Buildings
Sixteen buildings across five tiers. The unlock chain matters more than the price tag.
1. Camp→2. Village→3. Town→4. City→5. Capital
Build order that survives contact with the game
Tent → Farm → Sawmill → Mine → Market. Kitchen BEFORE Forge — bread feeds the smiths; tools feed nothing if everyone is hungry. Watchpost the day you hit Town; raids do not send calendar invites.
CampWhere everyone starts
| Building | Cost | Requires | Effect |
|---|---|---|---|
| Campfire | free | — | Villager cap 5 |
| Tent | 10 logs | — | +2 villager cap |
| Farm Plot | 15 logs | — | Farmer job |
VillageFirst processing jobs
| Building | Cost | Requires | Effect |
|---|---|---|---|
| Sawmill | 30 logs, 10 stone | Village tier | Sawmiller job |
| Dock | 40 logs | River access | Fisher job |
| Kitchen | 25 planks | Sawmill | Baker job (needs tech) |
| Mine Shaft | 50 logs, 20 stone | Hill tile | Miner job |
TownTrade & raids unlock
| Building | Cost | Requires | Effect |
|---|---|---|---|
| Market | 60 planks, 30 stone | Town tier | Trade routes |
| Forge | 80 planks, 40 ingots | Mine + tech | Smith job, tools |
| Library | 100 planks, 30 ingots | Town tier | Scholar job, +research |
| Watchpost | 40 planks, 20 stone | First raid warning | Guard job, raid defense |
CityMagic & policies
| Building | Cost | Requires | Effect |
|---|---|---|---|
| Workshop | 150 planks, 60 ingots | City tier | Furniture crafting |
| Council Hall | 200 planks, 100 stone | City tier | Policies |
| Mage Spire | 250 planks, 120 ingots | Council + tech | Magic tree |
CapitalGolems & wonders
| Building | Cost | Requires | Effect |
|---|---|---|---|
| Golem Works | 300 ingots, 1 Animated Core | Magic: Animation | Golem workers |
| Wonder foundations | varies (a lot) | Capital tier | Global bonuses |
Foundation-laying superstition
Starting construction at the top of the in-game hour "locks in" cheaper roll outcomes, some claim. We timed 40 builds on and off the hour. Identical costs. Beautiful lies though.
Demolition exists
You get 50% material refund. Early mistakes are recoverable — a wrongly placed dock is a shame, not a grave. The sawmill you built before the Kitchen, however, will haunt you psychologically.