yard - Level 3
  • Routeresource automation
  • RequirementLumber x6 Stone x6 Brick x5; Worker: Lumberjack Upgrade level 2
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 8.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / level / lumberjack / upgrade / footprint / cost
building - resource - Current build
Lumber Yard - Level 4
  • Routeresource automation
  • RequirementLumber x8 Stone x8 Brick x6 Concrete x6; Worker: Lumberjack Upgrade level 3
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 10.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / level / lumberjack / upgrade / footprint / cost
building - resource - Current build
Market
  • Routeresource automation
  • RequirementLumber x8 Stone x6 Clay x2; Quest: Art of Trade; Worker: Merchant
  • StatFootprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / market / art / trade / merchant / footprint / cost
building - resource - Current build
Market - Level 2
  • Routeresource automation
  • RequirementLumber x8 Stone x6 Brick x6; Worker: Merchant Upgrade level 1
  • StatFootprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers. Max merchant rank increased to 7.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / market / level / merchant / upgrade / footprint / cost
building - resource - Current build
Market - Level 3
  • Routeresource automation
  • RequirementStone x6 Brick x6 Concrete x6; Worker: Merchant Upgrade level 2
  • StatFootprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers. Max merchant rank increased to 10.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / market / level / merchant / upgrade / footprint / cost
building - storage - Current build
Material Storage
  • Routestorage and hauling
  • RequirementLumber x8 Clay x1; Quest: The Giant Owl
  • StatFootprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 1
  • PayoffCan hold resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / giant / owl / footprint / cost
building - storage - Current build
Material Storage - Level 2
  • Routestorage and hauling
  • RequirementStone x6 Clay x1; Quest: The Giant Owl
  • StatFootprint 9 x 6 tiles; Build progress 250; Needs town: No; Tier 2
  • PayoffCan hold more resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / level / giant / owl / footprint / cost
building - storage - Current build
Material Storage - Level 3
  • Routestorage and hauling
  • RequirementBrick x10; Research: 30 x Research Paper
  • StatFootprint 9 x 6 tiles; Build progress 350; Needs town: No; Tier 3
  • PayoffCan hold even more resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / level / research / paper / footprint / cost
building - storage - Current build
Material Storage - Level 4
  • Routestorage and hauling
  • RequirementMarble x10 Concrete x2; Research: 30 x Research Paper
  • StatFootprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 4
  • PayoffCan hold very many resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / level / research / paper / footprint / cost
building - housing - Current build
Empty House
  • Routecitizen housing
  • RequirementLumber x2 Stone x2
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / footprint / cost
building - housing - Current build
Empty House - Level 2
  • Routecitizen housing
  • RequirementLumber x4 Stone x2 Clay x2; Quest: The Giant Owl
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 2
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / level / giant / owl / footprint / cost
building - housing - Current build
Empty House - Level 3
  • Routecitizen housing
  • RequirementLumber x4 Stone x2 Concrete x6 Brick x8; Research: 20 x Research Paper
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / level / research / paper / footprint / cost
building - housing - Current build
Empty House - Level 4
  • Routecitizen housing
  • RequirementLumber x4 Stone x2 Marble x6; Research: 30 x Research Paper
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 4
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / level / research / paper / footprint / cost
building - crafting - Current build
Pottery
  • Routestation unlock
  • RequirementLumber x3 Stone x3 Clay x4; Quest: Declaration of War; Worker: Potter
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a potter who can produce various goods with clay.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / pottery / declaration / war / potter / footprint / cost
building - resource - Current build
Quarry
  • Routeresource automation
  • RequirementLumber x8 Stone x6 Clay x3; Quest: The Copper Consistency; Worker: Miner
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / copper / consistency / miner / footprint / cost
building - resource - Current build
Quarry - Level 2
  • Routeresource automation
  • RequirementLumber x2 Stone x8 Brick x6; Worker: Miner Upgrade level 1
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 6.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / level / miner / upgrade / footprint / cost
building - resource - Current build
Quarry - Level 3
  • Routeresource automation
  • RequirementLumber x2 Stone x3 Brick x4 Concrete x6; Worker: Miner Upgrade level 2
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 8.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / level / miner / upgrade / footprint / cost
building - resource - Current build
