Guides
Romestead Trading Post: Safe Route Planner
Quick Answer
Use the Romestead Trading Post only after local Logistics Tent links work, the source settlement has spare stock, and the route is actually unlocked. Before automation, choose what to buy, sell, keep protected, and who owns the route in co-op.
Trading Post Planner
Choose Safe Routes Before Exports Start
Compare source, destination, resource, risk, and stop rules before a route moves goods between settlements.Search The Item Name Before You Spend It
Use the quick chips for Core Vessel, Empty Pot, Radiant Pilum, Volcanic Ash, Concrete, Ember Cloth, Crystallized Blood, Coriander, Firescale Satchel, Shroom Bar, War Table, Grappling Hook, Beer, and Garum.
Protect the first copy. Check Talos Prototype and Pontifex gear before selling, crafting, or exporting.
- SourceCheck current save
- Used inPontifex Headpiece, Pontifex Vestments, Pontifex Sandals
- StationCheck current save
- StatsTier 6; Stack 60; Material Value: 6; Sell: 1 20
Keep enough pots for Beer, Garum, Wine, Mead, Olive Oil, and Bakery pressure before spending them elsewhere.
- SourceRecipe via Pottery, worker level 1, yields 5; Merchant level 2
- Used inBeer, Olive Oil, Garum +2 more
- StationPottery
- StatsTier 1; Stack 60; Material Value: 10; Sell: 2
Store Shaft, Tip, Shank, and related pieces together until the weapon route and boss value are clear.
- SourceFire Elemental Creature
- Used inSancta Trinita Pilum
- StationCheck current save
- StatsTier 3; Material Value: 6; Sell: 1 20
Treat Ash as a Concrete-chain resource. Confirm Clay, water, storage, and Mixer access before batching.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsCheck current save
Use routes for surplus only. Do not export first-copy boss drops, food floors, building goods, or shrine materials.
- SourceOpen route planner
- Used inRoute rules and protected goods
- StationTrading Post planner
- StatsRoute setup
Do not start late construction until Volcanic Ash, Clay, water, storage, and defense are ready.
- SourceCheck current save
- Used inConcrete Road Upgrade, Concrete Town Road Upgrade
- StationCheck current save
- StatsCheck current save
Save the first copy until Leatherworker, Firescale Satchel, Augur, and Flamen gear pressure is clear.
- SourceRecipe via Leatherworker, worker level 5, yields 1; Magus Ceres Creature
- Used inIron Thread, Iron Rod, Augur Headpiece +7 more
- StationLeatherworker
- StatsTier 1; Stack 100; Material Value: 5 50; Sell: 1 10
Store it for the altar and Pottery unlock route until the quest prompt appears in your save.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsTier 6
Check seed source and food uses before cooking, selling, or scaling a field.
- SourceCoriander Crop cultivated 1-2 100%; Coriander Crop wild 2-3 100%
- Used inScorpion Skewers, Salamander Skewer, Minutal Vulcanum
- StationCheck current save
- StatsTier 2; Stack 60; Material Value: 1; Sell: 0
Check Leatherworker, Firescale, and Ember Cloth pressure before crafting or carrying it into a risky route.
- SourceRecipe via Leatherworker, worker level 5, yields 1
- Used inNo known recipe use
- StationLeatherworker
- StatsTier 3; Consumable Value: 1 15; Sell: 23
Check station, ingredients, food value, and boss-prep use before spending mushrooms or rare food inputs.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 40; Food Value: 10; Sell: 2
Check Carpenter, Wood Plank, and boss declaration routes before treating it like ordinary furniture.
- SourceRecipe via Carpenter, worker level 1, yields 1; War Table World drop
- Used inNo known recipe use
- StationCarpenter
- StatsTier 1; Furniture Value: 70; Sell: 14
Check Blacksmith, Copper Bar, and travel utility before crafting or upgrading variants.
