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  4. Buildings

All 90 Buildings and What They Do in Fabledom

Updated on November 1, 2026 (3 days ago)

Fabledom is a cozy fairytale city builder where you grow a village of fablings, the townsfolk who live and work for you. Buildings are how you do nearly everything in it, from housing and employing your fablings to feeding them, keeping them happy and defending your kingdom. Some buildings also open courting and diplomacy with the six rulers who share the map.

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Showing 85 of 90 items.

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Build Menu Section

Essentials

8 items

Laborers Hut

Two builders carry materials to construction sites.

Build Cost
25 Coins, 10 Wood
Upkeep
0 Coins
Workers
2 Peasants or Commoners
Residents
-
Effect / Output
Employs two builders who carry 5 resources per trip and construct buildings when materials are available.
Size
1 x 1
Unlock
Available from the start

Laborers Guild

Three Commoners haul more resources per trip for building work.

Build Cost
150 Coins, 10 Plank, 30 Stone Brick
Upkeep
15 Coins
Workers
3 Commoners
Residents
-
Effect / Output
Employs three builders who carry 10 resources per trip, with the same build speed as a Laborers Hut.
Size
1 x 2
Unlock
Big Town (120 population)

Hospital

A staffed hospital treats sickness and improves nearby desirability.

Build Cost
300 Coins, 30 Plank, 30 Stone Brick
Upkeep
30 Coins
Workers
3 Commoners
Residents
-
Effect / Output
Cures sick Fablings and adds 5 desirability within 9 squares.
Size
3 x 3
Unlock
Town (90 population)

Bank

A fully staffed bank opens tax settings for Peasants and Commoners.

Build Cost
500 Coins, 30 Plank, 30 Stone Brick
Upkeep
5 Coins
Workers
3 Commoners
Residents
-
Effect / Output
Unlocks tax controls and adds 5 desirability within 9 squares.
Size
3 x 3
Unlock
Big Town (120 population)

Messengers Guild

Its workers handle messages between the kingdom and other realms.

Build Cost
100 Coins, 20 Stone, 10 Plank
Upkeep
10 Coins
Workers
2 Peasants or Commoners
Residents
-
Effect / Output
Sends up to two messages at once and adds 5 desirability within 9 squares.
Size
2 x 2
Unlock
Small Village (18 population)

Embassy

An Embassy opens missions and trade with other realms.

Build Cost
500 Coins, 20 Plank, 50 Stone Brick
Upkeep
40 Coins
Workers
4 Commoners
Residents
-
Effect / Output
Enables missions and trading, and adds 5 desirability within 9 squares.
Size
4 x 4
Unlock
Big Town (120 population)

Fairy Tower

The tower provides housing for the kingdom’s first five Fairies.

Build Cost
800 Coins, 100 Prismatic Liquid, 150 Plank
Upkeep
20 Coins
Workers
-
Residents
5 Fairies
Effect / Output
Houses up to five Fairies that move resources between buildings in the shared work area.
Size
3 x 3
Unlock
Big City (210 population)

Fairy Pillar

A Fairy Pillar raises the kingdom-wide Fairy housing cap by two.

Build Cost
400 Coins, 50 Prismatic Liquid, 80 Plank
Upkeep
10 Coins
Workers
-
Residents
2 Fairies
Effect / Output
Adds housing for two more Fairies in the shared work area.
Size
-
Unlock
Requires a Fairy Tower

Build Menu Section

Basic

25 items

Homestead

A Homestead houses three Peasants and needs a nearby Basic Well.

Build Cost
25 Coins, 15 Wood
Upkeep
0 Coins
Workers
-
Residents
3 Peasants
Effect / Output
Houses up to 3 Peasants and lowers Town House desirability by 10 within 7 squares.
Size
1 x 1
Unlock
Available from the start

Clothing Line

A Clothing Line is a Homestead add-on that raises desirability by 3.

