Guides
Romestead Upgrade Buildings & Move Buildings Guide
Quick Answer
For Romestead building priority, upgrade only when the new level fixes storage, crafting, food, defense, trade, research, or hauling. Move buildings when the old footprint blocks roads, farms, storage, or defenses. Wait when the town cannot feed, defend, staff, or supply the building yet.
Building Priority Tool
Search Buildings, Upgrades, Moving, And Automation
Filter buildings by town stage, problem, unlock, cost, input, output, automation value, and when to wait before spending materials.Search The Item Name Before You Spend It
Use the quick chips for Core Vessel, Empty Pot, Radiant Pilum, Volcanic Ash, Concrete, Ember Cloth, Crystallized Blood, Coriander, Firescale Satchel, Shroom Bar, War Table, Grappling Hook, Beer, and Garum.
Protect the first copy. Check Talos Prototype and Pontifex gear before selling, crafting, or exporting.
- SourceCheck current save
- Used inPontifex Headpiece, Pontifex Vestments, Pontifex Sandals
- StationCheck current save
- StatsTier 6; Stack 60; Material Value: 6; Sell: 1 20
Keep enough pots for Beer, Garum, Wine, Mead, Olive Oil, and Bakery pressure before spending them elsewhere.
- SourceRecipe via Pottery, worker level 1, yields 5; Merchant level 2
- Used inBeer, Olive Oil, Garum +2 more
- StationPottery
- StatsTier 1; Stack 60; Material Value: 10; Sell: 2
Store Shaft, Tip, Shank, and related pieces together until the weapon route and boss value are clear.
- SourceFire Elemental Creature
- Used inSancta Trinita Pilum
- StationCheck current save
- StatsTier 3; Material Value: 6; Sell: 1 20
Treat Ash as a Concrete-chain resource. Confirm Clay, water, storage, and Mixer access before batching.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsCheck current save
Use routes for surplus only. Do not export first-copy boss drops, food floors, building goods, or shrine materials.
- SourceOpen route planner
- Used inRoute rules and protected goods
- StationTrading Post planner
- StatsRoute setup
Do not start late construction until Volcanic Ash, Clay, water, storage, and defense are ready.
- SourceCheck current save
- Used inConcrete Road Upgrade, Concrete Town Road Upgrade
- StationCheck current save
- StatsCheck current save
Save the first copy until Leatherworker, Firescale Satchel, Augur, and Flamen gear pressure is clear.
- SourceRecipe via Leatherworker, worker level 5, yields 1; Magus Ceres Creature
- Used inIron Thread, Iron Rod, Augur Headpiece +7 more
- StationLeatherworker
- StatsTier 1; Stack 100; Material Value: 5 50; Sell: 1 10
Store it for the altar and Pottery unlock route until the quest prompt appears in your save.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsTier 6
Check seed source and food uses before cooking, selling, or scaling a field.
- SourceCoriander Crop cultivated 1-2 100%; Coriander Crop wild 2-3 100%
- Used inScorpion Skewers, Salamander Skewer, Minutal Vulcanum
- StationCheck current save
- StatsTier 2; Stack 60; Material Value: 1; Sell: 0
Check Leatherworker, Firescale, and Ember Cloth pressure before crafting or carrying it into a risky route.
- SourceRecipe via Leatherworker, worker level 5, yields 1
- Used inNo known recipe use
- StationLeatherworker
- StatsTier 3; Consumable Value: 1 15; Sell: 23
Check station, ingredients, food value, and boss-prep use before spending mushrooms or rare food inputs.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 40; Food Value: 10; Sell: 2
Check Carpenter, Wood Plank, and boss declaration routes before treating it like ordinary furniture.
- SourceRecipe via Carpenter, worker level 1, yields 1; War Table World drop
- Used inNo known recipe use
- StationCarpenter
- StatsTier 1; Furniture Value: 70; Sell: 14
Check Blacksmith, Copper Bar, and travel utility before crafting or upgrading variants.
- SourceRecipe via Blacksmith, worker level 1, yields 1
- Used inNo known recipe use
- StationBlacksmith
- StatsTier 2; Weapon Value: 2 50; Sell: 50; Slot Offhand
Check crop, container, Dolium, and citizen-food pressure before scaling production.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsRestores 20 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 50; Sell: 10
Check Fish, Empty Pot, storage, and Bakery pressure before turning a catch into sauce.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inIsicia Marina, Gustum de Praecoquis, Isicia Omentata +6 more
- StationCitizen Work Order
- StatsTier 2; Stack 60; Material Value: 2 50; Sell: 50
No matching popular item. Clear search or open the full item database.
Route Buildings, Walls, And Workers By Blocker
Use these checks for Logistics Tent, Quarry, resource buildings, wall tiers, and citizen attributes before upgrading or moving town pieces.
- Requirement6 Lumber + 4 Stone
- PayoffLinks nearby production buildings so food, materials, and workshop routes need less hand hauling.
- CheckKeep first-copy drops, emergency food, and current build goods away from the route until filters are confirmed.
Place it close to the production core, test one route, then save the working layout before chaining more buildings.
building / automation / logistics / trading- RequirementBuild after the town can protect stone output and spare the worker route.
- PayoffStone and mineral automation for repeated construction and upgrade pressure.
- CheckPut output near material storage before linking it to later construction.
Add Quarry only when it solves today's route blocker, then store the first outputs before linking exports.
building / automation / resource / quarry- RequirementUse once the town needs repeat wood routes instead of one-off tree trips.
- PayoffTurns wood hauling into a cleaner build-material lane.
- CheckProtect raw lumber and planks separately so one route does not starve the other.
Add Lumber Yard only when it solves today's route blocker, then store the first outputs before linking exports.
building / automation / resource / lumber-yard- RequirementUse after bucket clay trips are slowing Pottery, Brick, Bakery, or Concrete plans.
- PayoffCreates a repeat Clay lane for storage, pots, Brick, and later Concrete.
- CheckDo not let every Clay route feed pots while current building upgrades still need raw Clay.
Add Clay Pit only when it solves today's route blocker, then store the first outputs before linking exports.
building / automation / resource / clay-pit- RequirementUse only when Clay and fuel can be spared from storage and station needs.
- PayoffTurns Clay and fuel into Brick for mid-town construction.
- CheckKeep a raw Clay reserve before starting repeat Brick production.
Add Brick Oven only when it solves today's route blocker, then store the first outputs before linking exports.
building / automation / resource / brick-oven- RequirementUse as the end point of a stable food chain before routes expand.
- PayoffKeeps citizens fed while Farmstead, Watermill, and Bakery output repeats.
- CheckPause automation if the storage floor drops after a night or reload.
Add Food Storage only when it solves today's route blocker, then store the first outputs before linking exports.
building / automation / resource / food-storage- RequirementUse when Wheat and food storage are ready for repeat Flour production.
- PayoffFeeds Bakery routes and bread supply.
- CheckCheck whether Flour is needed for offerings, food, or trade before exporting.
Add Watermill only when it solves today's route blocker, then store the first outputs before linking exports.
building / automation / resource / watermill- RequirementUnlock: Default; defense 2; HP 200.
- PayoffAdds a clearer night-safety line around storage, workstations, farms, or repair routes.
- CheckConfirm current cost and footprint before rebuilding a working defense line.
Use the wall tier that protects the current work area without blocking roads, carts, or worker paths.
defense / wall / building / wooden-wall- RequirementUnlock: Vulcan offering level 1; defense 4; HP 400.
- PayoffAdds a clearer night-safety line around storage, workstations, farms, or repair routes.
- CheckConfirm current cost and footprint before rebuilding a working defense line.
Use the wall tier that protects the current work area without blocking roads, carts, or worker paths.
defense / wall / building / stone-wall- RequirementUnlock: University research; defense 6; HP 600.
- PayoffAdds a clearer night-safety line around storage, workstations, farms, or repair routes.
- CheckConfirm current cost and footprint before rebuilding a working defense line.
Use the wall tier that protects the current work area without blocking roads, carts, or worker paths.
defense / wall / building / concrete-wall- RequirementCheck the citizen panel before assigning long work orders or rare crafts.
- PayoffAffects NPC efficiency and expertise. Also increases town defense value.
- CheckUse this as a worker-choice check, then confirm the exact number in your current citizen UI.
Put happier citizens on important station work and improve building comfort before judging output.
npc / citizen / settlement / worker / happiness- RequirementCheck the citizen panel before assigning long work orders or rare crafts.
- PayoffHow many units of food the NPC consumes per day.
- CheckUse this as a worker-choice check, then confirm the exact number in your current citizen UI.
Assign high-consumption citizens only after Food Storage and farm routes can support them.
npc / citizen / settlement / worker / food-consumption- RequirementCheck the citizen panel before assigning long work orders or rare crafts.
- PayoffWork speed. Determines how fast an NPC completes crafting orders. Also affects output of lumber mills, quarries, and clay pits.
- CheckUse this as a worker-choice check, then confirm the exact number in your current citizen UI.
Use efficient workers for repeat orders, automation buildings, and bottleneck stations.
npc / citizen / settlement / worker / efficiency- RequirementCheck the citizen panel before assigning long work orders or rare crafts.
- PayoffAffects the quality of items produced from commands. Heavily impacts gear made in Leatherworking and Forge workshops. May also affect secondary outputs from quarries and similar facilities.
- CheckUse this as a worker-choice check, then confirm the exact number in your current citizen UI.
Save high-expertise citizens for gear, quality-sensitive work, and rare crafting checks.
npc / citizen / settlement / worker / expertise- RequirementCheck the citizen panel before assigning long work orders or rare crafts.
- PayoffOnly affects how fast the NPC levels up.
- CheckUse this as a worker-choice check, then confirm the exact number in your current citizen UI.
Use this worker where leveling speed matters more than immediate output.
npc / citizen / settlement / worker / experience-gain- RequirementCheck the citizen panel before assigning long work orders or rare crafts.
- PayoffAffects the speed at which loyalty increases.
- CheckUse this as a worker-choice check, then confirm the exact number in your current citizen UI.
Raise loyalty before relying on this citizen for long-term specialist work.
npc / citizen / settlement / worker / loyalty-gain- RequirementProtect the Blacksmith lane before outer decoration, because gear and repairs decide the next trip.
- PayoffProtect work core
- CheckDo not move the Blacksmith to a remote edge just because there is empty space.