- SourceRecipe via Blacksmith, worker level 1, yields 1
- Used inNo known recipe use
- StationBlacksmith
- StatsTier 2; Weapon Value: 2 50; Sell: 50; Slot Offhand
Check crop, container, Dolium, and citizen-food pressure before scaling production.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsRestores 20 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 50; Sell: 10
Check Fish, Empty Pot, storage, and Bakery pressure before turning a catch into sauce.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inIsicia Marina, Gustum de Praecoquis, Isicia Omentata +6 more
- StationCitizen Work Order
- StatsTier 2; Stack 60; Material Value: 2 50; Sell: 50
No matching popular item. Clear search or open the full item database.
Test Local Automation Before Exports
Use these route checks for Logistics Tent setup, food chains, fuel, olive oil, and advanced goods before a route moves important stock.
- RequirementDefeat the Cyclops (Pyzifax) boss in the Desert biome; Build cost check: 6 Lumber + 4 Stone
- PayoffAutomate resource transfer between buildings
- CheckCheck range, stack limits, and the current building menu before making the town depend on the route.
Place it near the production core, link one output to one input, then watch the route before adding more chains.
logistics / automation / production / storage- Requirement1. Unlock
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Treat the unlock as a boss and route checkpoint, then build only after the town can spare basic materials.
logistics / automation / setup- Requirement2. Build
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Place it close to production buildings so workers, storage, and players do not lose time walking.
logistics / automation / setup- Requirement3. Access Menu
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Open the building or station interface and find the route link controls before moving goods.
logistics / automation / setup- Requirement4. Linking
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Place it close to production buildings so workers, storage, and players do not lose time walking.
logistics / automation / setup- RequirementFarmstead output: Wheat; link to Watermill.
- PayoffAutomatic wheat supply
- CheckIf storage drops after a night or reload, pause the chain and refill by hand.
Run this as a single test chain first, then keep emergency food and current build goods outside exports.
production-chain / food / logistics / farmstead / watermill- RequirementWatermill output: Flour; link to Bakery.
- PayoffAutomatic flour grinding
- CheckIf storage drops after a night or reload, pause the chain and refill by hand.
Run this as a single test chain first, then keep emergency food and current build goods outside exports.
production-chain / food / logistics / watermill / bakery- RequirementBakery output: Bread; link to Food Storage.
- PayoffAutomatic bread storage
- CheckIf storage drops after a night or reload, pause the chain and refill by hand.
Run this as a single test chain first, then keep emergency food and current build goods outside exports.
production-chain / food / logistics / bakery / food-storage- RequirementFood Storage output: Stores food.
- PayoffKeeps your town fed
- CheckIf finished goods disappear into the wrong route, remove the link and refill by hand.
Use this as the stop point for the chain, then check the storage floor before expanding automation.
production-chain / food / storage / food-storage- Requirement1: Farmstead
- PayoffFeeds Produces wheat.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / farmstead- Requirement2: Watermill
- PayoffFeeds Grinds wheat into flour.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / watermill- Requirement3: Bakery
- PayoffFeeds Turns flour into bread.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / bakery- Requirement4: Food Storage
- PayoffFeeds Fills with bread automatically.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / food-storage- RequirementLevel 2 Quarry (Coal) - linked to buildings that need fuel
- PayoffTurns a repeated hauling chore into a planned production route.
- CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.
Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.
automation / route / trade / fuel-coal- RequirementOlive production - Press - Storage (great for selling)
- PayoffTurns a repeated hauling chore into a planned production route.
- CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.
Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.
automation / route / trade / olive-oil- RequirementMultiple inputs linked to workshops for tools, weapons, or trade goods
- PayoffTurns a repeated hauling chore into a planned production route.
- CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.
Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.
automation / route / trade / advanced-goods- RequirementOne output can feed multiple inputs; daisy-chain as needed
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / connections- RequirementUnlocked with the tent - set buildings to repeat production
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / repeatable-work-orders- RequirementSome buildings (like Bakery) may have stack limits and need occasional manual restarts
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / automation-limits- RequirementConnections work within your town area - keep buildings relatively close
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / range- RequirementReturn to the Logistics menu to remove or adjust connections anytime
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / editing-linksNo matching route check. Clear search, widen filters, or turn off saved-only.
Check Buildings And Storage Before Goods Move
Search market, storage, Logistics Tent, production-chain buildings, and protected goods before linking exports or repeating a route.