Build Cost
10 Coins
Upkeep
-
Workers
-
Residents
-
Effect / Output
Adds 3 desirability to its Homestead.
Size
1 x 1
Unlock
Built on a Homestead foundation

Dog House

A Dog House is a Homestead add-on that raises desirability by 3.

Build Cost
10 Coins
Upkeep
-
Workers
-
Residents
-
Effect / Output
Adds 3 desirability to its Homestead.
Size
1 x 1
Unlock
Built on a Homestead foundation

Outhouse

An Outhouse is a Homestead add-on that raises desirability by 3.

Build Cost
10 Coins
Upkeep
-
Workers
-
Residents
-
Effect / Output
Adds 3 desirability to its Homestead.
Size
1 x 1
Unlock
Built on a Homestead foundation

Small Greenhouse

A Small Greenhouse adds one Homegrown per day outside winter.

Build Cost
10 Coins
Upkeep
-
Workers
-
Residents
-
Effect / Output
Produces 1 Homegrown per day for its Homestead, except in winter.
Size
1 x 1
Unlock
Built on a Homestead foundation

Beehive

A Beehive adds one Homegrown per day outside winter.

Build Cost
10 Coins
Upkeep
-
Workers
-
Residents
-
Effect / Output
Produces 1 Homegrown per day for its Homestead, except in winter.
Size
1 x 1
Unlock
Built on a Homestead foundation

Apple Tree

An Apple Tree adds one Homegrown per day outside winter.

Build Cost
10 Coins
Upkeep
-
Workers
-
Residents
-
Effect / Output
Produces 1 Homegrown per day for its Homestead, except in winter.
Size
1 x 1
Unlock
Built on a Homestead foundation

Small Chicken Coop

A Small Chicken Coop adds one Homegrown per day outside winter.

Build Cost
10 Coins
Upkeep
-
Workers
-
Residents
-
Effect / Output
Produces 1 Homegrown per day for its Homestead, except in winter.
Size
1 x 1
Unlock
Built on a Homestead foundation

Basic Well

A Basic Well supplies the water need for Homesteads.

Build Cost
25 Coins, 5 Wood, 10 Stone
Upkeep
2 Coins
Workers
-
Residents
-
Effect / Output
Provides water to Homesteads.
Size
1 x 1
Unlock
Requires a Homestead

Condominium

A Condominium hub supports its attached Town Houses and Town Shops.

Build Cost
100 Coins, 20 Plank, 5 Stone Brick
Upkeep
10 Coins
Workers
3 Commoners
Residents
-
Effect / Output
Serves as the hub for Town House housing and employs up to three Commoners to restock attached homes.
Size
1 x 1
Unlock
Small Town (65 population)

Town House

A Town House provides second-tier housing for two Commoners.

Build Cost
50 Coins, 5 Plank, 5 Stone Brick
Upkeep
-
Workers
-
Residents
2 Commoners
Effect / Output
Houses up to 2 Commoners and needs a nearby Town Well and Sewer Drain.
Size
1 x 1
Unlock
Small Town (65 population)

Town Shop

A staffed Town Shop shortens food trips and raises nearby Town House happiness.

Build Cost
50 Coins, 5 Plank, 5 Stone Brick
Upkeep
5 Coins
Workers
1 Commoner
Residents
-
Effect / Output
Resells one selected food good to nearby Town Houses and adds 5 happiness within 2 squares.
Size
1 x 1
Unlock
Small Town (65 population)

Courtyard Arch

A Courtyard Arch links the paths between buildings in a Condominium courtyard.

Build Cost
10 Coins, 5 Stone Brick
Upkeep
-
Workers
-
Residents
-
Effect / Output
Lets Fablings walk through the courtyard inside a Condominium.
Size
-
Unlock
Built on a Condominium foundation

Town Well

A Town Well supplies the water need for Town Houses.

