Guides
Romestead Settlement Planner: Roads, Farms, Citizens
Quick Answer
Use the settlement planner before expanding: keep storage and crafting close, farms near defense, hauling lanes clear, citizens connected, and god or altar space reserved before decoration or far buildings.
Settlement Fix Finder
Search The Town Problem Blocking Today's Run
Search raid, road, food, citizen, storage, defense, and layout checks, then save the repairs your town still needs.Search Repairs By The Town Problem
Use these checks for storage core, roads, light, farms, citizens, walls, and work lanes before moving buildings or recruiting more workers.
- 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 Buildings, Quests, Workers, And Town Blockers
Use these rows to decide whether the next fix is housing, food, storage, road access, a worker station, a quest unlock, or defense.
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- Routefood and Ceres route
- Requirement1 Equip a Pickaxe 2 Equip a Lumber Axe 3 Equip a Weapon
- StatStory Rewards Wooden Shield Weapon Wooden Bow Weapon Wooden Arcuballista Weapon Flint Arrow Ammunition
- PayoffUse the sticks and the flint shards to craft tools and weapons. The player crafting menu can be found in the inventory view. Equip items with or by dragging and dropping the item into...
- ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
- CheckIf the quest panel shows different wording, follow your save before spending or traveling.
Keep the station inputs together and craft only after the next unlock or route is visible.
quest / weapons / tools / story / rewards / wooden / shield / weapon / bow / arcuballista / flint / arrow- RouteVulcan and crafting route
- Requirement1 Collect 3x Wood Stick
- StatStory Rewards Flint Pickaxe Pickaxe Flint Axe Axe Flint Gladius Weapon Flint Hasta Weapon
- PayoffYou will also require some Wood Sticks which can be acquired by destroying bushes or skinny trees. They can also be acquired by throwing objects into large trees.
- ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
- CheckIf the quest panel shows different wording, follow your save before spending or traveling.
Keep the station inputs together and craft only after the next unlock or route is visible.
quest / acquiring / materials / story / rewards / flint / pickaxe / axe / gladius / weapon / hasta / you- 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 Earn the favor of a god
- StatWorld
- PayoffYou brought me back, but I am a single voice in a pantheon that has fallen silent. If they lost their powers and memories as I did, then perhaps they may be restored as...
- 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 / worshipping / gods / world / you / brought / back / but / single / voice / pantheon / that- RouteMinerva and altar route
- Requirement1 Offer Malformed Satyr Horn
- StatWorld Rewards Pyzifax Map location
- PayoffThe horn that you have found is most peculiar, its malformation is unique. Offer it upon the altar and I am certain I may use it to discover where it has come from. 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 / malfomed / satyr / horn / world / rewards / pyzifax / map / location / that / you / have- 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- RouteVulcan and crafting route
- Requirement1 Collect 4x Wood Plank
- StatStory Rewards Workbench Placeable Wood Stick Material
- PayoffWith a Lumber Axe equipped, your attacks can damage trees based on your Lumber Axe Power. Chop down a large tree by attacking it. Place one of the logs on top of its tree...
- ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
- CheckIf the quest panel shows different wording, follow your save before spending or traveling.
Keep the station inputs together and craft only after the next unlock or route is visible.
quest / obtain / wood / planks / story / rewards / workbench / placeable / stick / material / lumber / axe- 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- Routefood and Ceres route
- Requirement1 Collect 6x Flint Shard
- StatStory
- PayoffTo craft your first set of tools you will need Flint Shards. Pick up some Flint with and throw it using the on a Rock to generate some shards. Flint is usually found near...
- ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
- CheckIf the quest panel shows different wording, follow your save before spending or traveling.
Keep the station inputs together and craft only after the next unlock or route is visible.
quest / acquiring / materials / story / craft / your / first / set / tools / you / will / need- 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 / flame- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather x 1–2 Leather 20 % x 1 Raw Meat Cut x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / boar / check / weapon / match / leather / raw / meat / cut- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / deer / female / check / weapon / match / leather / cured / hide / raw- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / deer / male / check / weapon / match / leather / cured / hide / raw- Routedesert combat
- RequirementWeak to: —
- Stat35 HP; 3 armor
- PayoffDrop leads: Quadrans x 1–2 Flint Arrow 10 % x 1–10 Food Nuts 10 % x 2–3
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / grey / satyr / tiny / quadrans / flint / arrow / food / nuts- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather x 2–5 Cured Hide x 1–2 Raw Meat Haunch x 2 Torn Pelts x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / white / deer / female / check / weapon / match / leather / cured / hide- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather x 2–4 Cured Hide x 1–3 Raw Meat Haunch x 2 Torn Pelts x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / white / deer / male / check / weapon / match / leather / cured / hide- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Cured Hide x 1 Material Venison x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / white / deer / check / weapon / match / cured / hide / material / venison- Routedesert boss prep
- RequirementScout Temple of the Eye with food, return timing, and repaired gear.