Bars, Coal, weapon parts, armor materials, arrows, repair goods, storage nearby, and a retreat point for night fights.
blacksmith / defense / gear / repair / storage- RequirementShrink the farm edge and protect the Food Storage path before expanding the field again.
- PayoffShrink farm edge
- CheckDo not widen fields into the raid path while citizens are already hungry.
Seeds, Wheat, Cabbage, Olives, Pine Nuts, citizen food, Ceres offering goods, Farmstead, and Food Storage.
farmstead / food-storage / defense / farm / ceres- RequirementLight the route people actually use: storage to crafting, farm to food, town to exit.
- PayoffLight real paths
- CheckDo not light a decorative loop while workers still cross a dark shortcut.
Fuel, wall repair goods, food for return trips, first-copy loot, open door space, and gate corners.
road / light / torch / gate / worker-path- RequirementPull daily work back into one readable core before adding new districts.
- PayoffPull core inward
- CheckDo not wall empty land or decorate between buildings that workers cross every minute.
Storage core, road spine, Food Storage, Workbench, Carpenter lane, repair goods, and first-copy rare drops.
layout / storage-core / road-spine / move-buildings / district- RequirementClose the gap around real work areas first, then decide whether the outer perimeter is worth the cost.
- PayoffClose work gaps
- CheckDo not build a huge perimeter that traps carts, blocks doors, or drains wall upgrades.
Lumber, Stone, Concrete, Clay, Volcanic Ash, arrows, gate materials, and repair goods.
wall / perimeter / gate / concrete / volcanic-ash- RequirementMove jobs, food, and housing into safer walking distance before recruiting more citizens.
- PayoffMove jobs closer
- CheckDo not add workers to a town that cannot feed, shelter, or defend the current group.
Citizen food, job inputs, repair goods, housing support, Food Storage, job buildings, light, and a clear return lane.
citizens / workers / housing / food-storage / jobsNo matching route check. Clear search, widen filters, or turn off saved-only.
Search Complete Building Costs, Footprints, And Unlocks
Use the full building lookup before upgrading, moving, defending, or automating a town piece.
Search and save the checks that matter to your current route.
Costs, footprints, workers, upgrades, town roles, and placement cautions.
Bosses, enemies, weaknesses, drop leads, and first-copy storage rules.
Shrines, quest gates, offerings, rare items, and routes that need save confirmation.
- 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- Routealtar and offerings
- RequirementStone x3
- StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 1
- PayoffUnlocks quests from the gods.
- ProtectRare offerings, boss drops, and quest materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Reserve road-connected shrine space and check altar requirements before spending offerings.
building / god / altar / offerings / footprint / cost- Routealtar and offerings
- RequirementStone x5; Quest: The Giant Owl
- StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 2
- PayoffGives access to more worship unlocks. Also allows for teleportation between level 2 altars.
- ProtectRare offerings, boss drops, and quest materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Reserve road-connected shrine space and check altar requirements before spending offerings.
building / god / altar / offerings / level / giant / owl / footprint / cost- Routealtar and offerings
- RequirementStone x3 Clay x2 Brick x6; Quest: Virgil's Poem
- StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 3
- PayoffGives access to even more worship unlocks.
- ProtectRare offerings, boss drops, and quest materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Reserve road-connected shrine space and check altar requirements before spending offerings.
building / god / altar / offerings / level / virgil / poem / footprint / cost- 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- 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- 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- 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- 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- 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- 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- 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- 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- Routenight defense
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffBarricade: build cost (free to build), 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 / barricade / footprint- 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- Routecitizen housing
- RequirementFree — no materials required.
- StatFootprint 2 x 3 tiles; Needs town: No
- PayoffBed: build cost (free to build), 2x3 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / bed / footprint- Routefood chain
- RequirementClay x3
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: Yes
- PayoffGenerates honeycombs.
- 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 / beehive / footprint / cost- 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- 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- 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- Routestation unlock
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffIncreases movement speed by 45%
- 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 / orange / brick / road / upgrade / footprint- 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- Routestation unlock
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffIncreases movement speed by 45%
- 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 / road / upgrade / footprint- 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- 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- 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- 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- 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- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 2 x 1 tiles; Needs town: No
- PayoffCamerabench: build cost (free to build), 2x1 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / camerabench / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffCampfire: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / campfire / footprint- 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- 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- 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- 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- 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- 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- 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- 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- 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- Routefood chain
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffCauldron: build cost (free to build), 1x1 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 / cauldron / footprint- 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- 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- 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- 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- Routesettlement route
- RequirementStone x2
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
- PayoffDeals fire damage to all creatures standing on it. Also emits 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 / coal / trap / footprint / cost- 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- Routestation unlock
- RequirementFree — no materials required.; Research: 30 x Research Paper
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
- PayoffIncreases movement speed by 60%
- 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 / road / upgrade / research / paper / footprint- Routestation unlock
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
- PayoffIncreases movement speed by 60%
- 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 / town / road / upgrade / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 3 x 3 tiles; Needs town: No
- PayoffWar Table: build cost (free to build), 3x3 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / war / table / footprint- 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- Routestation unlock
- RequirementBrick x2 Stone x2
- StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 2
- PayoffBig Bush Decoration - Level 2: build cost (2x Brick, 2x Stone), 2x2 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 / big / bush / decoration / level / footprint / cost- Routestation unlock
- RequirementConcrete x3
- StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 3
- PayoffBig Bush Decoration - Level 3: build cost (3x Concrete), 2x2 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 / big / bush / decoration / level / footprint / cost- 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- Routestation unlock
- RequirementBrick x2 Stone x2
- StatFootprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 2
- PayoffBig Tree Decoration - Level 2: build cost (2x Brick, 2x Stone), 2x2 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 / big / tree / decoration / level / footprint / cost- Routestation unlock
- RequirementConcrete x3
- StatFootprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 3
- PayoffBig Tree Decoration - Level 3: build cost (3x Concrete), 2x2 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 / big / tree / decoration / level / footprint / cost- 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- 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- 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- 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- 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- Routesettlement route
- RequirementBrick x1 Stone x1
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 2
- 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 / level / footprint / cost- Routesettlement route
- RequirementConcrete x1
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 3
- 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 / level / footprint / cost- 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- Routelate layout
- RequirementStone x8
- StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 1
- PayoffFountain: build cost (8x Stone), 3x3 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 only when it fixes the active blocker instead of adding another thing to defend.
building / decoration / late / layout / fountain / footprint / cost- Routelate layout
- RequirementStone x8
- StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 2
- PayoffFountain - Level 2: build cost (8x Stone), 3x3 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 only when it fixes the active blocker instead of adding another thing to defend.
building / decoration / late / layout / fountain / level / footprint / cost- 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- Routestation unlock
- RequirementBrick x1 Stone x2
- StatFootprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 2
- PayoffHorizontal Bush Decoration - Level 2: build cost (1x Brick, 2x Stone), 2x1 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 / horizontal / bush / decoration / level / footprint / cost- Routestation unlock
- RequirementConcrete x2
- StatFootprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 3
- PayoffHorizontal Bush Decoration - Level 3: build cost (2x Concrete), 2x1 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 / horizontal / bush / decoration / level / footprint / cost- 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- 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- Routestation unlock
- RequirementBrick x1 Stone x1
- StatFootprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 2
- PayoffSmall Bush Decoration - Level 2: build cost (1x Brick, 1x Stone), 1x1 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 / small / bush / decoration / level / footprint / cost- Routestation unlock
- RequirementConcrete x1
- StatFootprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 3
- PayoffSmall Bush Decoration - Level 3: build cost (1x Concrete), 1x1 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 / small / bush / decoration / level / footprint / cost- 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- 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- Routestation unlock
- RequirementBrick x1 Stone x2
- StatFootprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 2
- PayoffVertical Bush Decoration - Level 2: build cost (1x Brick, 2x Stone), 1x2 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 / vertical / bush / decoration / level / footprint / cost- Routestation unlock
- RequirementConcrete x2
- StatFootprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 3
- PayoffVertical Bush Decoration - Level 3: build cost (2x Concrete), 1x2 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 / vertical / bush / decoration / level / footprint / cost- 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- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffIncreases movement speed by 15%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / road / footprint- Routefood chain
- RequirementClay x3; Quest: The Scent of Memory
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
- PayoffUsed to create beer from wheat.
- 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 / beer / dolium / scent / memory / footprint / cost- Routefood chain
- RequirementClay x3; Quest: Honoring the Art
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
- PayoffUsed to create garum from fish.
- 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 / garum / dolium / honoring / art / footprint / cost- Routefood chain
- RequirementClay x3; Research: 20 x Research Paper
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
- PayoffUsed to create mead from honey.
- 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 / mead / dolium / research / paper / footprint / cost- Routefood chain
- RequirementClay x3 Worship upgrades Higher tiers of Olive Oil Dolium are unlocked by spending worship points in a god's tree, not built directly. Olive Oil Dolium Ceres · 1 p
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
- PayoffUsed to create olive oil from olive paste.
- 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 / olive / oil / dolium / footprint / cost- Routefood chain
- RequirementClay x3; Quest: In vino veritas
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
- PayoffUsed to create wine from grape paste.
- 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 / wine / dolium / vino / veritas / footprint / cost- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffExplosive Pot: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / explosive / pot / footprint- Routefood chain
- RequirementFree — no materials required.
- StatFootprint 256 x 256 tiles; Build progress 80; Needs town: No
- PayoffGiant's Farm Land: build cost (free to build), 256x256 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 / giant / farm / land / footprint- Routefood chain
- RequirementFree — no materials required.
- StatFootprint 2 x 2 tiles; Build progress 80; Needs town: No
- PayoffPrepares the ground for planting seeds.
- 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 / farm / land / footprint- 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- 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- 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- 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- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffA decorative path for your town
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / flagstone / path / footprint- 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- 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- 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- 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- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffIncendiary Pot: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / incendiary / pot / footprint- 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- Routecitizen housing
- RequirementBrick x4; Quest: Virgil's Poem; Worker: Otiosus Upgrade level 1
- StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
- PayoffA home for your jobless citizens. Increased space for each upgrade.
- 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 / virgil / poem / otiosus / upgrade / level / footprint / cost- Routecitizen housing
- RequirementConcrete x4; Worker: Otiosus Upgrade level 2
- StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
- PayoffA home for your jobless citizens. Increased space for each upgrade.