Build Cost
50 Coins, 5 Plank, 10 Stone Brick
Upkeep
5 Coins
Workers
-
Residents
-
Effect / Output
Provides water to Town Houses.
Size
1 x 1
Unlock
Small Town (65 population)

Sewer Drain

A Sewer Drain handles the sewage need for nearby Town Houses.

Build Cost
25 Coins, 5 Stone Brick
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Satisfies the sewage need of Town Houses.
Size
1 x 1
Unlock
Small Town (65 population)

Palace Main Hall

The Palace Main Hall is the hub for its attached palace buildings.

Build Cost
1,000 Coins, 100 Plank, 60 Stone Brick, 100 Iron
Upkeep
30 Coins
Workers
5 Commoners
Residents
-
Effect / Output
Employs up to five Commoners and anchors the palace buildings on its foundation.
Size
2 x 4
Unlock
City (180 population); requires Living Quarters

Living Quarters

Living Quarters house the Nobles who staff palace buildings.

Build Cost
400 Coins, 80 Plank, 50 Stone Brick, 50 Iron
Upkeep
30 Coins
Workers
-
Residents
20 Nobles
Effect / Output
Houses up to 20 Nobles and takes no staff of its own.
Size
1 x 3
Unlock
Built on a Palace Main Hall foundation

Feast Hall

A fully staffed Feast Hall turns Grape Juice into supplies for feasts.

Build Cost
300 Coins, 50 Iron, 50 Plank, 30 Stone Brick
Upkeep
30 Coins
Workers
3 Nobles
Residents
-
Effect / Output
Converts 2 Grape Juice into 1 Feast Supply and needs all three Noble workers to open.
Size
12 squares
Unlock
Requires a Palace Main Hall

Wedding Hall

The Wedding Hall is where a completed courtship ends in marriage.

Build Cost
1,000 Coins, 50 Iron, 75 Plank, 50 Stone Brick
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Hosts the wedding after a courtship is complete.
Size
8 squares
Unlock
Requires a Palace Main Hall

Ministry of Aristocracy

Each Noble in the Ministry of Aristocracy reduces family aid.

Build Cost
1,000 Coins, 50 Stone Brick
Upkeep
10 Coins
Workers
4 Nobles
Residents
-
Effect / Output
Reduces family aid by 20 per Noble, up to 80 when fully staffed.
Size
3 x 3
Unlock
Requires a Palace Main Hall

Ministry of Culture

The Ministry of Culture raises kingdom-wide happiness as Nobles staff it.

Build Cost
600 Coins, 100 Iron, 80 Plank, 30 Stone Brick
Upkeep
40 Coins
Workers
3 Nobles
Residents
-
Effect / Output
Adds 5 global happiness per Noble, up to 15 when fully staffed.
Size
2 x 3
Unlock
Requires a Palace Main Hall

Ministry of Diplomacy

The Ministry of Diplomacy shortens offworld missions as Nobles staff it.

Build Cost
600 Coins, 100 Iron, 80 Plank, 30 Stone Brick
Upkeep
40 Coins
Workers
3 Nobles
Residents
-
Effect / Output
Reduces offworld mission duration by 30% per Noble, up to 90% when fully staffed.
Size
2 x 3
Unlock
Requires a Palace Main Hall

Ministry of Nourishment

The Ministry of Nourishment reduces hunger for the kingdom.

Build Cost
600 Coins, 100 Iron, 80 Plank, 30 Stone Brick
Upkeep
40 Coins
Workers
3 Nobles
Residents
-
Effect / Output
Reduces hunger by 10% per Noble, up to 30% when fully staffed.
Size
2 x 4
Unlock
Requires a Palace Main Hall

Ministry of Parks

The Ministry of Parks increases the desirability provided by Beauty.

Build Cost
600 Coins, 100 Iron, 80 Plank, 30 Stone Brick
Upkeep
40 Coins
Workers
4 Nobles
Residents
-
Effect / Output
Adds 5 desirability from Beauty per Noble, up to 20 when fully staffed.
Size
3 x 3
Unlock
Requires a Palace Main Hall

Ministry of Philanthropy

The Ministry of Philanthropy generates Nobility on a staffing-based cooldown.