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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- Routefood and Ceres route
- Requirement1 Offer Denarius
- StatWorld Rewards Market Building
- PayoffThis is a disaster! People are surviving when they need to be living. We need to fix this and you will help. You can't have Rome without coin, and I need a coin to...
- ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
- CheckIf the quest panel shows different wording, follow your save before spending or traveling.
Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.
quest / art / trade / world / rewards / market / building / this / disaster / people / are / surviving- RouteMercury and trade route
- Requirement1 Offer Traveler's Coin 2 Offer Research Paper
- StatWorld Rewards University Building
- PayoffMoney is valuable. Knowledge is power. You'll need both if you ever want to be safe but you won't get that by waiting. Search, seek, discover, if you keep your eyes open you'll see...
- ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
- CheckIf the quest panel shows different wording, follow your save before spending or traveling.
Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.
quest / significant / pursuit / world / rewards / university / building / money / valuable / knowledge / power / you- RouteMinerva and altar route
- Requirement1 Offer Guardian's Eye
- StatWorld Rewards Logistics Tent Building Material Storage Building Blacksmith Building Carpenter's Workshop Building Empty House - Level 2 Building Material Storage - Level 2 Building Altar - Level 2 Building Feathered Hood Armor Feathered Armor Armor Feathered Boots Armor Feathered Effigy Consumable Cooked Scorpion Meat Food
- PayoffYou have been asked to slay the Giant Owl that circles above. Once this is done, take one of its eyes and offer it upon an altar. The altar you can make yourself with...
- ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
- CheckIf the quest panel shows different wording, follow your save before spending or traveling.
Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.
quest / giant / owl / world / rewards / logistics / tent / building / material / storage / blacksmith / carpenter- 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.
Search Goods Before Exporting Or Selling
Use these checks to decide what to store, what can move later, and which goods should stay away from Trading Post routes.
- Do firstPut the first boss drop into protected storage, then check gear, altar, and item rows before selling repeats.
- ProtectGuardian materials, Cyclops materials, Pyzifax named rewards, Phoenix materials, unusual scrolls, tablets, declarations, and trophies.
- AvoidDo not sell the only copy of a named drop, tablet, declaration, scroll, or trophy.
boss-drop / guardian / cyclops / pyzifax / phoenix / first-copy
Open next route- Do firstCheck whether Empty Pots, Garum, Wine, Beer, Deep Fried Fish, or offerings need the same chain first.
- ProtectOlives, Olive Paste, Empty Pots, first Olive Oil, and any food route using oil.
- AvoidDo not export Olive Oil if pot supply is already blocking Garum, Beer, Wine, or Bakery food.
olive-oil / empty-pot / garum / trade / food-chain
Open next route- Do firstFill the citizen food floor and boss food chest before turning food into money.
- ProtectBread, cooked food, Garum, Fish, Eel, Ceres crops, boss-prep meals, and emergency food.
- AvoidDo not sell or export food while citizens are hungry or a boss route is planned.
food / bread / garum / fish / boss-food / citizens
Open next route- Do firstEquip or store one clean set before selling extra gear pieces.
- ProtectDruid, Bearserker, Adventuring, Feathered, Tectonic, Augur, Blacksmith goods, Leatherworker goods, and repair materials.
- AvoidDo not sell a single missing set piece because one later boss or biome may need the whole line.
gear / druid / bearserker / adventuring / feathered / tectonic / augur
Open next route- Do firstProtect the first copy and search the item row before crafting, offering, exporting, or selling.
- ProtectCore Vessel, Crystallized Blood, Ember Cloth, Firescale Satchel parts, Phoenix Ash Sample, Volcanic Ash, and altar-looking materials.
- AvoidDo not treat unknown rare materials as profit goods.
rare-material / core-vessel / crystallized-blood / ember-cloth / volcanic-ash
Open next route- Do firstReturn home, split named items from routine materials, then decide what can enter normal storage.
- ProtectNamed scrolls, tablets, declarations, rare ore, unusual food, boss-looking parts, first trophies, repair goods, and route-owner items.
- AvoidDo not let Logistics Tent or Trading Post pull from the first dump chest.
dungeon / loot / scroll / tablet / co-op / logistics
Open next route- Do firstCheck every food, drink, oil, and sauce route before putting spare containers into exports.