- 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 / upgrade / level / footprint / cost- 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- Routecitizen housing
- RequirementFree — no materials required.
- StatFootprint 2 x 3 tiles; Needs town: No
- PayoffLeather Bedroll: build cost (free to build), 2x3 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / leather / bedroll / footprint- 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- 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- Routestation unlock
- RequirementStone x5 Brick x4 Concrete x6; Worker: Leatherworker Upgrade level 2
- StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 3
- PayoffHouses a leatherworker who can craft gear from leather and hides. Max leatherworker 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 / leatherworker / level / upgrade / footprint / cost- Routestation unlock
- RequirementFree — no materials required.
- StatFootprint 2 x 1 tiles; Needs town: No
- PayoffLightbench: build cost (free to build), 2x1 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 / lightbench / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffLightning Pot: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / lightning / pot / footprint- 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- 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- 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- 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- 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- Routefood chain
- RequirementStone x4
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: Yes
- PayoffUsed to create flour from wheat and grind olives and grapes into paste.
- 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 / manual / mill / footprint / cost- Routestation unlock
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
- PayoffIncreases movement speed by 75%
- 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 / marble / brick / road / upgrade / footprint- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
- PayoffIncreases movement speed by 75%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / marble / road / upgrade / footprint- 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- 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- 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- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 2 x 2 tiles; Build progress 150; Needs town: No
- PayoffMassive Pot: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / massive / pot / footprint- 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- 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- 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- 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- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 2 x 1 tiles; Needs town: No
- PayoffChest: build cost (free to build), 2x1 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / chest / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffDrum: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / drum / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffLyre: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / lyre / footprint- 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- 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- 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- 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- Routecitizen housing
- RequirementFree — no materials required.
- StatFootprint 2 x 3 tiles; Needs town: No
- PayoffCamping Tent: build cost (free to build), 2x3 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / camping / tent / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffPoison Pot: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / poison / pot / footprint- 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- Routestation unlock
- RequirementStone x4 Brick x3; Worker: Potter Upgrade level 1
- StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
- PayoffHouses a potter who can produce various goods with clay. Max potter 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 / pottery / level / potter / upgrade / footprint / cost- 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- 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- 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- 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- 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- Routelate layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffDestroys a building or decoration and leaves some materials behind.
- 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 / decoration / late / layout / demolish / construction / footprint- Routenight defense
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffSelect a wall tile to be removed
- 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 / remove / walls / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffRemove a construction site
- 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 / remove / site / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffRemoves a planted crop or seed. WARNING: this will destroy the crop, not harvest it.
- 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 / remove / crop / footprint- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffSelect a road tile to be removed
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / remove / footprint- Routelate layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffRemove a tree stub
- 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 / decoration / late / layout / remove / tree / stub / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffSmall Pot: build cost (free to build), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / settlement / route / small / pot / footprint- Routesettlement route
- RequirementStone x2
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
- PayoffA sharp surprise.
- 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 / spike / trap / footprint / cost- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffIncreases movement speed by 30%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / stone / road / upgrade / footprint- 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- 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- Routestation unlock
- RequirementStone x8 Concrete x10 Brick x8; Quest: Profane Artifice; Worker: Priest
- StatFootprint 11 x 14 tiles; Build progress 360; Needs town: No
- PayoffTemple: build cost (8x Stone, 10x Concrete, 8x Brick), 11x14 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 / temple / profane / artifice / priest / footprint / cost- Routelate layout
- RequirementStone x1
- StatFootprint 2 x 2 tiles; Needs town: No
- PayoffTest Decoration: build cost (1x Stone), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / decoration / late / layout / test / footprint / cost- Routelate layout
- RequirementStone x1
- StatFootprint 2 x 2 tiles; Needs town: No
- PayoffTest Decoration: build cost (1x Stone), 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 only when it fixes the active blocker instead of adding another thing to defend.
building / decoration / late / layout / test / footprint / cost- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Current Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / dirt / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Current Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / grass / dry / plains / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Current Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / grass / plains / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Current Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / sand / desert / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Current Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / tall / grass / dry / plains / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Current Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / tall / grass / plains / footprint- 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- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffIncreases movement speed by 30%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / town / stone / road / upgrade / footprint- 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- 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- 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- Routenight defense
- RequirementConcrete x1
- StatFootprint 1 x 1 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall Corner: build cost (1x Concrete), 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 / concrete / wall / corner / footprint / cost- Routenight defense
- RequirementConcrete x1
- StatFootprint 3 x 1 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall Horizontal: build cost (1x Concrete), 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 / concrete / wall / horizontal / footprint / cost- Routenight defense
- RequirementConcrete x1
- StatFootprint 1 x 3 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall Vertical: build cost (1x Concrete), 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 / concrete / wall / vertical / footprint / cost- Routenight defense
- RequirementConcrete x1
- StatFootprint 3 x 1 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall: build cost (1x Concrete), 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 / concrete / wall / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall Corner: build cost (1x Marble), 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 / marble / wall / corner / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 3 x 1 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall Horizontal: build cost (1x Marble), 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 / marble / wall / horizontal / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 1 x 3 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall Vertical: build cost (1x Marble), 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 / marble / wall / vertical / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 3 x 1 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall: build cost (1x Marble), 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 / marble / wall / footprint / cost- Routenight defense
- RequirementStone x1
- StatFootprint 1 x 1 tiles; Build progress 30; Needs town: No
- PayoffStone Wall Corner: build cost (1x Stone), 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 / stone / wall / corner / footprint / cost- Routenight defense
- RequirementStone x1
- StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
- PayoffStone Wall Horizontal: build cost (1x Stone), 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 / stone / wall / horizontal / footprint / cost- Routenight defense
- RequirementStone x1
- StatFootprint 1 x 3 tiles; Build progress 30; Needs town: No
- PayoffStone Wall Vertical: build cost (1x Stone), 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 / stone / wall / vertical / footprint / cost- Routenight defense
- RequirementStone x1 Worship upgrades Higher tiers of Stone Wall are unlocked by spending worship points in a god's tree, not built directly. Stone Wall Vulcan · 1 p
- StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
- PayoffStone Wall: build cost (1x Stone), 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 / stone / wall / footprint / cost- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- Routesettlement route
- RequirementStone x4; Quest: The Moonstring
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
- PayoffA reusable water source, conveniently located wherever you want.
- 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 / well / moonstring / footprint / cost- Routestation unlock
- RequirementFree — no materials required.
- StatFootprint 2 x 1 tiles; Needs town: No
- PayoffWorkbench: build cost (free to build), 2x1 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 / workbench / footprint- RouteMars and boss route
- Requirement1 Defeat Medusa
- StatNPC Rewards Aegis Weapon
- PayoffA blacksmith has warned you of the danger posed by Medusa, hiding somewhere in the desert. Slaying it is no simple challenge due to her stony gaze, a way to protect yourself from her...
- 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.
Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.
quest / medusa / lair / npc / rewards / aegis / weapon / blacksmith / has / warned / you / danger- Routefood and Ceres route
- Requirement1 Construct a Leatherworker 2 Interact with the Food Storage
- StatStory Rewards Barricade Furniture
- PayoffBefore bringing citizens to your town, you must provide a place for them to live, a Food Storage for them to eat, and a place for them to work - like a Leatherworker. It...
- 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.
Check storage, food, road access, and worker jobs before placing the required building.
quest / populating / your / town / story / rewards / barricade / furniture / before / bringing / citizens / you- 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- 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- 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- Routefood and Ceres route
- Requirement1 Offer 2x Scorpion Skewers 2 Offer 2x Moretum and Bread
- StatWorld Rewards Garum Dolium Building
- PayoffI am glad to call upon you once more, favoured child, now venture into lands blessed by the ash of Vulcan's fires that leave it fertile and ripe. Offer to me the fruits of...
- 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 / art / world / rewards / garum / dolium / building / glad / call / upon / you- Routefood and Ceres route
- Requirement1 Interact with the Town Core 2 Interact with an Altar
- StatStory
- PayoffIn order to start crafting items, you need to create a town. Interact with the workbench to get started. Interact with both buildings once constructed:
- 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 / town / core / altar / story / order / start / crafting / items / you / need / create- Routefood and Ceres route
- Requirement1 Offer The Moonstring
- StatWorld Kind Fetch quest Rewards Well Building
- PayoffYou've proven yourself a true hunter, you act rather than wait. I have a hunt worthy of you. In a dungeon nearby, the Moonstring is hidden. Part of an artefact crafted by Vulcan's hands....
- 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 / moonstring / world / kind / fetch / rewards / well / building / you / proven / yourself / true- RouteDiana and hunting route
- Requirement1 Offer Sagittarii Bow 2 Offer Bronze Arcuballista 3 Offer 500x Flint Arrow 4 Offer 200x Bronze Arrow
- StatWorld Rewards Leatherworker - Level 2 Building
- PayoffYou have proven you can hunt, but it is a poor hunter who cannot fashion tools worthy of them. Either by your own hand or by that of those who follow you, you 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 / hunting / armaments / world / rewards / leatherworker / level / building / you / have / proven / can- Routecitizen settlement route
- Requirement1 Interact with a Citizen
- StatStory
- PayoffMost buildings require a citizen assigned to them in order to be able to do their jobs. Citizens can be found all across the world in some kind of shelter, or at the end...
- 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.
Check storage, food, road access, and worker jobs before placing the required building.
quest / populating / your / town / story / most / buildings / require / citizen / assigned / them / order- 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- RouteMars and boss route
- Requirement1 Win a raid
- StatWorld Rewards Pottery Building
- PayoffYou've survived, warrior! Now you must seek true conquest, and you must instigate a battle. Use a Declaration of War and emerge victorious, and I shall know you are ready for the campaigns ahead.
- 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.
Use the quest as a route checkpoint, gather only what the panel asks for, and return before spending rare goods.
quest / declaration / war / world / rewards / pottery / building / you / survived / warrior / now / must- 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- RouteMercury and trade route
- Requirement1 Offer Traveler's Coin 2 Offer Research Paper
- StatWorld Rewards University Building
- PayoffMoney is valuable. Knowledge is power. You'll need both if you ever want to be safe but you won't get that by waiting. Search, seek, discover, if you keep your eyes open you'll see...