Build Cost
600 Coins, 100 Iron, 80 Plank, 30 Stone Brick
Upkeep
40 Coins
Workers
3 Nobles
Residents
-
Effect / Output
Generates 10 Nobility per cooldown, which shortens as more Nobles staff it.
Size
2 x 3
Unlock
Requires a Palace Main Hall

Build Menu Section

Food production

9 items

Granary

A Granary keeps food goods together in a shared winter store.

Build Cost
50 Coins, 15 Wood, 10 Stone
Upkeep
5 Coins
Workers
2 Peasants or Commoners
Residents
-
Effect / Output
Stores up to 450 units of food in shared storage.
Size
1 x 2
Unlock
Hamlet (10 population)

Farm

A Farm grows either Grain or Vegetables in its attached fields.

Build Cost
25 Coins, 20 Wood, 10 Stone
Upkeep
5 Coins
Workers
3 Peasants
Residents
-
Effect / Output
Produces Grain from wheat fields or Vegetables from vegetable fields.
Size
2 x 2
Unlock
Requires a Basic Well

Windmill

A Windmill grinds Grain into Flour for food production.

Build Cost
50 Coins, 15 Plank, 20 Stone
Upkeep
5 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Produces Flour from Grain.
Size
3 x 3
Unlock
Village (30 population)

Fisherman's Hut

A Fisherman’s Hut sends workers to catch Fish.

Build Cost
100 Coins, 20 Stone, 20 Plank
Upkeep
10 Coins
Workers
3 Peasants or Commoners
Residents
-
Effect / Output
Catches Fish from nearby water.
Size
3 x 3
Unlock
Village (30 population), and water

Grape Farm

A Grape Farm grows Grapes in its attached fields.

Build Cost
150 Coins, 30 Plank, 10 Stone Brick
Upkeep
10 Coins
Workers
4 Peasants
Residents
-
Effect / Output
Grows Grapes on its attached vineyard fields.
Size
6 squares
Unlock
Small City (150 population)

Bakery

A Bakery turns Flour into Bread and improves nearby desirability.

Build Cost
100 Coins, 15 Plank, 30 Stone
Upkeep
10 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Produces Bread from Flour and adds 5 desirability within 7 squares.
Size
2 x 3
Unlock
Big Village (42 population)

Large Chicken Coop

A Large Chicken Coop converts Grain into Eggs.

Build Cost
100 Coins, 10 Plank, 5 Stone Brick
Upkeep
5 Coins
Workers
1 Peasant
Residents
-
Effect / Output
Produces Eggs from Grain and lowers desirability by 10 within 7 squares.
Size
4 squares
Unlock
Town (90 population)

Pigsty

A Pigsty raises pigs on Vegetables to produce Pork.

Build Cost
150 Coins, 30 Plank
Upkeep
10 Coins
Workers
1 Peasant
Residents
-
Effect / Output
Produces Pork from Vegetables and lowers desirability by 10 within 7 squares.
Size
2 x 3
Unlock
Town (90 population)

Juicery

The Juicery only works while all three Commoner worker slots are filled.

Build Cost
300 Coins, 40 Plank, 20 Stone Brick
Upkeep
20 Coins
Workers
3 Commoners
Residents
-
Effect / Output
Turns 4 Grapes into 1 Grape Juice in 40 seconds and needs all three Commoner workers to operate.
Size
6 squares
Unlock
Small City (150 population)

Build Menu Section

Resource production

14 items

Stockpile

The Stockpile stores construction materials across its attached lots.

Build Cost
25 Coins, 10 Wood
Upkeep
5 Coins
Workers
2 Peasants or Commoners
Residents
-
Effect / Output
Stores raw and processed materials in shared capacity of 150 units per attached lot.
Size
1 x 1
Unlock
Requires a Lumber Camp

Stockpile Lot

Each Stockpile Lot adds 150 units to the shared material store.