Quarry - Level 4
  • Routeresource automation
  • RequirementStone x2 Brick x2 Concrete x5 Marble x8; Worker: Miner Upgrade level 3
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 10.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / level / miner / upgrade / footprint / cost
building - building - Current build
Sculptor
  • Routesettlement route
  • RequirementLumber x8 Stone x6; Research: 30 x Research Paper; Worker: Sculptor
  • StatFootprint 8 x 7 tiles; Build progress 200; Needs town: No
  • PayoffA workshop where a Sculptor can create various artistic goods from stone and marble.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / sculptor / research / paper / footprint / cost
building - defense - Current build
Target Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffA target dummy to test attacks against.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / target / dummy / footprint / cost
building - food - Current build
Tavern
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 12 x 6 tiles; Build progress 150; Needs town: No
  • PayoffTavern
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / tavern / footprint / cost
building - building - Current build
Town Core
  • Routesettlement route
  • RequirementStone x1 Lumber x1
  • StatFootprint 2 x 2 tiles; Build progress 60; Needs town: No
  • PayoffThe starting point for any new settlement.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / town / core / footprint / cost
building - resource - Current build
Trading Post
  • Routeresource automation
  • RequirementLumber x8 Stone x6; Research: 10 x Research Paper; Worker: Carrier
  • StatFootprint 10 x 11 tiles; Build progress 150; Needs town: No
  • PayoffHouses a Carrier who can move goods from this town to other towns. The other towns must also have a Trading Post in order to set...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / trading / post / research / paper / carrier / footprint / cost
building - crafting - Current build
University
  • Routestation unlock
  • RequirementLumber x4 Stone x6 Brick x8; Quest: Significant Pursuit; Worker: Philosopher
  • StatFootprint 9 x 12 tiles; Build progress 150; Needs town: No
  • PayoffHouses a philosopher who can perform research and create scrolls.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / university / significant / pursuit / philosopher / footprint / cost
building - crafting - Current build
University
  • Routestation unlock
  • RequirementLumber x8 Stone x6; Worker: Philosopher Upgrade level 1
  • StatFootprint 9 x 12 tiles; Build progress 150; Needs town: No
  • PayoffHouses a philosopher who can perform research and create scrolls. Max philosopher rank increased to 10.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / university / philosopher / upgrade / level / footprint / cost
building - defense - Current build
Wood Wall Corner
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall Corner: build cost (1x Lumber), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / corner / footprint / cost
building - defense - Current build
Wood Wall Horizontal
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / horizontal / footprint / cost
building - defense - Current build
Wood Wall Vertical
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 3 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall Vertical: build cost (1x Lumber), 1x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / vertical / footprint / cost
building - defense - Current build
Wood Wall
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / footprint / cost
building - food - Current build
Watermill (East)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / east / footprint / cost
building - food - Current build
Watermill (North)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / north / footprint / cost
building - food - Current build
Watermill (South)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / south / footprint / cost
building - food - Current build
Watermill (West)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / west / footprint / cost
building - food - Current build
Watermill
  • Routefood chain
  • RequirementLumber x8 Stone x6; Quest: Honoring the Craft
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / honoring / craft / footprint / cost
building - food - Current build
Watermill - Level 2 (East)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (East): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / east / footprint / cost
building - food - Current build
Watermill - Level 2 (North)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (North): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / north / footprint / cost
building - food - Current build
Watermill - Level 2 (South)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (South): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / south / footprint / cost
building - food - Current build
Watermill - Level 2 (West)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (West): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / west / footprint / cost
quest - world rewards farmstead building - Current build
Honoring the Soil
  • Routefood and Ceres route
  • Requirement1 Offer 20x Wheat
  • StatWorld Rewards Farmstead Building
