Getting Started

Hour one decides day one; day one decides week one. Follow the checklist.

  1. 1

    Camp: woodcutter x3, forager x2

    The tutorial suggests 2 woodcutters. Add the third — every building below costs logs.

  2. 2

    Tent → Farm plot

    Tent at 10 logs, farm at 15. Then swap foragers to farmers as soon as wheat flows.

  3. 3

    Village: Sawmill first, always

    Planks gate 80% of Village-tier buildings. Mine second, dock if river tile.

  4. 4

    Pantry Act ON

    First policy, day one, no debate. 10 gold/day buys offline peace of mind.

  5. 5

    2 Scholars by hour 8

    Library costs look scary; tech snowball is scarier to miss. Agriculture I first.

  6. 6

    Town: Market → Watchpost, same day

    First caravan to Greyharbor with planks. Watchpost before the first raid notice, not after.

Four Classic Wrecks

MistakeWhat it costs
Building tents for population instead of food for populationHunger spiral, full stop, everyone idles by hour 6
Skipping the Mill (flour) for the ForgeSmiths are hungry, tools stop, production stalls town-wide
Selling PLANKS to Greyharbor after Workshop existsLeaving ~3x value on the table per caravan
Zero guards at Town tier to "save on wages"One raid takes the sawmill you skipped breakfast for

"I checked on my town at 2 AM and all 12 villagers were named Bob. I don't remember doing that. 10/10." — a launch-day review that explains the global Bob shortage.

— Steam review, day 1
Is it too late to start now?

It is an idle game. Everyone is behind someone and ahead of someone. The wiki covers launch build v1.0.1; wipes are not planned per devs.

— reply from wiki staff

On the tutorial

The in-game tutorial is gentle and mostly right. It undersells woodcutters (take 3, not 2) and oversells early tents. Everything else here agrees with it.