- Stat500 HP; +33 per extra player; Temple of the Eye
- PayoffReward leads: Granite Tooth x 1 Cyclops Shard x 2–3 Nail of the Cyclops x 1–2 Quadrans x 25–30 Denarius x 6–9 Traveler's Coin x 3–4
- ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
- CheckConfirm the trigger and repeat value in the current build before farming the route.
Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.
boss / drops / combat / cyclops / temple / eye / granite / tooth / shard / nail / quadrans / denarius- Routelate boss prep
- RequirementScout The Temple of Orcus with food, return timing, and repaired gear.
- Stat700 HP; +33 per extra player; The Temple of Orcus
- PayoffReward leads: Minor Health Potion x 1
- ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
- CheckConfirm the trigger and repeat value in the current build before farming the route.
Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.
boss / drops / combat / inferi / temple / orcus / minor / health / potion- Routedesert boss prep
- RequirementScout Medusa's Gallery of Souls with food, return timing, and repaired gear.
- Stat400 HP; +33 per extra player; Medusa's Gallery of Souls
- PayoffReward leads: Mirror x 1
- ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
- CheckConfirm the trigger and repeat value in the current build before farming the route.
Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.
boss / drops / combat / medusa / gallery / souls / mirror- Routefirst boss prep
- RequirementScout Guardian of Minerva's Nest with food, return timing, and repaired gear.
- Stat225 HP; +70 per extra player; Guardian of Minerva's Nest
- PayoffReward leads: Guardian's Eye x 1 Guardians Feather x 2–3 Guardians Talon x 1–2 Copper Bar x 3–5 Quadrans x 10–70 Denarius x 1–2
- ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
- CheckConfirm the trigger and repeat value in the current build before farming the route.
Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.
boss / drops / combat / guardian / minerva / nest / eye / guardians / feather / talon / copper / bar- Routelate boss prep
- RequirementScout Scorched Shrine with food, return timing, and repaired gear.
- Stat1200 HP; +100 per extra player; Scorched Shrine
- PayoffReward leads: Phoenix Feather x 1 Pyromancer's Ring x 1–2 1.2 % Mercury's Helmet x 1–2 1.2 % Bottled Rage x 1–2 1.2 % Bow of Victoria x 1–2 1.2 % Traveler's Coin x 1–2 27.1 % Blacksmith's Gloves x...
- ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
- CheckConfirm the trigger and repeat value in the current build before farming the route.
Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.
boss / drops / combat / great / phoenix / arabia / scorched / shrine / feather / pyromancer / ring / mercury- Routedesert boss prep
- RequirementScout Pyzifax with food, return timing, and repaired gear.
- Stat500 HP; +80 per extra player; Pyzifax
- PayoffReward leads: Cape of Pyzifax Banner x 1 Traveler's Coin x 1–2 31 % Scroll of Vulcan x 1 16.7 % Physician's Cloak x 1 16.7 % Gardener's Gloves x 1 16.7 % Locusta Legatus x 1 16.7 % Fools'...
- ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
- CheckConfirm the trigger and repeat value in the current build before farming the route.
Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.
boss / drops / combat / pyzifax / cape / banner / traveler / coin / scroll / vulcan / physician / cloak- Routelate boss prep
- RequirementScout Temple of Vulcan with food, return timing, and repaired gear.
- Stat1800 HP; +33 per extra player; Temple of Vulcan
- PayoffReward leads: Core Vessel x 1 Talos Plate x 4–6 Talos Bolt x 1–2 Denarius x 12–18 Traveler's Coin x 3–4
- ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
- CheckConfirm the trigger and repeat value in the current build before farming the route.
Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.
boss / drops / combat / talos / prototype / temple / vulcan / core / vessel / plate / bolt / denarius- Routegear route
- RequirementSearch the full item database before spending.
- StatTier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 62.5
- PayoffA simple roman tunic.
- ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
- CheckUse this as an added lookup row and confirm exact behavior in your save.
Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.
item / armor / civilian / tunic / vulcan- Routegear route
- RequirementSearch the full item database before spending.
- StatTier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 52.5
- PayoffSandals — Armor in Romestead.
- ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
- CheckUse this as an added lookup row and confirm exact behavior in your save.
Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.
item / armor / sandals / vulcan- Routematerial route
- RequirementBeehive route
- StatTier 1; Stack 60; Sell 10 Quadrans; Offering Ceres + 10
- PayoffKnown use: Honey
- ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
- CheckUse this as an added lookup row and confirm exact behavior in your save.
Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.
item / material / honeycomb / beehive / honey / ceres- Routegear route
- RequirementSearch the full item database before spending.
- StatTier 2; Stack 1; Sell 50 Quadrans; Offering Mercury + 42
- PayoffDecayed Pinecone — Trinket in Romestead, tier 2.
- ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
- CheckUse this as an added lookup row and confirm exact behavior in your save.
Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.
item / trinket / decayed / pinecone / mercuryNo matching lookup row. Clear search, widen filters, or turn off saved-only.
Settlement Planner
Choose The Town Shape Before You Place More Buildings
Pick the current blocker, co-op size, hauling pressure, and night risk to decide whether the next move is storage, roads, farms, defense, citizens, or a later expansion.
Draw one road spine through storage, crafting, farm access, and the night retreat point before adding extra buildings.
A good Romestead settlement is not the biggest town you can place on day one. It is the town that keeps work short, food steady, resources close, and night danger under control. The planner above turns that into a build decision: fix storage, protect food, secure night routes, name co-op zones, hold rare god choices, or add the next artisan building.
Start from the Romestead guide hub if you want the full set of launch guides.
Last checked: May 26, 2026. This guide uses official Early Access system descriptions and live Steam status. Exact building footprints, citizen rules, costs, production rates, and upgrade chains should still be checked in the current build before spending rare goods.
Quick Answer
Build around a central work spine. Put storage, crafting, and heavy-resource drop points close together. Keep farms close enough that food does not become a long errand. Place light and defenses where players actually move at night. Leave expansion room for artisan buildings, god-related structures, and citizen needs before filling empty ground with decoration. If the planner says to fix hauling, food, night safety, or co-op labels, do that before placing another distant building.
How To Use The Settlement Planner
Pick the problem that is slowing the town now, not the building you feel like placing. The result points you to the next useful guide and gives a practical build action.
| Planner result | What it means | Best next page |
|---|---|---|
| Build spine | The town needs one readable main route before extra buildings | Best Buildings |
| Secure night | Light, retreat paths, and defense matter more than expansion | Best Buildings |
| Fix hauling | Storage, crafting, and heavy goods are wasting travel time | Resources |
| Protect food | Farms and food support are not close or safe enough | Farming |
| Name zones | Co-op players are building or gathering without shared rules | Co-op |
| Support citizens | Housing, food, work, and roads need to connect better | Beginner Guide |
| Hold rare goods | A god, boss, or altar choice could spend something important | Roadmap |
| Add artisan row | The next workstation belongs beside storage and tools | Crafting |
Starter Settlement Layout
| Zone | Purpose | Placement advice |
|---|---|---|
| Storage core | Shared materials and heavy goods | Near the main road and first workstations |
| Crafting row | Tools, gear, artisan work | Close to storage, with room for later stations |
| Farm edge | Food and crop work | Close enough to defend, not blocking future roads |
| Defense line | Night safety and retreat routes | Around likely approaches and work areas |
| Citizen area | Housing, happiness, work support | Connected by roads, not isolated at the map edge |
| God area | Altars, offerings, upgrade choices | Visible and reachable, with space for future structures |
| Hauling route | Carts, lumber, rocks, and supply trips | Clear path from wild routes to storage |
Boss, Biome, And Shrine Space
Romestead’s settlement should leave room for progression systems, not only houses and farms.
| Progression need | Settlement choice | Page to open |
|---|---|---|
| Boss prep | Keep storage, gear crafting, food, and return routes close | Bosses |
| Biome trips | Leave a clear hauling lane from wilderness routes to storage | Biomes |
| Shrine or temple | Reserve a visible space near roads, away from the storage lane | Gods |
| Co-op routes | Name who owns build, gathering, farming, defense, scouting, and rare spending | Tools |
The Town Spine
The town spine is the main path that connects storage, crafting, farms, defense, and future expansion. It can be a straight road, a compact loop, or a simple cross shape. The exact shape matters less than the habit: every important job should connect to it.
This is especially important because Romestead includes physical resource management. Steam describes heavy resources as objects you can pick up, carry, throw, haul, and move with carts. If those objects need to travel across town, a messy layout will waste time every day. A clear road gives carts and players a predictable path back to the storage core.