Build Cost
10 Coins, 5 Wood
Upkeep
-
Workers
-
Residents
-
Effect / Output
Adds 150 units of material storage to its Stockpile.
Size
1 x 1
Unlock
Requires a Stockpile

Lumber Camp

A Lumber Camp gathers Wood from trees in its work area.

Build Cost
25 Coins, 10 Wood
Upkeep
0 Coins
Workers
3 Peasants or Commoners
Residents
-
Effect / Output
Gathers 1 Wood every 34 seconds from trees in its area.
Size
1 x 2
Unlock
Available from the start

Forester

A Forester regrows trees in the area of its Lumber Camp.

Build Cost
25 Coins
Upkeep
5 Coins
Workers
-
Residents
-
Effect / Output
Plants saplings once a day on eligible empty tree tiles in its Lumber Camp area.
Size
1 x 1
Unlock
Hamlet (10 population)

Stone Camp

A Stone Camp extracts Stone from a small deposit.

Build Cost
50 Coins, 15 Wood
Upkeep
5 Coins
Workers
2 Peasants or Commoners
Residents
-
Effect / Output
Gathers Stone from a small deposit that holds up to 800 Stone, and lowers desirability by 5 within 4 squares.
Size
3 x 2
Unlock
Hamlet (10 population)

Coal Maker

A Coal Maker burns Wood into Coal.

Build Cost
50 Coins, 10 Wood, 15 Stone
Upkeep
5 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Converts 2 Wood into 1 Coal in 36 seconds and lowers desirability by 5 within 4 squares.
Size
1 x 2
Unlock
Hamlet (10 population)

Marketplace

A Marketplace stores goods in worker slots and pulls stock from storehouses.

Build Cost
200 Coins, 40 Plank, 10 Stone Brick
Upkeep
10 Coins
Workers
4 Commoners
Residents
-
Effect / Output
Provides 400 units of storage per assigned Commoner, up to 1,600, and adds 5 desirability within 9 squares.
Size
5 x 5
Unlock
Small City (150 population)

Stone Quarry

A Stone Quarry works a large Stone deposit.

Build Cost
150 Coins, 20 Plank
Upkeep
10 Coins
Workers
3 Peasants or Commoners
Residents
-
Effect / Output
Gathers Stone from a large deposit that holds up to 5,000 Stone, and lowers desirability by 10 within 7 squares.
Size
4 x 2
Unlock
Village (30 population)

Iron Quarry

An Iron Quarry extracts Iron from a map deposit.

Build Cost
150 Coins, 10 Plank, 30 Stone Brick
Upkeep
15 Coins
Workers
3 Peasants or Commoners
Residents
-
Effect / Output
Mines Iron from a deposit and lowers desirability by 10 within 7 squares.
Size
3 x 2
Unlock
Small Town (65 population), and an iron deposit

Blacksmith

A Blacksmith forges Armament from Iron and Coal.

Build Cost
200 Coins, 20 Plank, 20 Stone Brick
Upkeep
20 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Converts 4 Iron and 2 Coal into 1 Armament in 100 seconds, and lowers desirability by 10.
Size
2 x 2
Unlock
Town (90 population)

Sawmill

A Sawmill turns Wood into Planks.

Build Cost
100 Coins, 30 Wood, 30 Stone
Upkeep
10 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Converts 2 Wood into 1 Plank in 50 seconds and lowers desirability by 5 within 5 squares.
Size
2 x 2
Unlock
Small Village (18 population)

Stone Masonry

Stone Masonry turns raw Stone into Stone Bricks.

Build Cost
200 Coins, 40 Stone, 20 Plank
Upkeep
10 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Converts 2 Stone into 1 Stone Brick in 55 seconds and lowers desirability by 5 within 5 squares.
Size
2 x 2
Unlock
Big Village (42 population)

Golden Goose Coop

The Golden Goose Coop converts Grain into Coins.