- 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 / significant / pursuit / world / rewards / university / building / money / valuable / knowledge / power / you- 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- RouteMinerva and altar route
- Requirement1 Offer Granite Tooth
- StatWorld Rewards Brick Oven Building Carpenter's Workshop - Level 2 Building Altar - Level 3 Building Insula Building Tectonic Helmet Armor Tectonic Armor Armor Tectonic Boots Armor Tectonic Maul Weapon Tectonic Arcuballista Weapon Granite Effigy Consumable Declaration of War - The Gorgons War Declaration Salamander Jerky Food Phoenix Wing Food
- PayoffAs my memories return, so do my powers. I sense that an ancient creature long buried has awoken, hidden beneath the desert sands. It is familiar yet I cannot place it, yet even in...
- 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 / virgil / poem / world / rewards / brick / oven / building / carpenter / workshop / level / altar- Routefood and Ceres route
- Requirement1 Offer Core Vessel
- StatWorld Rewards Temple Building Carpenter's Workshop - Level 3 Building Flamen Volcanalis Hood Armor Flamen Volcanalis Robes Armor Flamen Volcanalis Boots Armor Flamen Volcanalis Bow Weapon Malleus Mechanicus Weapon Flamen Volcanalis Spellblade Weapon Declaration of War - The Burning Fallen War Declaration Declaration of War - The Cyclopelli War Declaration
- PayoffI am renewed with every offering, you have my gratitude young mortal. A darkness obscures my vision, hiding in the shadows of the volcano that has burned and scarred the land. Thousands of souls...
- 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 / profane / artifice / world / rewards / temple / building / carpenter / workshop / level / flamen / volcanalis- Routefood and Ceres route
- Requirement1 Place a Workbench
- StatStory Rewards Campfire Placeable
- PayoffCraft a Workbench Place the workbench on the ground to start constructing your town. To place objects in the world you can either place them in your hotbar, or to begin placing in the...
- 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.
Check storage, food, road access, and worker jobs before placing the required building.
quest / workbench / story / rewards / campfire / placeable / craft / place / ground / start / constructing / your- Routeboss route
- Requirement1 Hand in Phoenix Ash Sample
- StatNPC
- PayoffMy hunt for the Phoenix of Arabia has led me to you and this volcano. It has come to lay its egg which means it shall stay in this place until the egg hatches...
- 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.
Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.
quest / phoenix / arabia / npc / hunt / for / has / led / you / this / volcano / come- RouteVenus and food route
- Requirement1 Offer Amor Redivivus
- StatWorld Kind Fetch quest Rewards Beer Dolium Building
- PayoffWhile many thought only of their own survival, it was you that saved me from oblivion. I owe you a debt, darling, but I would impose on your generous nature once more. I have...
- 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 / scent / memory / world / kind / fetch / rewards / beer / dolium / building / while / many- RouteVenus and food route
- Requirement1 Offer 10x Grapes 2 Offer 5x Beer 3 Offer Drum 4 Offer Lyre
- StatWorld Rewards Wine Dolium Building
- PayoffWhere there is no wine, there is no love. I would share the former so the latter may blossom, but you must do something for me first. Offer to me grapes from the vine...
- 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 / vino / veritas / world / rewards / wine / dolium / building / where / there / love / would- RouteMars and boss route
- Requirement1 Offer 5x Coal 2 Offer 10x Wood Plank 3 Offer 10x Wood Stick
- StatWorld Rewards Automatic Scorpio Building
- PayoffI am aware but I am still weak, the flame within is smothered and I must burn bright. Offer upon the altar that which shall feed the fire, from its light I shall see...
- 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 / fueling / fires / world / rewards / automatic / scorpio / building / aware / but / still / weak- 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- Routefood and Ceres route
- Requirement1 Offer Bronze Helmet 2 Offer Bronze Chestplate 3 Offer Bronze Greaves 4 Offer Bronze Cart
- StatWorld Rewards Blacksmith - Level 2 Building
- PayoffYou fed the flame, but a flame must have purpose and so must you. The flame can help shape, mould and temper metals. Use the flame and offer me proof of your craft, if...
- 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 / proving / your / worth / world / rewards / blacksmith / level / building / you / fed / flameNo matching lookup row. Clear search, widen filters, or turn off saved-only.
Search practical town pieces, not only final-looking upgrade names.
Use these before linking outputs, inputs, storage, and trade routes.
Rows with concrete costs still need a current-save check before spending.
Use tile size before upgrading, moving, or boxing a station into a road lane.
- UnlockStarter layout choice
- CostUse the current storage option or clear drop zone your build exposes first
- SlotsNone
- InputsStone, Lumber, Clay, ore, food, rare goods, and trade goods
- OutputsReadable town lanes and fewer lost materials
- DetailPhysical hauling matters
- DetailWooden Cart support helps heavy resources
- DetailMaterial Storage should stay close to production lanes
Put basic build goods near crafting, food near farms or kitchens, rare goods away from exports, and trade goods in their own lane.
Wait if:Do not expand to a second district while first-copy goods and build materials are still mixed together.Automation:Later Logistics Tent routes should feed storage categories, not a single messy pile.Fix this before expensive upgrades, decoration, or Trading Post exports.- UnlockStarter craft before creating a town
- CostCheck the current starter recipe in your save
- SlotsNone
- InputsStarter wood, stone, flint, sticks, and first gathered goods
- OutputsTown Core, early construction access, starter crafting, building placement, infrastructure, defense, decoration, and later Logistics access after the tent unlock
- DetailTowns begin by crafting a Workbench
- DetailWorkbench crafts the Town Core
- DetailWorkbench is used for buildings, infrastructure, defense, and decorations
- DetailWorkbench can open Logistics after the Logistics Tent is available
Place it where the first town will actually work, because the Workbench is how the Town Core and early building flow begins.
Wait if:Do not walk it far from the Town Core unless the build still treats you as inside the same town area.Automation:After Logistics is unlocked, the Workbench can open the Logistics view for output-to-input links.Use it as the first construction anchor, then move planning toward storage and roads.- UnlockCraft from the Workbench
- CostCheck current Town Core recipe before placing
- SlotsNone
- InputsWorkbench access and a clear first settlement site
- OutputsCreates the town area and marks the first permanent settlement decision
- DetailPlace the Town Core to create a town
- DetailTown area can extend beyond the Workbench
- DetailOpen land and clay access help later building layout
Place it only after you know where storage, the first road spine, farms, and defense can fit.
Wait if:Wait if the site has tight rocks, blocked roads, no clay route, or no room for Food Storage and farms.Automation:No direct automation, but every later route depends on this town area being readable.Choose an open town site with clay access before placing long-term buildings.- UnlockBuild after creating a town
- CostCheck current Altar cost and god objective in your save
- SlotsNone listed
- InputsOfferings, worship choices, and later quest goods
- OutputsGod quests, worship routing, later technology or building unlocks, and later Altar travel
- DetailStrong first building after town creation
- DetailAllows interaction with gods and quests
- DetailLater unlocks teleportation between Altars
Reserve a visible shrine spot near the road spine without blocking storage, farms, or cart lanes.
Wait if:Do not spend first-copy goods until the Altar objective clearly asks for them.Automation:Keep offering goods out of cooking, Market, and Trading Post routes until the Altar check is done.Place the Altar early when god quests and later building unlocks are the next blockers.- UnlockThe Giant Owl quest
- Cost8 Lumber, 1 Clay
- SlotsNone listed
- Footprint9 x 6 tiles
- Progress200
- Tier1
- InputsResources, items, Lumber, Stone, Clay, Concrete, Bucket, and build goods
- OutputsA 50 slot storage chest and cleaner material handling
- DetailNew Material Storage has a storage chest plus material handling
- DetailUnlock: The Giant Owl
- DetailUpgrade increases max material amount
- DetailKeep Lumber, Stone, Clay, Brick, Marble, Concrete, and barrels readable before automation
Build near the main production lane so Workbench, Blacksmith, Carpenter, Quarry, Clay Pit, and Lumber Yard routes stay short.
Wait if:Wait on upgrades if the town still cannot separate build materials from food, offerings, and export goods.Automation:Use Logistics to feed it from resource buildings only after protected goods are separated.This is the row to search before upgrading, moving, or exporting materials.- UnlockTown food support
- CostCheck current Food Storage recipe in your save
- SlotsNone listed
- InputsFood items that count for citizen hunger
- OutputsFood available for citizens to consume
- DetailStores food and makes it available to citizens
- DetailCitizen hunger creates an Efficiency penalty
- DetailNot all food items contribute to citizen Hunger
Place it close to farms, Bakery, and the main work lane so citizens do not slow down from hunger.
Wait if:Wait on more citizens if this storage is empty or filled with items that do not feed citizen hunger.Automation:Feed cooked food or Bakery output into Food Storage only after you protect offering and boss-prep food.Hungry citizens work slower and can stop working when hunger reaches zero.- UnlockTown housing route after the first shelter pieces appear
- CostCheck the current house, Insula, or bedroll recipe before expanding population
- SlotsHousing can affect how many people the town can safely support
- InputsBedrolls, house space, Food Storage, nearby jobs, and safe night paths
- OutputsRespawn support, citizen room, and a cleaner place to keep unemployed or newly recruited Romans
- DetailEmpty house and bedroll routes can support respawn planning
- DetailResidential housing or Insula-style slots should follow food and job capacity
- DetailCheck the current save before adding more citizens
Add housing only after Food Storage, jobs, and roads can support the extra people.
Wait if:Wait if citizens are already hungry, idle, or walking through unsafe night routes.Automation:No direct automation; housing should sit near food and work lanes without blocking storage.Treat housing as a population decision, not decoration. More citizens are useful only when the town can feed and employ them.- UnlockAgriculture after town setup
- CostSeed, water, space, and current Farm Land placement rules
- SlotsNone by itself
- InputsSeeds, water, biome placement, and protected crop storage
- OutputsCrops for citizen food, Ceres offerings, milling, Bakery, and recipe chains
- DetailFarm Land starts the crop route
- DetailWheat can feed Flour and Bread chains
- DetailCrop routes should transition beyond hunting as the town grows
Keep the first patch compact and close to Food Storage before expanding into a wide field.
