Guides

Romestead Trading Post: Safe Route Planner

GuidesRomesteadTrading PostAutomation

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.

Version focus Romestead Early Access launch build, May 2026

Trading Post Planner

Choose Safe Routes Before Exports Start

Compare source, destination, resource, risk, and stop rules before a route moves goods between settlements.
Romestead Hub
automation checks

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

automation / logistics / editing-links
route rows

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.

Open Tools Board
Lookup Rows156

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

Buildings149

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

Combat Leads0

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

Unlock Leads7

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

156route rows
building - defense - Current build
Aggro Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffA target dummy that generates aggro
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

building / settlement / route / brazier / footprint / cost
building - building - Current build
Brazier - Level 2
  • 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
building - building - Current build
Brazier - Level 3
  • 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
building - decoration - Current build
Fountain
  • 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
building - decoration - Current build
Fountain - Level 2
  • 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
building - resource - Current build
Horizontal Bush Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x1
  • StatFootprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffHorizontal Bush Decoration: build cost (1x Lumber, 1x Stone), 2x1 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

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

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

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

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

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

building / resource / automation / vertical / bush / decoration / footprint / cost
building - decoration - Current build
Road
  • 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
building - food - Current build
Beer Dolium
  • 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
building - food - Current build
Garum Dolium
  • 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
building - food - Current build
Mead Dolium
  • 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
building - food - Current build
Olive Oil Dolium
  • 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
building - food - Current build
Wine Dolium
  • 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
building - building - Current build
Explosive Pot
  • 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
building - food - Current build
Giant's Farm Land
  • 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
building - food - Current build
Farm Land
  • 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
building - food - Current build
Farmstead
  • Routefood chain
  • RequirementLumber x7 Stone x5; Quest: Honoring the Soil; Worker: Farmer
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a farmer who can farm nearby crops.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

building / settlement / route / sculptor / research / paper / footprint / cost
building - decoration - Current build
Demolish Construction
  • 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
building - defense - Current build
Remove walls
  • 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
building - building - Current build
Remove Site
  • 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
building - building - Current build
Remove Crop
  • 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
building - decoration - Current build
Remove roads
  • 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
building - decoration - Current build
Remove Tree Stub
  • 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
building - building - Current build
Small Pot
  • 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
building - building - Current build
Spike Trap
  • 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
building - decoration - Current build
Stone Road Upgrade
  • 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
building - defense - Current build
Target Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffA target dummy to test attacks against.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

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

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

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

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

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

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

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

building / resource / automation / trading / post / research / paper / carrier / footprint / cost
building - defense - Current build
Concrete Wall Corner
  • 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
building - defense - Current build
Concrete Wall Horizontal
  • 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
building - defense - Current build
Concrete Wall Vertical
  • 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
building - defense - Current build
Concrete Wall
  • 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
building - defense - Current build
Marble Wall Corner
  • 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
building - defense - Current build
Marble Wall Horizontal
  • 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
building - defense - Current build
Marble Wall Vertical
  • 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
building - defense - Current build
Marble Wall
  • 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
building - defense - Current build
Stone Wall Corner
  • 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
building - defense - Current build
Stone Wall Horizontal
  • 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
building - defense - Current build
Stone Wall Vertical
  • 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
building - defense - Current build
Stone Wall
  • 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
building - defense - Current build
Wood Wall Corner
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall Corner: build cost (1x Lumber), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

quest / giant / owl / world / rewards / logistics / tent / building / material / storage / blacksmith / carpenter
item - armor - Current build
Civilian Tunic
  • 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
item - armor - Current build
Sandals
  • 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
item - material - Current build
Honeycomb
  • 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
item - trinket - Current build
Decayed Pinecone
  • 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 / mercury
Sell Or Save Lookup

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.

Open Item Database
8sell/save checks
Boss loot - Store first - partial
Boss drops
  • 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
Food trade - Sell after reserve - Needs save check
Olive Oil
  • 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
Food trade - Feed first - partial
Food surplus
  • 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
Gear trade - Use or store - partial
Crafted gear
  • 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
Rare goods - Store until use - partial
Rare material
  • 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
Dungeon - Sort first - partial
Dungeon loot
  • 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
Container - Reserve first - partial
Pots and bottles
  • 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
Market - Spend after check - Needs save check
Coin and market stock
  • 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 route
new settlement stability

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.
new citizens or fresh outpost beds

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.
Carpenter and construction push

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.
first automation setup

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.
mid construction without starving Clay

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.
merchant and potion checks

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.
boss attempt or dangerous biome push

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.
advanced meals and offering-safe food support