- ProtectEmpty Pots, bottles, Garum, Wine, Beer, Olive Oil, Deep Fried Fish, and Bakery or offering goods using containers.
- AvoidDo not sell containers while multiple food routes are waiting on the same stock.
empty-pot / bottle / garum / wine / beer / container
Open next route- Do firstCheck current Market stock, merchant biome, and route owner before spending boss-run coins or routing trade goods.
- ProtectDenarius, Quadrans, Research Paper, first merchant buys, and goods needed for University, Mercury, or Trading Post progress.
- AvoidDo not route coins or rare buys into shared storage if co-op spending rules are not clear.
denarius / quadrans / market / mercury / university / trade
Open next routeNo matching row. Clear search, widen filters, or turn off saved-only.
Food Support Route
Source:main farm or starter town
Destination:new outpost
Resource:Bread, cooked food, spare Wheat, or safe food staples
Stop if the main town's citizen food drops or Ceres offering goods are not locked.Housing Starter Route
Source:main storage and crafting core
Destination:housing block or outpost shelter
Resource:bedroll inputs, basic furniture, spare food, and road materials
Do not add housing if the destination has no Food Storage, jobs, or safe night path.Builder Supply Route
Source:wood and stone stockpile
Destination:expanding settlement edge
Resource:Lumber, Stone, Clay, roads, gates, and common construction inputs
Do not send all base materials before the source storage core and wall repairs are covered.Logistics Chain Test
Source:one producer building
Destination:one input building or storage
Resource:single safe resource, such as Stone, Lumber, Wheat, or Coal
Stop if the chain drains fuel, pots, food, or rare first copies.Clay And Brick Route
Source:Clay Pit or protected Clay storage
Destination:Brick Kiln, Pottery, Material Storage, or construction lane
Resource:Clay, fuel, Brick, barrels, and spare build goods
Pause if Blacksmith, Bakery, Pottery, or Concrete still needs raw Clay.Market Support Route
Source:repeatable surplus or coin stock
Destination:local Market or route owner
Resource:Cheese, Fish, potions, Empty Pots, or biome stock after verification
Market goods vary by biome and job level, so confirm the merchant before routing around buys.Gear Prep Route
Source:Blacksmith, Leatherworker, hunting route, or ore storage
Destination:boss prep chest near the safe exit
Resource:bars, nails, leather, cured hide, armor parts, arrows, repair goods
Stop if the same materials are needed for town defense, walls, or first-copy unlocks.Dolium Food Chain
Source:Farmstead, Watermill, fishing route, or paste storage
Destination:Dolium, Bakery, Food Storage, or boss food chest
Resource:Fish, Grape Paste, Olive Paste, Empty Pots, bottles, Garum, Wine, Olive Oil
Protect first Fish, Grapes, Olives, pots, and bottles before a chain consumes them.Biome Return Route
Source:volcanic or dungeon route chest
Destination:protected main storage
Resource:rare ore, boss materials, unusual drops
Keep first copies locked until recipes and god costs are clear.University Research Route
Source:University, Volcano route, or protected rare storage
Destination:research chest, Concrete Mixer plan, or Trading Post setup
Resource:Research Paper, scrolls, rare goods, Mercury route items, Volcano materials
Do not export Research Paper or rare goods until University, Concrete, and Trading Post choices are clear.Wall Repair Route
Source:Material Storage, Lumber Yard, Quarry, Clay Pit, or Concrete chain
Destination:wall line, gate point, Automatic Scorpio, or repair chest
Resource:Lumber, Stone, Concrete, arrows, repair goods, and gate materials
Avoid building a huge perimeter before storage, roads, and work areas fit inside it.Trade Surplus Route
Source:stable production lane
Destination:Trading Post export
Resource:repeatable surplus goods
Only export goods that are not blocking buildings, bosses, or citizen care.Concrete Supply Route
Source:Volcano ash, Clay, and water buckets/barrels
Destination:Concrete Mixer near late construction
Resource:Volcanic Ash, Clay, water, empty barrels, Concrete
Concrete Mixer needs University research and current-build interaction checks before bulk routing.Emergency Stop Route
Source:any active export route
Destination:manual storage review
Resource:food, build goods, boss drops, rare biome items, offerings
Stop the route, move protected goods out of export storage, then rebuild one route at a time.