  • PayoffMy child, I have awoken in large measure due to your kindness, your devotion has done much but I would ask more of you. To everything a time and season, and the land must...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / soil / world / rewards / farmstead / building / child / have / awoken / large / measure
quest - world rewards bakery building - Current build
Fruits of the Harvest
  • Routefood and Ceres route
  • Requirement1 Offer 5x Olives 2 Offer 5x Pine Nuts 3 Offer 2x Cabbage
  • StatWorld Rewards Bakery Building
  • PayoffYou have done well my child and I would ask for your service once more. I once taught Romans how to cultivate wheat, but many are the treasures that the land shall yield with...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / fruits / harvest / world / rewards / bakery / building / you / have / done / well / child
quest - world rewards watermill building - Current build
Honoring the Craft
  • Routefood and Ceres route
  • Requirement1 Offer Emperor's Salad 2 Offer Mushroom Skewer 3 Offer 5x Bread
  • StatWorld Rewards Watermill Building
  • PayoffYou have seen to it that the people shall survive, my child, but that is not the same as living. My gifts may be turned into food that is fit for the people, true...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / craft / world / rewards / watermill / building / you / have / seen / that / people
quest - story rewards wooden shield weapon wooden bow weapon wooden arcuballista weapon flint arrow ammunition - Current build
Weapons and tools
  • Routefood and Ceres route
  • Requirement1 Equip a Pickaxe 2 Equip a Lumber Axe 3 Equip a Weapon
  • StatStory Rewards Wooden Shield Weapon Wooden Bow Weapon Wooden Arcuballista Weapon Flint Arrow Ammunition
  • PayoffUse the sticks and the flint shards to craft tools and weapons. The player crafting menu can be found in the inventory view. Equip items with or by dragging and dropping the item into...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / weapons / tools / story / rewards / wooden / shield / weapon / bow / arcuballista / flint / arrow
quest - world kind fetch quest rewards clay pit building - Current build
Sanguis Celeste
  • RouteMars and boss route
  • Requirement1 Offer Crystallized Blood
  • StatWorld Kind Fetch quest Rewards Clay Pit Building
  • PayoffWarrior! Your offerings strengthen my memories and I have need of you. Long ago I fought with Vulcan, I do not remember why but my blood was shed. Some fell to mortal lands. A...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / sanguis / celeste / world / kind / fetch / rewards / clay / pit / building / warrior / your
quest - world rewards market building - Current build
Art of Trade
  • Routefood and Ceres route
  • Requirement1 Offer Denarius
  • StatWorld Rewards Market Building
  • PayoffThis is a disaster! People are surviving when they need to be living. We need to fix this and you will help. You can't have Rome without coin, and I need a coin to...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / art / trade / world / rewards / market / building / this / disaster / people / are / surviving
quest - world rewards logistics tent building material storage building blacksmith building carpenter s workshop building empty house level 2 building material storage level 2 building altar level 2 building feathered hood armor feathered armor armor feathered boots armor feathered effigy consumable cooked scorpion meat food - Current build
The Giant Owl
  • RouteMinerva and altar route
  • Requirement1 Offer Guardian's Eye
  • StatWorld Rewards Logistics Tent Building Material Storage Building Blacksmith Building Carpenter's Workshop Building Empty House - Level 2 Building Material Storage - Level 2 Building Altar - Level 2 Building Feathered Hood Armor Feathered Armor Armor Feathered Boots Armor Feathered Effigy Consumable Cooked Scorpion Meat Food
  • PayoffYou have been asked to slay the Giant Owl that circles above. Once this is done, take one of its eyes and offer it upon an altar. The altar you can make yourself with...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / giant / owl / world / rewards / logistics / tent / building / material / storage / blacksmith / carpenter
quest - story rewards workbench placeable wood stick material - Current build
Obtain Wood Planks
  • RouteVulcan and crafting route
  • Requirement1 Collect 4x Wood Plank
  • StatStory Rewards Workbench Placeable Wood Stick Material
  • PayoffWith a Lumber Axe equipped, your attacks can damage trees based on your Lumber Axe Power. Chop down a large tree by attacking it. Place one of the logs on top of its tree...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / obtain / wood / planks / story / rewards / workbench / placeable / stick / material / lumber / axe
quest - world rewards quarry building - Current build
The Copper Consistency
  • RouteVulcan and crafting route
  • Requirement1 Offer 5x Copper Bar
  • StatWorld Rewards Quarry Building
  • PayoffI am forged anew with your devotion, but I am incomplete. Much is missing and must be restored, I must remember everything or I will remain flawed. Bring me ingots of copper, shaped by...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / copper / consistency / world / rewards / quarry / building / forged / anew / your / devotion / but
Romestead automation guide with trade route and citizen work checklist