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.
later biome cleanup

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.
late unlocks and research protection

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.
night defense and compact perimeter upkeep

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.
money or expansion after needs are safe

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.
late walls and construction

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.
when automation starts hurting the town

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.
Romestead Trading Post safe route planner with settlement supply routes

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 questionGood 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 actionSafe useStop if
BuyFilling a known building, food, or gear gapThe item competes with a rare route
SellRepeatable surplus after local needs are coveredFood, pots, boss drops, or first copies move
HoldRare, unknown, or boss-adjacent goodsStorage is mixed with export goods
AutomateRoute has owner, source, destination, and stop ruleNobody can explain where goods are going

Unlock And Setup Checks

CheckWhy it matters
Logistics Tent works firstLocal building links are easier to test than a full inter-town route
Mercury route is visibleTrade progress appears tied to Mercury and economy decisions
University research is unlockedTreat the University as a Trading Post setup check before planning exports
Research Papers are availableKeep Volcano research papers on the checklist if your save asks for them
Market stock is checked locallyMarket 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

RuleWhy it matters
Protect first copiesRare drops can connect to bosses, gods, crafting, or biome gates
Do not export emergency foodA town can look rich and still starve later
Keep builder goods localCarpenter and construction routes need wood, stone, and road inputs nearby
Name a route ownerCo-op automation becomes messy when everyone edits the same supply line
Save and reloadConfirms the route survives before the town depends on it
Check destination storageAutomation 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.

RouteSourceDestinationBest useStop if…
Food supportMain farmNew outpostKeeps a second settlement stableMain town citizen food drops
Housing starterMain storageHousing block or outpost shelterSets up beds and citizen supportFood Storage and jobs are not ready
Builder supplyWood and stone stockpileConstruction edgeFeeds Carpenter or road workThe storage core is still unfinished
Clay and BrickClay Pit or Clay storageBrick Kiln, Pottery, Material StorageBuilds mid-construction supplyRaw Clay is still needed elsewhere
Gear prepBlacksmith, Leatherworker, ore storageBoss prep chestPrepares armor, weapons, and repairsTown defense needs the same goods
Dolium food chainFarm, Watermill, fishing routeDolium, Bakery, Food StorageSupports advanced meals or offeringsFirst-copy food inputs are not protected
Biome returnRoute chest or outpostProtected main storageBrings rare goods home safelyFirst copies are not locked
University researchUniversity or rare storageResearch chest or late build planProtects research and late unlocksResearch Paper or rare goods are still uncertain
Wall repairMaterial StorageWall line, gate, Scorpio, repair chestKeeps compact defense workingThe wall blocks roads or carts
Surplus tradeStable production laneTrading Post exportTurns repeat goods into progressThe output is needed for buildings, bosses, or citizens
Concrete supportVolcano ash and Clay routeConcrete Mixer / late build areaSupports late construction once University research is readyWater, barrels, or first-copy ash are not protected
Emergency stopAny active exportManual storage reviewStops automation that is hurting the townProtected goods keep moving

Protected Goods Checklist

Before you press into automated export behavior, hold back these categories:

Goods typeWhy to protect it
Food and crop staplesCitizen happiness and longer routes depend on them
Current building materialsRoads, storage, farms, and artisan buildings can stall
Boss dropsThey may connect to gear, gods, or progression
First-copy biome materialsThe first unusual item should be checked before it leaves town
God offeringsShrine choices can spend resources faster than expected
Co-op personal kitPlayers 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 roadsKeep basic building goods local
A second settlementMove common goods, not rare progression items
Decoration mode projectsOnly export after survival and crafting needs are safe
Defense or night safetyFood and repair goods should stay close

Co-op Route Ownership

In co-op, the Trading Post should have rules before it has routes.

RoleWhat they decide
Route ownerSource, destination, resource, stop rule
BuilderWhich materials are protected for construction
FarmerHow much food can leave the main settlement
ScoutWhich biome goods are first copies
Boss leadWhich drops stay locked until gear and god checks
HostSave, 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

  1. Pick the closest route preset instead of inventing a broad export rule.
  2. Count food, building goods, and rare materials before automation.
  3. Move protected goods out of export storage.
  4. Create one small route.
  5. Assign a co-op owner if playing together.
  6. Save, quit, reload, and confirm the route still looks right.
  7. 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

MistakeBetter move
Exporting from the main food stockKeep an emergency food floor
Moving first-copy rare goodsLock one copy before automation
Using trade to fix bad layoutFix roads and storage first
Letting every co-op player edit routesName a route owner
Adding routes before save reloadConfirm persistence first
Treating surplus as permanentRecheck 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.