Build Cost
100 Coins, 30 Plank, 10 Stone Brick
Upkeep
-
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Turns Grain into Coins and adds 5 desirability within 9 squares.
Size
-
Unlock
Climbing the Giant Beanstalk

Prismatic Liquid Extractor

A Prismatic Liquid Extractor uses Grapes and Grain to make Prismatic Liquid.

Build Cost
400 Coins, 20 Plank, 20 Stone Brick, 40 Iron
Upkeep
20 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Converts 1 Grapes and 1 Grain into 2 Prismatic Liquid in 50 seconds, and lowers desirability by 10 within 7 squares.
Size
2 x 3
Unlock
Small City (150 population), and a purple pool

Build Menu Section

Amenities

9 items

Inn

An Inn serves Peasants and Commoners after work and improves nearby desirability.

Build Cost
50 Coins, 20 Wood, 20 Stone
Upkeep
5 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Adds 10 desirability within 7 squares and keeps its own food stock replenished.
Size
2 x 2
Unlock
Hamlet (10 population)

Street Theatre

A Street Theatre is an amenity that raises nearby desirability by 20.

Build Cost
100 Coins, 15 Plank, 5 Stone Brick
Upkeep
5 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Adds 20 desirability to nearby dwellings.
Size
2 x 2
Unlock
Big Village (42 population)

Puppet Show

A Puppet Show improves the desirability of nearby homes.

Build Cost
200 Coins, 30 Plank, 10 Stone Brick
Upkeep
10 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Adds 20 desirability within 7 squares.
Size
2 x 2
Unlock
Town (90 population)

Cafe

A Cafe uses stored food while its Commoner maintains the amenity.

Build Cost
300 Coins, 30 Plank, 10 Stone Brick
Upkeep
10 Coins
Workers
1 Commoner
Residents
-
Effect / Output
Adds 10 desirability within 11 squares and needs food in storage to operate.
Size
2 x 2
Unlock
Town (90 population)

Circus Tent

A Circus Tent improves desirability around its site.

Build Cost
400 Coins, 100 Plank, 50 Stone Brick
Upkeep
20 Coins
Workers
2 Commoners
Residents
-
Effect / Output
Adds 20 desirability within 11 squares.
Size
2 x 3
Unlock
Small Kingdom (250 population)

Ferris Wheel

The Ferris Wheel is a high-tier amenity with a wide desirability range.

Build Cost
800 Coins, 100 Plank, 100 Stone Brick, 200 Iron
Upkeep
30 Coins
Workers
1 Commoner
Residents
-
Effect / Output
Adds 30 desirability within 15 squares and requires a Circus Tent.
Size
2 x 4
Unlock
Small Kingdom (250 population), and a Circus tent

Grand Theatre

A Grand Theatre improves desirability around its site.

Build Cost
300 Coins, 30 Plank, 50 Stone Brick
Upkeep
20 Coins
Workers
3 Commoners
Residents
-
Effect / Output
Adds 20 desirability within 11 squares.
Size
3 x 3
Unlock
Small City (150 population)

Concert Hall

A Concert Hall is a high-tier amenity that raises nearby desirability.

Build Cost
600 Coins, 100 Plank, 100 Stone Brick
Upkeep
30 Coins
Workers
3 Commoners
Residents
-
Effect / Output
Adds 30 desirability within 11 squares.
Size
4 x 4
Unlock
Big City (210 population)

Mall

The Mall provides wide-range desirability and does not sell items.

Build Cost
1,000 Coins, 200 Plank, 200 Stone Brick, 200 Iron
Upkeep
40 Coins
Workers
1 Noble
Residents
-
Effect / Output
Adds 30 desirability within 19 squares; it sells no goods.
Size
4 x 4
Unlock
Kingdom (300 population)

Build Menu Section

Military

6 items

Barracks

A Barracks provides two slots for the kingdom’s soldiers.