Building Priority
| Stage | Priority | Avoid |
|---|---|---|
| First day | Storage, light, basic crafting, food direction | Decorative sprawl |
| First safe night | Better tools, simple roads, defensive positions | Far buildings nobody can protect |
| First town push | Farmstead, artisan support, citizen basics | Multiple half-finished work areas |
| First progression push | Blacksmith or leatherworker-style upgrades, boss prep, god-related choices | Spending rare materials without a plan |
| First biome expansion | Outpost or route support if the live build supports it | Moving the whole town too early |
Where Farms Belong
Farms should be close to the settlement but not in the middle of every future road. A farm that is too far away is hard to defend and easy to forget. A farm that blocks expansion can force a rebuild when artisan buildings and citizen areas need space. Place early crops near food storage and a route back to the main work area, then expand once the town has a reliable rhythm.
For co-op, name one player as the farm lead. That does not mean nobody else helps. It means one player knows what the food loop needs and can tell the builder whether the settlement is ready for more citizens or if it needs a larger food buffer first.
Citizens And Work
Until the current build makes every citizen rule clear, treat citizens as a town resource that needs layout support. Housing should not be stranded. Work buildings should not sit far from supply. Food should be reachable. Defense should protect the areas where citizens matter.
The god system makes citizens even more important. Do not treat offering or sacrifice choices casually in a shared town. If a decision spends citizens, rare goods, or a god currency, pause long enough to understand the result.
Defense As Layout
Defense is not only walls or weapons. It is also where you stand, where you can retreat, where light reaches, and whether paths funnel enemies into areas the group can watch. If the dead walk at night, a settlement with scattered buildings creates scattered threats. A compact settlement lets players regroup.
In early co-op, the defender and builder should talk constantly. The builder decides where work happens; the defender sees where threats approach. A small adjustment to a road or light source can save more time than another weapon.
Layout Decisions
| If your problem is… | Change the layout by… |
|---|---|
| Long walks between crafting and storage | Move storage closer or create a second drop point |
| Food work interrupts everything | Bring farms closer to the main work spine |
| Night defense feels chaotic | Reduce scattered work areas and improve light coverage |
| Heavy resource trips feel slow | Clear a cart-friendly hauling route |
| Co-op players duplicate tasks | Create labeled zones for gathering, crafting, farming, and defense |
| Future buildings have no room | Stop filling empty space and reserve expansion lanes |
First Layout Pass
Use this pass before the town becomes expensive to rearrange.
- Pick one storage core that every player can find at night.
- Put basic crafting beside it, not across the settlement.
- Leave one side open for artisan buildings.
- Put farms near the town, but not across the main road.
- Mark the night retreat path with light or landmarks.
- Keep a straight or gently curved hauling lane from wild routes back to storage.
- Reserve one visible space for god-related buildings or altar choices.
- Name co-op zones before players place personal corners.
Build Or Wait Decisions
| Next idea | Build now if… | Wait if… |
|---|---|---|
| Extra storage | The current core is labeled and full | Items are scattered because nobody sorts |
| New farm area | Food demand is real and the route is defendable | You only want a prettier field |
| Artisan building | It solves the next tool, gear, or progression blocker | Storage and material routes are not ready |
| God or altar space | You understand the live result or can afford the risk | It spends rare goods or citizens without agreement |
| Distant outpost | The route repeats and shortens a real job | You only visited the area once |
| Co-op workshop | The group has shared labels and build ownership | Everyone is still duplicating stations |
Common Settlement Mistakes
The first mistake is building outward too quickly. The second is ignoring roads because the first few trips are short. The third is placing farms wherever there is open ground. The fourth is letting each co-op player place their own personal cluster. The fifth is treating god and citizen buildings as flavor rather than systems that can change progression.
Romestead’s town can look cozy later. Early, it should be legible. If you can return from gathering, drop materials, craft the next item, grab food, and reach a defense point without confusion, the settlement is doing its job.
Next Pages To Open
FAQ
How should I lay out a Romestead settlement?
Start with one main road or work spine, keep storage and crafting close, place farms near food support, and leave room for artisan buildings and defenses.
Should I build for beauty or function first?
Build for function first. Decoration is safer once food, light, hauling, crafting, and night defense work reliably.
What buildings matter most early?
Prioritize the building that solves your current blocker: storage, roads, farm support, gear crafting, citizen housing, altar space, or defense.
Do citizens matter in Romestead?
Yes. Keep citizens connected to food, work, roads, housing, and any god-related choices that could affect the town.