Wait if:Do not widen fields when they block roads, doors, future storage, or defense lines.Automation:Farmstead workers and Logistics chains become useful after the first crop route is stable.Shrink, move, or rebuild the farm edge only after food stock is safe.- UnlockCeres' Farmstead - Level 1
- Cost7 Lumber, 5 Stone
- Slots1 Citizen slot
- Footprint8 x 10 tiles
- Progress150
- Worked byFarmer
- Tier1
- InputsSeeds, water route, protected crop storage
- OutputsFarmer work on nearby crops and steadier crop production
- DetailHouses a farmer who can farm nearby crops
- DetailUnlock: Ceres' Farmstead - Level 1
- DetailLevel 2: Ceres, Farmstead - Level 2; max farmer rank increased to 7
Keep first harvest copies safe, then expand only after food storage and roads can support the farm edge.
Wait if:Do not make the farm wider when it blocks the road spine or drains seeds needed for offerings.Automation:Can feed later Watermill, Bakery, Food Storage, or recipe lanes through Logistics.Food support should come before more citizens, long dungeon trips, or trade exports.- UnlockStarter building choice
- CostMostly space and planning cost
- SlotsNone
- InputsClear paths between storage, crafting, farms, defenses, and exits
- OutputsShorter hauling, cleaner co-op routing, and safer night returns
Build one readable main route or loop before placing every specialized building.
Wait if:Do not decorate the spine until carts, players, and workers can move through it comfortably.Automation:Automation still needs physical clarity: buildings should face lanes that make output/input links easy to inspect.Move buildings when they narrow this path every day.- UnlockEarly survival and night pressure
- CostCurrent defense, torch, light, or fortification cost
- SlotsNone unless a defense post requires workers
- InputsFuel, repair materials, safe retreat space
- OutputsProtected crafting, farms, roads, and storage during night danger
Protect the places players actually work: storage, crafting, farms, and the return path.
Wait if:Wait on remote defense until the first settlement work area is safe.Automation:Keep fuel and repair goods near the protected work lane.A modest town with reliable defense is stronger than a large unsafe build.- UnlockWooden walls early, then stronger wall routes through progression and research
- CostCheck the current wall material before enclosing a large area
- SlotsNone
- InputsWood, Stone, Concrete, gates, repair goods, and clear walking lanes
- OutputsSafer work zones, better town defense, and fewer exposed farms or storage piles
- DetailWooden, Stone, and Concrete wall routes belong to different town stages
- DetailStronger walls are useful only if gates and work paths still make sense
- DetailConfirm dismantle or refund behavior before rebuilding a full wall line
Wall the work core first: storage, farms, crafting, and return paths before remote buildings.
Wait if:Wait if the wall would trap carts, block doors, or force every future building into a cramped corner.Automation:Keep repair and build goods close enough that rebuilding after raids does not drain the whole day.Do not build a huge perimeter around empty land. Tight walls are cheaper, easier to defend, and easier to upgrade.- UnlockFueling the Fires route with Vulcan
- CostCoal x5, Wood Plank x10, Wood Stick x10 for the unlock objective; check build cost after the reward appears
- SlotsNone listed
- InputsCoal, Wood Planks, Wood Sticks, arrows or current ammo rule, and a defended firing lane
- OutputsA stronger fixed defense point for raids and high-pressure nights
- DetailFueling the Fires asks for Coal x5, Wood Plank x10, and Wood Stick x10
- DetailReward: Automatic Scorpio
- DetailHigher defense pieces should still protect real work areas
Place it where enemies already pressure the town, not in a decorative corner.
Wait if:Wait if the town cannot feed arrow supply, repair materials, or the road lane around it.Automation:Keep ammo and repair goods near the defense line; do not let trade routes drain them.Use it to support a compact defense plan, then check higher-level versions only after the first one is worth maintaining.- UnlockBuild from the Workbench
- Cost6 Lumber, 3 Stone
- Slots1 Citizen slot
- Footprint11 x 11 tiles
- Progress150
- Worked byLumberjack
- Tier1
- InputsLumberjack worker, nearby trees, Material Storage route
- OutputsAutomatically acquired Lumber
- DetailSpeed is increased by the amount of trees nearby
- DetailLevel 2: Diana, Lumber Yard - Level 2; max lumberjack rank increased to 6
- DetailLevel 3: Diana, Lumber Yard - Level 3; max lumberjack rank increased to 8
Place near enough trees to keep speed high, then route Lumber toward Material Storage instead of a mixed export pile.
Wait if:Wait if the town needs the worker more urgently for food, defense, or a current quest unlock.Automation:Use Logistics to send Lumber into protected Material Storage after one manual check.Tree density matters, so a perfect central spot may be worse than a nearby wooded edge with a clean road.- UnlockThe Giant Owl quest for Minerva
- Cost5 Lumber, 5 Stone, 2 Clay
- Slots1 Citizen slot
- Footprint9 x 9 tiles
- Progress150
- Worked byBlacksmith
- Tier1
- InputsMetals, ore, fuel, leather support, and weapon or armor recipes
- OutputsWeapons, equipment, metal bars, smelting route, and boss-prep gear
- DetailComes with a furnace to smelt ores
- DetailLumber burns for 100 sec and Coal burns for 200 sec
- DetailWhen a citizen is not working, the furnace burns fuel 20 times slower
- DetailLevel upgrades are tied to Vulcan
- DetailCopper bars, nails, weapons, shields, and armor routes all compete for metal storage
Build when gear, tools, or boss prep are the blocker, then keep fuel and ore close enough that smelting is not a walking chore.
Wait if:Wait if food, storage, and defense still fail before the town can support a gear worker.Automation:Keep ore and bars separate from Market and Trading Post goods; smelting still needs fuel handling.The external furnace needs space outside the building, so do not box it into a tight road corner.- UnlockBuild from the Workbench; check current quest state
- Cost5 Lumber, 5 Stone
- Slots1 Citizen slot
- Footprint8 x 8 tiles
- Progress150
- Worked byLeatherworker
- Tier1
- InputsLeather, hides, wool, thread, nails, bones, linen, and armor route materials
- OutputsLeather gear, cured-hide gear routes, cloaks, thread-based armor pieces, and support equipment
- DetailHouses a leatherworker who can craft gear from leather and hides
- DetailLevel upgrades are tied to Diana
- DetailArmor and cloak routes can compete for leather, cured hide, thread, bones, and linen
Use it when armor, citizen gear, or exploration survivability is blocking the next fight or biome route.
Wait if:Wait if hunting drops, leather, or thread goods are too scarce to keep the station busy.Automation:Keep hide, leather, wool, and thread near the station but away from Food Storage and trade exports.Pairs well with Blacksmith once bronze, nails, and cured-hide recipes begin to matter.- UnlockCeres route; Fruits of the Harvest unlocks Bakery
- Cost5 Lumber, 2 Stone, 3 Clay
- Slots1 Citizen slot
- Footprint7 x 8 tiles
- Progress150
- Worked byBaker
- Tier1
- InputsFlour, Coal, and later recipe ingredients
- OutputsBread and higher job-level cooked foods
- DetailFruits of the Harvest objective: Olives x5, Pine Nuts x5, Cabbage x2
- DetailBakery Bread requires 1 Flour while pre-Bakery Campfire Bread uses 2 Flour
- DetailLevel 2: Ceres, Bakery - Level 2; max baker rank increased to 7
- DetailJob Lv.3-6 unlocks several advanced food recipes
Build after the Wheat to Flour route is stable, because Bakery Bread uses less Flour than Campfire Bread.
Wait if:Wait if Wheat, Flour, Coal, or Food Storage are not ready to support steady baking.Automation:Link Farmstead or storage to Manual Mill/Watermill, then Bakery, then Food Storage only after each step works alone.Bread is the strongest citizen-food target once the town can support the chain.- UnlockHonoring the Craft quest
- Cost8 Lumber, 6 Stone
- SlotsNone listed
- Footprint7 x 6 tiles
- Progress150
- Tier1
- InputsWater placement, Wheat, Olives, Grapes, and crop storage
- OutputsAutomatic milling for Flour and paste routes
- DetailNeeds to be placed next to water
- DetailWorks as an automatic mill
- DetailManual Mill or Watermill can make Olive Paste and Grape Paste
Place it on a water edge that still connects cleanly to farms, Bakery, and Food Storage.
Wait if:Wait if the only water spot would drag the food chain far from storage or defense.Automation:Use it as the middle link between crop output and Bakery or oil/wine prep, then save-test the chain.Water placement is the real cost; do not force a bad town layout just to automate too early.- UnlockCeres, Venus, University, or current recipe route depending on the chain
- CostCheck each Dolium, keg, or vat recipe before spending Empty Pots, bottles, fish, honey, grapes, or olives
- SlotsUsually station-dependent; check the current panel
- InputsFish, Grape Paste, Olive Paste, Empty Pots or bottles, Honey, Beer, Wine, and protected food storage
- OutputsGarum, Wine, Olive Oil, Beer, Mead, Fish Sauce, and support ingredients for stronger meals
- DetailWine Dolium creates Wine from Grape Paste
- DetailGarum Dolium creates Garum from Fish
- DetailOlive Oil uses Olive Paste and an Empty Pot at the Olive Oil Dolium
- DetailBeer, Mead, and fish-sauce routes compete for bottles, pots, and protected food inputs
Build these after plain citizen food is stable and the town needs better recipes, offerings, happiness, or boss-prep food.
Wait if:Wait if the chain would consume your last Fish, Grapes, Olives, bottles, or pots before the altar and recipe checks are done.Automation:Link crop, mill, Dolium, Bakery, and Food Storage one step at a time so one bad route does not eat rare ingredients.Keep this as a food-support chain, not an early build priority. Bread and basic storage come first.- UnlockLogistics unlock; guide reports commonly place it after Desert/Cyclops progress
- Cost6 Lumber, 4 Stone
- SlotsNone listed
- Footprint5 x 6 tiles
- Progress150
- InputsOne building Output and another building Input
- OutputsAutomatic transfer links and repeatable work orders
- DetailCrafting cost: 6 Lumber + 4 Stone
- DetailUnlocks logistics
- DetailSupports repeatable work orders
Start with one safe chain, such as Farmstead to Watermill to Bakery to Food Storage, before automating the whole town.