Build Cost
50 Coins, 5 Plank
Upkeep
0 Coins
Workers
-
Residents
2 Soldiers
Effect / Output
Houses two soldiers and has no workers or upkeep.
Size
1 x 1
Unlock
Town (90 population)

Swordfighter Grounds

Swordfighter Grounds train soldiers for melee combat.

Build Cost
50 Coins, 10 Wood
Upkeep
0 Coins
Workers
2 Peasants or Commoners
Residents
-
Effect / Output
Trains Fablings into swordfighters.
Size
1 x 2
Unlock
Town (90 population)

Archery Grounds

Archery Grounds train soldiers to use bows.

Build Cost
50 Coins, 10 Wood
Upkeep
0 Coins
Workers
2 Peasants or Commoners
Residents
-
Effect / Output
Trains Fablings into archers.
Size
2 x 2
Unlock
Town (90 population)

Arena of Trials

The Arena of Trials is a one-time seven-wave challenge with a reward at the end.

Build Cost
100 Coins, 15 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Runs seven enemy waves once; clearing them grants 20 Nobility, 500 Coins, and +10 happiness for 90 days.
Size
3 x 4
Unlock
Big Village (42 population)

Hero Quarters

Hero Quarters provide the kingdom’s Hero and access to its armory.

Build Cost
150 Coins, 10 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Spawns the kingdom’s Hero when placed; the Hero resolves map encounters and offworld quests.
Size
2 x 2
Unlock
Village (30 population)

Mystic Mine

The Mystic Mine’s income and troll strength both rise with fortification.

Build Cost
200 Coins, 100 Iron, 30 Armament
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Pays 20 Coins per round plus 20 more per fortification level, and causes troll camps to appear.
Size
2 x 2
Unlock
Big Town (120 population)

Build Menu Section

Courting

12 items

Dice Table

The Dice Table is a no-cost-to-build gambling table for Giovanni’s courtship.

Build Cost
0 Coins, 15 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Doubles a 50, 100, or 200 Coin wager on a two-dice roll of 8 or higher; lower rolls lose the wager.
Size
1 x 1
Unlock
Courting Giovanni

Pawnbroker

The Pawnbroker trades temporary kingdom penalties for extra Coins.

Build Cost
300 Coins, 40 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Offers 1,000 Coins for each 90-day challenge, with a temporary debuff for its duration.
Size
2 x 2
Unlock
Giovanni's second date

Flower Farm

A Flower Farm grows Tulips for Agnes’s courtship and Harvest Guild upgrades.

Build Cost
100 Coins, 15 Plank
Upkeep
-
Workers
2 Peasants
Residents
-
Effect / Output
Grows 5 Tulips per attached field at harvest, with full growth taking 14 to 18 days.
Size
1 x 1
Unlock
Courting Agnes

Harvest Guild

Harvest Guild upgrades make crop fields produce faster.

Build Cost
300 Coins, 40 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Increases harvesting speed for crops by 10%, plus 5 percentage points per upgrade level.
Size
2 x 2
Unlock
Agnes's second date

Regenerator

A Regenerator slowly restores nearby Stone and Iron deposits.

Build Cost
100 Coins, 20 Plank, 10 Stone Brick
Upkeep
-
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Regenerates Stone and Iron deposits at roughly one resource per day within 4 squares.
Size
2 x 2
Unlock
Courting Farrah

Tinkers Guild

Tinkers Guild upgrades make production buildings work faster.

Build Cost
300 Coins, 10 Plank, 30 Stone Brick
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Increases production speed by 10%, plus 5 percentage points per upgrade level.
Size
3 x 3
Unlock
Farrah's second date

Hero's Training Dummy

Workers at the dummy give the Hero a place to train.