Romestead automation is useful only when it keeps the settlement calmer. A route that moves the wrong item away from food, crafting, or first-copy storage is not progress. If you searched for Romestead automation, start by building one small loop you can explain: source, storage, worker, route, destination, and stop rule.

Use Romestead Trading Post for trade-specific planning and Romestead tools when you want automation beside boss, biome, and god checks.

Last checked: June 3, 2026. Use the Logistics Tent for one source, one destination, and one safe resource before chaining a whole town. Exact route limits, worker behavior, carts, and item filters should be checked in the current Early Access build.

Quick Answer

Automate surplus, not survival. Keep food, first-copy boss drops, rare materials, and building goods protected until you understand what the route moves and when it stops.

Logistics Tent Setup

StepCurrent useful note
Build the tentPlan for a small Lumber and Stone cost before testing routes
Open logisticsUse the Logistics Tent, Workbench, or Carpenter’s Workshop
Link one routeDrag one building output into another building input
Test one itemStart with Stone, Lumber, Wheat, or another safe surplus
Watch storageStop if fuel, food, pots, or rare materials move unexpectedly

For fuel-heavy buildings, broad links can overfill one destination if you chain too much at once. Test a single Quarry-to-building fuel route before trusting a whole production chain.

Automation Loop Table

Loop pieceQuestion to answer
SourceWhere does the item come from?
StorageWhere should first copies and reserves stay?
Worker or routeWho moves it, and how often?
DestinationIs it trade, crafting, food, shrine, or building support?
Stop ruleWhen should the route pause?
ReviewWhat changed after one day or one trip?

What To Automate First

RouteRiskGood first test?
Surplus common materialLowYes, if reserves stay protected
Food routeMediumOnly after citizens and players are fed
Crafting inputMediumGood if the building cannot starve other stations
Boss materialHighNo, store first copies manually
Rare biome materialHighNo, test only after the route is understood
Trade routeMediumGood if it cannot drain settlement basics
Quarry fuel routeMediumTest one destination first; do not let coal starve other stations
Concrete chainHighWait until University research, Volcanic Ash, Clay, water, and barrels are understood

First-Copy Protection

Before automating any route, store one copy of every new item manually. That includes boss drops, biome materials, rare foods, shrine items, and crafting unlocks. Once the first copy is protected, decide whether extras can move.

Item typeAutomation rule
FoodKeep a reserve before trade or crafting
Boss dropsStore first copies, check crafting and gods
Building goodsReserve enough for the next building
Trade goodsMove only confirmed surplus
Unknown itemsDo not automate yet

Co-op Automation Rules

RuleWhy
One player owns route checksPrevents hidden drains
Label storage by purposeFood, crafting, trade, and first copies need separation
Pause routes before bossesBoss prep can need materials suddenly
Review after new biomesNew items can enter old routes by mistake
Do not export emergency foodSurvival beats profit

Route Audit After One Day

Automation needs review. After a route runs for one day or one trade cycle, check whether the town is actually better. A route that creates coins but empties food, crafting input, or shrine materials is a bad route.

Audit questionGood signWarning sign
Did food stay above reserve?Players and citizens still have mealsFood vanished into trade or crafting
Did crafting improve?Stations have enough inputOne station starves another
Did storage stay readable?Items are grouped by purposeEverything moved into one mystery chest
Did rare items stay protected?First copies remain storedBoss or biome drops disappeared
Did co-op feel calmer?Roles are clearerPlayers argue over missing items

Stop Rules

Every automation route needs a stop rule. Without one, the route can keep moving goods after the original reason is gone.

Route typeStop rule
Food routeStop when reserve drops below the chosen buffer
Trade routeStop before building materials fall below next-build cost
Crafting inputStop when another station needs the same item
Biome materialStop until first-copy and recipe checks are done
Boss materialManual storage only until all uses are known

Automation And Buildings

Automation gets stronger when buildings are placed for short paths. Storage near farms, crafting, Trading Post routes, and citizen work areas reduces wasted time. If a route feels messy, the fix may be building placement rather than more workers.

Building issueAutomation symptomFix
Storage too farWorkers waste time haulingAdd closer purpose storage
Roads missingRoutes feel slow or unsafeConnect the town spine first
Crafting scatteredInputs vanish between stationsGroup related buildings
Farm outside defenseFood route becomes riskyMove or protect the route
Trade too earlyTown basics disappearReserve food and building goods

When Manual Is Better

Manual handling is better for new materials, boss drops, first seeds, unknown fish, shrine items, and anything tied to progression. Automation should handle boring surplus after the town understands the item. It should not decide what a new material is for.

Next Pages To Open

FAQ

Can you automate in Romestead?

Use automation as a current-build route check: Trading Post routes, citizen work, storage, and carts may all affect how much manual hauling your settlement needs.

What should I automate first?

Automate a low-risk surplus route first, not food, rare boss drops, or materials needed for buildings.

Can automation hurt the settlement?

Yes. A bad route can export food, hide rare materials, or starve crafting. Use stop rules and first-copy storage.

Is automation better in co-op?

Co-op makes automation easier to monitor, but only if one player owns route checks and storage rules.