Wait if:Wait if storage categories are still messy or if the route can pull first-copy goods into exports.Automation:Open Logistics from the Logistics Tent, Workbench, or Carpenter's Workshop, then drag one building output into another input.Test a single link, save, reload, then expand.- UnlockSanguis Celeste quest
- Cost6 Lumber, 10 Stone, 3 Clay
- Slots1 Citizen slot
- Footprint12 x 12 tiles
- Progress150
- Worked byDigger
- Tier1
- InputsDigger worker, biome humidity, clay tiles, and storage route
- OutputsClay
- DetailSpeed is determined by humidity and nearby clay tiles
- DetailLevel upgrades are tied to Vulcan
- DetailJob Lv.1 output: Clay
- DetailSome late routes may care about Volcanic Ash or terrain-specific output, so verify placement before building far from storage
Build when Clay is the mid-tier construction bottleneck, especially before storage, Brick, Pottery, or Concrete routes expand.
Wait if:Wait if the town cannot spare a citizen or if no storage lane is ready for steady Clay.Automation:Route Clay into protected Material Storage, not directly into Concrete or trade, until build needs are safe.A no-clay location still produces Clay more slowly, so placement is a speed decision rather than a hard fail.- UnlockVulcan Quarry - Level 1
- Cost8 Lumber, 6 Stone, 3 Clay
- Slots1 Citizen slot
- Footprint13 x 12 tiles
- Progress150
- Worked byMiner
- Tier1
- InputsWorker, biome placement, Logistics route if automated
- OutputsBiome-specific minerals such as Plains/Forest Flint and Coal, and Desert Volcanic or Iron Bar routes
- DetailUnlock: Vulcan's Quarry - Level 1
- DetailUpgrades increase max Job level
- DetailPlains and Forest outputs can differ from Desert outputs
- DetailRecheck the current output panel before planning a full ore route
Use it when manual mineral hauling is blocking tools, smelting, construction, or late building chains.
Wait if:Wait if the town cannot spare a worker or if storage cannot separate stone from trade goods.Automation:Route Quarry output into Material Storage after one manual test.A Desert Quarry has different value than a Plains or Forest Quarry, so label the biome in your notes.- UnlockDeclaration of War quest
- CostCheck current Pottery cost after the quest unlock
- Slots1 Citizen slot
- InputsClay, Coal, Ember Orchid, and combat-pot materials
- OutputsSmall Pot, later Explosive Pot and Incendiary Pot routes
- DetailHouses a potter who can produce goods with clay
- DetailLevel 2: Mars, Pottery - Level 2
- DetailJob Lv.6 includes Explosive Pot and Incendiary Pot
Build when Clay is stable and pot-based combat or utility items will solve the next route.
Wait if:Wait if Clay is still needed for storage, Blacksmith, Bakery, or Concrete setup.Automation:Keep Clay Pit output protected before letting Pottery consume the town's build Clay.This is a support station, not a first-camp priority unless the current quest route demands it.- UnlockMid-game construction route after the town can support Clay and fuel
- CostCheck current kiln recipe before turning Clay into bulk Brick
- SlotsCurrent-build worker rule
- InputsClay, fuel, storage barrels or current container rule, and a protected construction lane
- OutputsBrick for stronger structures and later town upgrades
- DetailBrick routes use Clay and fuel
- DetailKeep Brick goods separate from raw Clay if both are still needed
- DetailCheck current containers before batching a long production run
Add it when Clay production is stable and Brick is the actual construction blocker.
Wait if:Wait if Clay is still needed for Blacksmith, Bakery, Pottery, Material Storage, or Concrete setup.Automation:Route Clay Pit output into protected storage before feeding a kiln so the town does not burn all build Clay.Brick is a construction bridge. It should not outrank food, storage, or first boss prep.- UnlockArt of Trade quest
- Cost8 Lumber, 6 Stone, 2 Clay
- Slots1 Citizen slot
- Footprint8 x 6 tiles
- Progress150
- Worked byMerchant
- Tier1
- InputsUnwanted goods, money route, protected storage rules
- OutputsBuys unwanted items and sells biome-dependent stock
- DetailUnlock: Art of Trade quest
- DetailSells different items depending on the biome
- DetailLevel 2 and 3 upgrades are tied to Mercury
Use it to clear true surplus or buy support items after food, tools, and build goods are protected.
Wait if:Wait if you cannot tell surplus from first-copy goods or current build inputs.Automation:Keep Market goods separate from Trading Post and build storage.Check local stock before planning a recipe or boss route around a buy item.- UnlockSignificant Pursuit quest
- Cost4 Lumber, 6 Stone, 8 Brick
- Slots1 Citizen slot
- Footprint9 x 12 tiles
- Progress150
- Worked byPhilosopher
- InputsPhilosopher worker, research route, protected rare goods, and late-biome safety
- OutputsResearch, scrolls, and access to advanced construction choices
- DetailHouses a philosopher who can perform research and create scrolls
- DetailUnlock: Significant Pursuit
- DetailConcrete Mixer is unlocked from University for 20 Research Paper
Build when the town is stable enough to push research without starving food, defense, or boss prep.
Wait if:Wait if the route to Volcano, Cyclops-tier goods, or rare storage is still unsafe.Automation:Keep Research Paper and rare goods out of Market and Trading Post routes until late unlocks are chosen.University belongs after the first town economy works; use it to unlock late systems, not to fix basic storage.- UnlockSecond-settlement route; check current University or research requirement
- Cost8 Lumber, 6 Stone
- SlotsCurrent-build worker rule
- Footprint10 x 11 tiles
- Progress150
- Research10 Research Paper
- Worked byCarrier
- InputsSource settlement, destination settlement, protected surplus
- OutputsAutomated goods movement between settlements
- DetailUse after the main settlement can survive without the exported goods
- DetailResearch or University routes may gate the current build
- DetailProtect food, boss drops, and active build materials before opening a route
Move repeatable surplus only after food, boss drops, and building goods are locked away.
Wait if:Wait if the main settlement still needs the same resource for tools, food, or upgrades.Automation:Pair with protected storage labels and one co-op route owner.Never let it see first-copy drops or current build materials by accident.- UnlockThe Giant Owl quest
- Cost7 Lumber, 2 Stone, 2 Clay
- Slots1 Citizen slot
- Footprint8 x 8 tiles
- Progress150
- Worked byCarpenter
- Tier1
- InputsOrganized Lumber, Stone, furniture materials, and construction goods
- OutputsBuilding upgrades, furniture crafting, road upgrades, and another Logistics access point
- DetailUnlocks the ability to upgrade buildings
- DetailHouses a carpenter who can craft furniture
- DetailJob Lv.3: Big Table and Stone Table
- DetailJob Lv.5: Brick Road Upgrade and Orange Brick Road Upgrade
- DetailBest placed near Material Storage and the main construction lane
Use after the road spine and storage core are already readable.
Wait if:Wait if materials are scattered, because construction help cannot fix unclear storage.Automation:Carpenter's Workshop can open Logistics after the unlock is available.Best when one player owns build planning in co-op.- UnlockUniversity for 20 Research Paper
- Cost8 Lumber, 6 Stone
- SlotsCurrent-build worker rule
- Footprint3 x 3 tiles
- Progress150
- Research20 Research Paper
- InputsClay, Volcanic Ash, and water
- OutputsConcrete
- DetailUnlock: University for 20 Research Paper
- DetailCrafting cost: 8 Lumber + 6 Stone
- DetailRecipe: Clay + Volcanic Ash + water
- DetailConcrete routes compete with Clay, Volcanic Ash, and late research needs
Build only when a late construction chain clearly needs Concrete and the Volcano material route is safe.
Wait if:Wait if Clay, Volcanic Ash, water, or Research Paper are still needed for higher-priority progression.Automation:Route Clay Pit, water, and Volcanic Ash storage carefully before batching Concrete.Concrete is a late chain, not a first settlement priority.- UnlockWorship system and god route
- CostCurrent offering, sacrifice, technology, and building costs
- SlotsDepends on current god route
- InputsOfferings, rare goods, boss drops, shrine space
- OutputsFavors, technologies, buildings, upgrades, and route choices
Reserve space early, then spend only when the favor solves a real blocker.
Wait if:Wait if the group has not agreed on rare goods, citizen risk, or first-copy boss drops.Automation:Keep offering goods out of trade and cooking routes until the altar confirms the need.Shrine decisions should be group decisions in co-op.- UnlockEarly Access addition
- CostFurniture/object collection and space cost
- SlotsNone
- InputsFurniture, objects, spare room, cosmetic time
- OutputsReadable living spaces and settlement identity
Use after roads, storage, farms, defense, and construction lanes already work.
Wait if:Wait if decoration blocks carts, doors, storage access, or night retreat paths.Automation:No automation value; keep it clear of production links.Decoration is safe when the town is already boring to run.- UnlockVenus, furniture, Sculpture Workshop, and current decoration route
- CostSpare room, decorative objects, late materials, and any current appeal upgrade cost
- SlotsNone unless a workshop is involved
- InputsFurniture, Fountain or tree decoration routes, Sculpture Workshop access, Marble or current decoration materials
- OutputsBetter town readability, appeal, comfort, and long-term citizen support
- DetailLarge tree and fountain-style routes are late comfort choices
- DetailSculpture Workshop is best treated as a late furniture route
- DetailCheck current material availability before planning around marble or rare decorative goods
Use appeal pieces after roads, storage, food, and defense are already easy to maintain.
Wait if:Wait if a decorative object blocks carts, doors, wall upgrades, farms, or storage access.Automation:No direct automation value; keep decorative paths separate from production lanes.Decoration can help the town feel finished, but it should never hide a broken food or storage route.No matching building. Clear search or widen the type/stage/blocker filter.
Furniture And Settlement Utility Rows
Use these as placement or crafting leads, not decoration chores, and save items that touch storage, routes, or comfort.
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 2
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Stack 20; Furniture Value: 20; Sell: 4
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 1 85; Sell: 37
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCheck current save
- SourceDesert Merchant level 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 2 50; Sell: 50
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Stack 100; Furniture Value: 1; Sell: 20
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCheck current save
- SourceDesert Merchant level 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 2 50; Sell: 50
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationLeatherworker
- SourceRecipe via Leatherworker, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 75; Sell: 15
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Stack 99; Furniture Value: 10; Sell: 2
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationLeatherworker
- SourceRecipe via Leatherworker, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 1 50; Sell: 30
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Stack 10; Furniture Value: 1; Sell: 20
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 1; Beehive World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Stack 20; Furniture Value: 2 50; Sell: 50
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 25; Sell: 5
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCheck current save
- SourceCheck current save
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 30; Sell: 6
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 50; Sell: 10
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 1, yields 1; Cauldron World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 50; Sell: 10
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationPottery
- SourceRecipe via Pottery, worker level 6, yields 1
- Used to makeExplosive Arrow
- ActionCraft only when storage, comfort, or building utility needs it.