The Romestead Trading Post route picker and automation checks above start with the safest local test: make one Logistics Tent link work before exports drain the settlement that needs those goods. The Trading Post is a confirmed Early Access launch addition, and it matters because Romestead is not only a backpack-crafting game. Heavy goods, settlement storage, citizens, food, buildings, bosses, and god choices all compete for the same materials.
Use Item Database before a route touches unfamiliar goods, Best Buildings before automation touches construction stock, and Bosses before boss drops move between settlements.
Use local Logistics links, Altar level, Mercury progress, University research, and Volcano research papers as setup checks before a main settlement depends on Trading Post automation. Exact item rules, route capacity, timing, and export filters should be checked in your own save.
Quick Answer
Do not automate a route until the source settlement has true surplus. Test one local production chain first, choose the closest preset route, check source, destination, resource, risk, and co-op owner, then add the next route only after storage stays healthy. If the route moves food, boss materials, first-copy biome drops, or current construction goods, pause and protect those items first.
| Route question | Good answer before automation |
|---|---|
| What is the source? | A settlement with spare stock after food, building, and defense needs |
| What is the destination? | A settlement with storage, road access, and a real project |
| What moves? | Repeatable surplus, support food, or common construction goods |
| What stays protected? | First-copy rare goods, boss drops, god offerings, current build inputs |
| Who owns it in co-op? | One player who can stop, adjust, or explain the route |
| Route action | Safe use | Stop if |
|---|---|---|
| Buy | Filling a known building, food, or gear gap | The item competes with a rare route |
| Sell | Repeatable surplus after local needs are covered | Food, pots, boss drops, or first copies move |
| Hold | Rare, unknown, or boss-adjacent goods | Storage is mixed with export goods |
| Automate | Route has owner, source, destination, and stop rule | Nobody can explain where goods are going |
Unlock And Setup Checks
| Check | Why it matters |
|---|---|
| Logistics Tent works first | Local building links are easier to test than a full inter-town route |
| Mercury route is visible | Trade progress appears tied to Mercury and economy decisions |
| University research is unlocked | Treat the University as a Trading Post setup check before planning exports |
| Research Papers are available | Keep Volcano research papers on the checklist if your save asks for them |
| Market stock is checked locally | Market sells different items depending on biome and job level |
Use this as a warning list, not a final quest walkthrough. If your save has a different unlock order, follow the in-game objective and keep the same protection rules.
Trading Post Route Rules
| Rule | Why it matters |
|---|---|
| Protect first copies | Rare drops can connect to bosses, gods, crafting, or biome gates |
| Do not export emergency food | A town can look rich and still starve later |
| Keep builder goods local | Carpenter and construction routes need wood, stone, and road inputs nearby |
| Name a route owner | Co-op automation becomes messy when everyone edits the same supply line |
| Save and reload | Confirms the route survives before the town depends on it |
| Check destination storage | Automation is useless if goods arrive where nobody can spend them |
Best Route Presets
Start with routes that reduce repeated hauling but do not risk progression. The route presets above are a shortlist, not a command to automate every line at once.
