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

BuildingCostRequiresEffect
Campfirefree—Villager cap 5
Tent10 logs—+2 villager cap
Farm Plot15 logs—Farmer job

VillageFirst processing jobs

BuildingCostRequiresEffect
Sawmill30 logs, 10 stoneVillage tierSawmiller job
Dock40 logsRiver accessFisher job
Kitchen25 planksSawmillBaker job (needs tech)
Mine Shaft50 logs, 20 stoneHill tileMiner job

TownTrade & raids unlock

BuildingCostRequiresEffect
Market60 planks, 30 stoneTown tierTrade routes
Forge80 planks, 40 ingotsMine + techSmith job, tools
Library100 planks, 30 ingotsTown tierScholar job, +research
Watchpost40 planks, 20 stoneFirst raid warningGuard job, raid defense

CityMagic & policies

BuildingCostRequiresEffect
Workshop150 planks, 60 ingotsCity tierFurniture crafting
Council Hall200 planks, 100 stoneCity tierPolicies
Mage Spire250 planks, 120 ingotsCouncil + techMagic tree

CapitalGolems & wonders

BuildingCostRequiresEffect
Golem Works300 ingots, 1 Animated CoreMagic: AnimationGolem workers
Wonder foundationsvaries (a lot)Capital tierGlobal 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.