- StatsTier 1; Stack 100; Furniture Value: 5; Sell: 1
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationPottery
- SourceRecipe via Pottery, worker level 6, yields 1
- Used to makeFire Arrow
- ActionCraft only when storage, comfort, or building utility needs it.
- StatsTier 2; Stack 100; Furniture Value: 4; Sell: 80
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationPottery
- SourceRecipe via Pottery, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Stack 20; Furniture Value: 2 47; Sell: 49
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationPottery
- SourceRecipe via Pottery, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 2; Stack 100; Furniture Value: 3; Sell: 60
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationPottery
- SourceRecipe via Pottery, worker level 1, yields 5
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Stack 20; Furniture Value: 10; Sell: 2
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationPottery
- SourceRecipe via Pottery, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 2; Stack 100; Furniture Value: 6; Sell: 1 20
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCheck current save
- SourceWorkbench World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 25; Sell: 5
Place or craft only when it solves storage, travel, defense, work, or comfort pressure.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 1; War Table World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 1; Furniture Value: 70; Sell: 14
No matching item. Clear search, widen filters, or turn off saved-only.
The best Romestead building upgrade is the one that fixes a real town blocker. If you searched for Romestead upgrade buildings, move buildings, move building, remove chest, move chest, remove farmland, rotate building, brick oven, quarry, Concrete Mixer, building appeal, War Table, or move Town Core, start with the route problem: storage, roads, farm edges, defense, workstations, late construction, worker fit, or Trading Post exports. Then decide whether the town should upgrade, move, or wait.
Start by naming the building problem: chest, farm, Town Core, storage, misplaced station, or upgrade order. Pair the route with Crafting when materials block the build, Fishing when food storage is the issue, and Trading Post before automation touches construction goods.
Current-build note: Plan around Workbench, Town Core, Altar, Material Storage, Food Storage, housing, Farm Land, Farmstead, Lumber Yard, Blacksmith, Leatherworker, Bakery, Watermill, Dolium food chains, Logistics Tent, Clay Pit, Quarry, Pottery, Brick Kiln, Market, University, Carpenter’s Workshop, Trading Post, Concrete Mixer, walls, Automatic Scorpio, War Table, and decoration appeal. Exact footprints, move rules, farmland cleanup rules, and some build costs still need your current Early Access save.
Quick Answer
Build and upgrade in this order: Workbench, Town Core, Altar, Food Storage, Material Storage, Farm Land or Farmstead, road spine, safe work lanes, housing only when food and jobs are ready, then resource, gear, food-chain, defense, automation, trade, research, and late-construction buildings. Decoration and remote expansion should wait until the town can survive, feed itself, craft upgrades, and move heavy materials efficiently.
Use the building list and route checks above when the blocker is more specific than “what should I build next.” Search Workbench, Town Core, Altar, Material Storage, Food Storage, housing, Farmstead, Lumber Yard, Blacksmith, Leatherworker, Bakery, Watermill, Dolium, Logistics Tent, Clay Pit, Quarry, Pottery, Brick Kiln, Market, University, Trading Post, Carpenter, Concrete Mixer, walls, Scorpio, storage, roads, food, automation, research, trade, worker attributes, or Concrete; save the rows that match your town; then run the checklist before moving, upgrading, or linking buildings.
If your blocker is material storage, moving buildings, upgrading buildings, or removing farmland, do not start with a new district. Fix the storage core, road spine, farm edge, and Trading Post route first.
Upgrade, Move, Or Wait
| Building problem | Upgrade when… | Move when… | Wait when… |
|---|---|---|---|
| Storage | More capacity or better sorting fixes daily hauling | Storage blocks roads, doors, farms, defenses, or station inputs | You have not split food, build goods, rare goods, and exports yet |
| Roads | A road upgrade shortens repeated work routes | A building narrows the town spine or traps workers | The town layout is still changing every day |
| Farms | Farmstead or food support improves survival | Farm edges block future storage, roads, or defense lines | Food reserve is too low to shrink or rebuild fields safely |
| Defense | Walls, light, or Scorpio support protects the work core | Defense misses farms, crafting, storage, or the attack path | The protected area is too large to maintain |
| Crafting station | The station solves tools, food, gear, or boss prep now | It sits too far from material storage or output storage | Inputs, worker time, or defense are not ready |
| Decoration appeal | Food, storage, roads, defense, and core work already function | Decoration blocks a route or station footprint | Appeal would spend materials needed for survival or progression |
| War Table | A boss, declaration, or combat route clearly needs it | Its placement interrupts storage, roads, or defense access | You are treating it as decoration without knowing the next fight |
| Town Core | The entire first settlement route is broken | Only after checking rebuild, storage, road, and farm costs | A smaller storage or road repair would solve the problem |
Building Searches To Route First
| Search or blocker | First building lane | Safer action |
|---|---|---|
| Upgrade buildings, upgrade building | Current UI, Workbench, Carpenter, storage, footprint | Upgrade only when the new level solves storage, crafting, food, defense, trade, research, or hauling |
| Move buildings, move chest, move Town Core | Roads, farm edges, storage core, defense line | Protect rare goods and food before changing a working route |
| Brick Oven, Brick Kiln | Clay, Brick, fuel, Pottery, late construction | Keep Clay and fuel near storage before scaling building-material crafts |
| Quarry | Biome placement, worker slot, stone/mineral route | Build after the town can spare workers and protect output storage |
| Concrete Mixer | Clay, Volcanic Ash, water, University, research | Confirm Ash, Clay, water, storage, and building need before batching Concrete |
| Building appeal, decorations, furniture | Comfort, decoration, late town identity | Wait until food, storage, roads, defenses, and core workstations are stable |
| War Table | Boss route, Carpenter output, combat planning | Confirm the next combat or declaration route before treating it as furniture |
| Town Core move | Whole-town road, farm, storage, or defense reset | Repair smaller blockers first unless the old center wastes every day |
Why A Building Will Not Upgrade
| Symptom | Check first | Better action |
|---|---|---|
| Upgrade button is missing | Current building UI, Workbench, Carpenter, Altar, or research gate | Keep the building working and open the station or quest route that unlocks upgrades |
| Upgrade appears but cost is red | Storage route, rare materials, first-copy boss drops, and trade exports | Protect the missing material before the Trading Post or co-op players spend it |
| Upgrade would block a road | Footprint, door, farm edge, and defense line | Move or rebuild the layout before upgrading |
| Farm or farmland blocks expansion | Food stock and seed reserve | Store food first, then shrink, move, or rebuild only the part blocking the road |
| Town Core or storage feels misplaced | Hauling path and workstations | Fix storage and road spine before moving the whole town plan |
| Carpenter route appears | Building upgrades, furniture, road upgrades, and utility rows | Upgrade only when it solves storage, routing, defense, food, or production |
Upgrade Or Move First?
| Your problem | Upgrade? | Move? | Better first action |
|---|---|---|---|
| Storage is full | Yes, if storage upgrade is available | Only if the storage spot blocks roads | Sort basic goods, food, rare drops, and trade goods first |
| Crafting is blocked | Yes, if the upgrade unlocks tools, gear, or station capacity | Only if the station is far from material storage | Check the exact recipe or station output |
| Roads are cramped | Not first | Yes, if a building narrows the main spine | Repair the road before placing new buildings |
| Farms block expansion | Not first | Maybe, after food is safe | Store food, then shrink or move the farm edge |
| Night danger hits work areas | Yes, if defense or light upgrade exists | Move work closer to safe routes if needed | Protect storage, crafting, and farms first |
| Citizens are idle or hungry | No | Maybe, if housing is far from food and work | Fix Food Storage and jobs before adding housing |
| Research or late construction is blocked | Yes, if University or Concrete unlocks the route | Not unless storage or roads block rare goods | Protect Research Paper, Clay, Volcanic Ash, and trade goods |
| Trading Post exports needed goods | No | Move or split storage if automation sees the wrong pile | Lock first-copy and build materials away from exports |
Upgrades are strongest when they change what the town can do today. Moving is strongest when the old layout is slowing every route. If both are tempting, fix movement first, then spend upgrade materials.
When Not To Upgrade Or Move
| Tempting action | Better delay if… | Safer fix |
|---|---|---|
| Upgrade storage | Basic goods, food, rare drops, and exports are still mixed together | Sort piles first, then upgrade the storage type that stays full |
| Move Town Core | Only one chest or farm tile is annoying | Move the small blocker before rebuilding the whole center |
| Upgrade crafting station | The station would still wait on faraway inputs | Move or split storage beside the station first |
| Build remote outpost | The first town cannot defend nights or feed citizens | Stabilize the work core before adding a second route |
| Add appeal pieces | Decoration would spend Clay, Brick, Concrete, rare wood, or worker time | Save appeal for after roads, food, defense, and building materials are boring |
| Start Trading Post route | Export goods share storage with building materials | Split protected goods from sell goods before automation sees the pile |
First Building Priority
| Priority | Building type | Why it matters |
|---|---|---|
| 1 | Workbench and Town Core | Starts the town and opens the first construction decisions |
| 2 | Altar | Opens god quests, worship choices, and later building unlock routes |
| 3 | Food Storage and Material Storage | Keeps citizens fed and keeps build goods from becoming a mixed pile |
| 4 | Farm Land and Farmstead | Starts a food base before extra citizens and long trips |
| 5 | Road spine, housing, and safe work lanes | Shortens hauling and keeps citizens, storage, farms, crafting, and defense readable |
| 6 | Wall Defense and Automatic Scorpio | Protects the compact work core before the town spreads out |
| 7 | Lumber Yard and Clay Pit | Automates heavy build materials once a worker and storage lane are ready |
| 8 | Blacksmith and Leatherworker | Unlocks gear, smelting, armor, and boss-prep work when survival basics are stable |
| 9 | Bakery, Watermill, and Dolium chains | Turns crops, fish, and paste routes into stronger food support after basics are ready |
| 10 | Logistics Tent | Links local building outputs and inputs for repeatable work |
| 11 | Quarry | Automates biome-specific minerals after the town can spare a worker and storage space |
| 12 | Market | Buys unwanted items and sells biome-dependent stock after Art of Trade |
| 13 | Carpenter’s Workshop | Unlocks building upgrades, furniture, road upgrades, and another Logistics access point |
| 14 | University and Trading Post | Opens research and moves surplus only after food and build goods are protected |
| 15 | Brick Kiln, Pottery, and Concrete Mixer | Supports combat-pot, brick, and late-construction chains after Clay and rare routes are safe |
| 16 | Decoration Appeal | Adds comfort and identity after the production town already works |
Building Tool Fields
The tool rows use the same decision shape for every building so you can compare a first-camp fix against an automation or late-construction piece.