| Route | Source | Destination | Best use | Stop if… |
|---|---|---|---|---|
| Food support | Main farm | New outpost | Keeps a second settlement stable | Main town citizen food drops |
| Housing starter | Main storage | Housing block or outpost shelter | Sets up beds and citizen support | Food Storage and jobs are not ready |
| Builder supply | Wood and stone stockpile | Construction edge | Feeds Carpenter or road work | The storage core is still unfinished |
| Clay and Brick | Clay Pit or Clay storage | Brick Kiln, Pottery, Material Storage | Builds mid-construction supply | Raw Clay is still needed elsewhere |
| Gear prep | Blacksmith, Leatherworker, ore storage | Boss prep chest | Prepares armor, weapons, and repairs | Town defense needs the same goods |
| Dolium food chain | Farm, Watermill, fishing route | Dolium, Bakery, Food Storage | Supports advanced meals or offerings | First-copy food inputs are not protected |
| Biome return | Route chest or outpost | Protected main storage | Brings rare goods home safely | First copies are not locked |
| University research | University or rare storage | Research chest or late build plan | Protects research and late unlocks | Research Paper or rare goods are still uncertain |
| Wall repair | Material Storage | Wall line, gate, Scorpio, repair chest | Keeps compact defense working | The wall blocks roads or carts |
| Surplus trade | Stable production lane | Trading Post export | Turns repeat goods into progress | The output is needed for buildings, bosses, or citizens |
| Concrete support | Volcano ash and Clay route | Concrete Mixer / late build area | Supports late construction once University research is ready | Water, barrels, or first-copy ash are not protected |
| Emergency stop | Any active export | Manual storage review | Stops automation that is hurting the town | Protected goods keep moving |
Protected Goods Checklist
Before you press into automated export behavior, hold back these categories:
| Goods type | Why to protect it |
|---|---|
| Food and crop staples | Citizen happiness and longer routes depend on them |
| Current building materials | Roads, storage, farms, and artisan buildings can stall |
| Boss drops | They may connect to gear, gods, or progression |
| First-copy biome materials | The first unusual item should be checked before it leaves town |
| God offerings | Shrine choices can spend resources faster than expected |
| Co-op personal kit | Players may be carrying gear for a planned route |
The easiest mistake is letting a route export something because it looks abundant for one evening. Wait until the same good is abundant after food, crafting, defense, and the next building are already covered.
Carpenter And Building Routes
Current launch notes also name the Carpenter as a new occupation. That matters for Trading Post planning because automated routes can feed construction work. If one settlement is becoming a build hub, treat wood, stone, road inputs, and common construction materials as protected until the builder says there is surplus.
| If the Carpenter is working on… | Route behavior |
|---|---|
| Storage and roads | Keep basic building goods local |
| A second settlement | Move common goods, not rare progression items |
| Decoration mode projects | Only export after survival and crafting needs are safe |
| Defense or night safety | Food and repair goods should stay close |
Co-op Route Ownership
In co-op, the Trading Post should have rules before it has routes.
| Role | What they decide |
|---|---|
| Route owner | Source, destination, resource, stop rule |
| Builder | Which materials are protected for construction |
| Farmer | How much food can leave the main settlement |
| Scout | Which biome goods are first copies |
| Boss lead | Which drops stay locked until gear and god checks |
| Host | Save, reload, and route persistence checks |
One route owner does not mean one player does all the work. It means the group knows who can answer “why is this item moving?” when a settlement suddenly lacks supplies.
Safe Setup Route
- Pick the closest route preset instead of inventing a broad export rule.
- Count food, building goods, and rare materials before automation.
- Move protected goods out of export storage.
- Create one small route.
- Assign a co-op owner if playing together.
- Save, quit, reload, and confirm the route still looks right.
- Watch the destination for one route cycle before adding a second route.
If a route behaves strangely, stop with one route. Do not stack three more automation lines while you are still unsure which goods are moving.
Common Trading Post Mistakes
| Mistake | Better move |
|---|---|
| Exporting from the main food stock | Keep an emergency food floor |
| Moving first-copy rare goods | Lock one copy before automation |
| Using trade to fix bad layout | Fix roads and storage first |
| Letting every co-op player edit routes | Name a route owner |
| Adding routes before save reload | Confirm persistence first |
| Treating surplus as permanent | Recheck after building, boss prep, and citizen needs |
Next Pages To Open
FAQ
What does the Trading Post do in Romestead?
Current Early Access launch notes describe the Trading Post as a way to set up automated trade routes between settlements. Use it to move spare goods, not to empty the source town.
What should I protect before starting a trade route?
Protect food, current building materials, first-copy boss drops, unusual biome materials, and anything that may be needed for gods or crafting.
Should co-op groups automate trade routes?
Yes, but one player should own each route. Name the source, destination, protected goods, and stop rule before the route runs.
Does the Carpenter change Trading Post planning?
The Carpenter can make construction planning more important because automated routes may feed build projects. Keep builder goods close to the settlement that needs them.