| Field | Use it for |
|---|---|
| Category | Split storage, crafting, food, layout, defense, automation, resource, trade, god, decoration, and late construction rows |
| Stage | Decide whether the building belongs to first camp, stable nights, boss prep, automation, a second settlement, or a late route |
| Problem | Filter by the blocker: storage, roads, food, defense, walls, housing, automation, production, research, trade, stone, Concrete, offerings, gear, citizens, or co-op planning |
| Unlock and cost | Check whether the row is ready now or still depends on The Giant Owl, Ceres, Diana, Vulcan, Mercury, Mars, University research, Art of Trade, a wall route, or a current-save recipe |
| Inputs and outputs | See what goods, worker slots, biome placement, water placement, fuel, offerings, research items, wall materials, or housing support the building needs before linking it into storage |
| Wait if | Stop a tempting upgrade when it would drain food, first-copy drops, build materials, workers, or rare goods |
| Automation | Use Logistics only after one safe output-to-input link works in a saved test |
Settlement Fix Table
| Problem | Check first | Better move |
|---|---|---|
| Material storage is scattered | Are stone, lumber, ore, food, and rare drops mixed together? | Split basic build goods, food, rare goods, and trade goods into separate spots |
| Chest or storage sits in the way | Does it block the road spine, farm edge, or workstation path? | Protect rare goods before changing storage |
| You need to move buildings | Does the old position block roads, farms, storage, or defense? | Check food, storage, roads, and refund or rebuild cost before moving |
| You need to upgrade buildings | Will the upgraded footprint or cost disrupt hauling? | Upgrade storage, crafting, and defense before cosmetic or remote upgrades |
| Farmland is in the wrong place | Does it block roads or future production? | Remove or shrink fields only after food stock is safe |
| Trading Post drains materials | Are route goods mixed with build goods? | Create a protected storage pile that automation does not touch |
| Co-op builders overlap plans | Is one player owning town layout? | Assign a builder and agree on road spine before placing more permanent buildings |
Building Upgrade Checklist
Before upgrading a building, check these in order:
| Check | Pass sign |
|---|---|
| Current blocker | The upgrade solves storage, crafting, food, defense, citizens, or trade |
| Cost | The town can spend the materials without delaying tools, food, or boss prep |
| Footprint | Roads, doors, farm edges, and work lanes still fit |
| Storage route | Materials and output are close enough to use |
| Co-op rule | One builder owns the upgrade decision |
| Save test | The town reloads and the upgraded building still works |
If a building upgrade only looks nice, save it for after food, roads, and defense are boring.
Moving Buildings Checklist
Move or rebuild only when a building is causing a real route problem.
| Move reason | Good target |
|---|---|
| Storage blocks the road | Put storage beside the road spine, not inside it |
| Crafting is too far from materials | Move workstations toward the storage core |
| Farm blocks future buildings | Shift crops to a farm edge near food storage |
| Defense does not protect work areas | Move light or defenses closer to farms, crafting, and roads |
| Trading Post route sees the wrong goods | Separate export goods from protected storage |
Do not move a working town piece just because the first layout is imperfect. Move when the route cost is visible every day.
Storage First
Storage is boring until you do not have it. Romestead includes physical hauling, and heavy resources can exist as objects in the world. If there is no obvious place to put lumber, stone, ore, or food, every player creates their own mess. A storage core near the first workstations makes the whole town better before any advanced building appears.
In co-op, storage is also communication. If everyone knows where basic materials go, the builder can build, the crafter can craft, and the farmer can see whether food support needs more work.
Housing belongs after that storage check. Empty rooms, bedrolls, and citizen housing help only when Food Storage, jobs, and safe walking lanes can support the extra people.
Crafting And Artisan Buildings
Treat artisans such as blacksmiths and leatherworkers as blocker-solvers, not decoration. If night combat is rough, a weapon or armor path may be urgent. If exploration requires better gear, artisan work moves up. If the town still lacks storage, roads, or food, a new artisan building may sit idle while basic chores fail.
The best rule is to ask what the building immediately unlocks. If the answer is a stronger gather route, safer defense, or boss preparation, it is likely worth building. If the answer is “maybe later,” wait.
Farms And Food Support
A food building or farmstead may not look as exciting as combat gear, but it keeps the settlement from stalling. Build food support before adding more citizens or stretching the group into long exploration trips.
Do not make the farm the whole town. A large field without storage, roads, and defense becomes work. A compact farm attached to the town spine becomes stability.
Once basic food is stable, Bakery, Watermill, Dolium, keg, and vat routes can turn crops, fish, paste, bottles, and pots into stronger support food. Build those chains one step at a time so a recipe route does not eat the town’s last offering item or boss-prep meal.
Roads Are Power
Roads are easy to undervalue because they do not look like a resource generator. In a game with hauling, roads are production. They reduce time lost between gather routes, storage, crafting, farms, citizens, and defense. They also make the settlement easier for co-op players to understand.
Build one main road or loop before placing every specialized building. The road does not have to be perfect. It just has to give the town a shape that future buildings can attach to.
Defense Buildings And Light
Steam describes the dead walking at night. That makes light, fortifications, and defensive positions part of the first settlement priority. A town with strong crafting but no safe night rhythm is fragile. A town with modest crafting and reliable defense can survive long enough to improve.
Place defenses where players work and where enemies are likely to approach. Protect farms and crafting first. Walls and fixed defense pieces are strongest around a compact work core; a huge empty perimeter costs more and protects less.
God-Related Buildings
The Three Friends announcement describes a worship system with offerings, sacrifices, unique technologies, buildings, and upgrades. That means altar or god-related structures may become high-priority once the live build confirms costs and benefits. Until then, treat them as strategic choices. If a god structure unlocks better defense or production, it may be worth early investment. If it costs rare materials or citizens, the group should agree before spending.
University, research, Trading Post, Concrete, and decoration appeal should feel like a reward for a working town, not a fix for a broken one. If Food Storage is empty, roads are blocked, or walls do not protect the work core, late buildings will only create more chores.
Building Decision Table
| If your settlement problem is… | Build toward… |
|---|---|
| Materials are everywhere | Storage and clear drop zones |
| Players walk too much | Roads and a tighter work spine |
| Night attacks interrupt work | Light, defenses, and better combat support |
| Tools are weak | Crafting and blacksmith-style upgrades |
| Food is unstable | Farmstead, crop support, or food storage |
| Citizens are unhappy or idle | Housing, services, and work buildings |
| Boss progress stalls | Artisan gear, god upgrades, and preparation structures |
| Walls are expensive | Compact defense line, gates, and repair storage |
| Food chains consume rare goods | Bakery, Watermill, Dolium, or keg route after first-copy storage |
| Research is blocked | University, protected rare storage, and late-biome safety |
| Late construction stalls | Clay Pit, Brick Kiln, Concrete Mixer, and separated build goods |
| A second settlement lacks supplies | Trading Post route after protected goods are locked |
| Co-op players argue over placement | One builder role and a shared town spine |
Upgrade Order By Town Stage
| Town stage | Upgrade focus | Wait on |
|---|---|---|
| First camp | Storage, basic crafting, food, light | Decoration, remote buildings, risky altars |
| Stable first nights | Roads, defense, farm support, material storage | Large trade exports |
| First boss prep | Weapon, armor, food, wall line, and any station tied to gear | Cosmetic layout changes |
| After Guardian route | Carpenter, Blacksmith, Leatherworker, Altar, Material Storage, Housing, Market, or early production if your build unlocks them | Spending first-copy Guardian drops blind |
| Automation route | Logistics Tent, Lumber Yard, Clay Pit, Quarry, Bakery, Watermill, and safe storage links | Chaining every output before one link survives a reload |
| Second settlement | Trading Post, protected route storage, road access | Exporting food or current build goods |
| Research and late construction | University, Brick Kiln, Concrete Mixer, stronger walls, and decoration appeal | Rare goods, Research Paper, Clay, Volcanic Ash, or comfort pieces before survival basics |
Common Building Mistakes
Do not build far from storage just because the space looks open. Do not place artisan buildings before the town can feed and defend itself. Do not treat roads as decoration. Do not spend god-related materials before understanding the live build result. Do not add housing before food and jobs. Do not start University, Concrete, Trading Post, or decoration appeal while the first settlement still loses materials, food, or workers.
The best building order may change after Early Access patches, but the logic should hold: solve survival, solve movement, solve production, then solve progression.
Next Pages To Open
FAQ
What are the best first buildings in Romestead?
Start with Workbench, Town Core, Altar, Food Storage, Material Storage, Farm Land or Farmstead, roads, and safe work lanes before pushing artisan buildings, trade, research, or decoration.
Is the blacksmith important?
Blacksmith-style settlement work will likely matter for tools, weapons, or progression, but exact timing needs the live build.
Should I build altars early?
Build god-related structures when you understand their cost and benefit. Gods can affect technologies, upgrades, and offering routes.
Do roads count as important buildings?
Yes. Roads support hauling, citizens, defense, and co-op movement, especially if heavy resources need carts or clear paths.
How do I fix messy material storage in Romestead?
Put basic materials near crafting, food near farms and kitchens, rare goods in a protected spot, and Trading Post goods in a separate route pile so automation does not drain the town.
Should I move or upgrade buildings first?
Move or clean up buildings when the town spine is blocked. Upgrade only after storage, roads, food, and defense still work with the new footprint or cost.
How do you upgrade buildings in Romestead?
Use the upgrade option only after the building solves a current blocker. Check cost, footprint, storage route, and whether the upgraded building supports crafting, food, defense, citizens, or Trading Post routes.
Can you move buildings in Romestead?
Treat moving as a layout repair. If the live build allows relocation or rebuilding, use it when roads, farms, storage, or defenses are blocked; otherwise plan around rebuild cost.
When should I build University or late construction buildings?
Build University, Trading Post, Brick Kiln, Concrete Mixer, and decoration routes after food, storage, roads, defense, and first boss prep are stable enough to spare rare goods.