Build Cost
100 Coins
Upkeep
-
Workers
4 Peasants or Commoners
Residents
-
Effect / Output
Lets the Hero train for experience and employs up to four Peasants or Commoners.
Size
1 square
Unlock
Courting Winifred

Arms Dealer

The Arms Dealer improves soldier damage and health through its Weapons Expert buff.

Build Cost
300 Coins, 40 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Raises every soldier’s attack damage and health by 10%, plus 10 percentage points per upgrade level.
Size
2 x 2
Unlock
Winifred's second date

Dancing Stage

Dancing Stage improves nearby desirability and is part of Ramone’s courtship.

Build Cost
100 Coins, 15 Plank
Upkeep
0 Coins
Workers
4 Peasants or Commoners
Residents
-
Effect / Output
Adds 20 desirability within 9 squares.
Size
2 x 2
Unlock
Courting Ramone

Carousel

The Carousel combines a local desirability bonus with a kingdom-wide happiness buff.

Build Cost
300 Coins, 40 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Adds 20 desirability and provides a global happiness buff that can rise when food is given to Ramone’s envoys.
Size
2 x 2
Unlock
Ramone's second date

Prison Cell

An occupied Prison Cell earns Coins while reducing nearby desirability.

Build Cost
75 Coins
Upkeep
0 Coins
Workers
1 Peasant or Commoner
Residents
-
Effect / Output
Pays 5 Coins while occupied and lowers desirability by 5 within 9 squares.
Size
1 square
Unlock
Courting Sir Payne

Strategic Council

Strategic Council upgrades weaken enemies with the Combat Intelligence buff.

Build Cost
300 Coins, 40 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Reduces enemy health by 10%, plus 10 percentage points per upgrade level, to a 90% cap.
Size
2 x 2
Unlock
Sir Payne's second date

Build Menu Section

Fortifications

2 items

Wooden Wall

Wooden Walls add fortification and can form a gate where they cross a road.

Build Cost
5 Coins, 5 Plank
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Raises fortification; a wall placed across a road becomes a gate, but a Wooden Wall cannot become a tower.
Size
1 x 1
Unlock
Big Town (120 population)

Stone Wall

Stone Walls add fortification and can be upgraded to towers for three wall weapons.

Build Cost
10 Coins, 5 Stone
Upkeep
0 Coins
Workers
-
Residents
-
Effect / Output
Raises fortification; a wall across a road becomes a gate, and a Stone Wall can become a tower for a Ballista, Cannon, or Mortar.
Size
1 x 1
Unlock
City (180 population)
Prev12Next

How Buildings Work in Fabledom

Every building has a job. Homes house your fablings, workplaces and production buildings give them work and turn raw goods into something useful, and amenities make the village a pleasant place to live. The game sorts these into groups such as Essentials, Basic, Food production, Resource production, Amenities, Military, Fortifications, Courting, and Roads & Bridges.

Most workplaces need a set number of workers to run. Keeping related buildings close together makes that work much smoother, which is why the layout matters as much as the building list.

Which Buildings to Build First in Fabledom

The Laborers Hut is the first building you place, and the first one is free. Its laborers build everything else, so your early village depends on it. Next, build a Basic Well, since farms unlock once one stands and each Homestead needs one nearby for water.

Homes for Peasants and Commoners

Homesteads house Peasants, up to three to a home, and they need food and coal on hand for their residents. Homesteads have no upkeep, so they're a low-cost way to grow your population early on.

Condominiums do the same job for Commoners. The hub itself holds no residents, so the Town Houses built around it do the housing, and the district needs a Town Well and a Sewer Drain to run.

How to Feed Your Fablings

Fablings eat vegetables from farms, bread from bakeries, eggs from large chicken coops, pork from pigsties and fish from fisherman's huts. A farm grows either wheat or vegetables, not both, and it needs three Peasants to work it. Grain and flour are never eaten directly, so the bakery, which turns flour into bread, is a key link in the chain.

Granaries hold the surplus, and one granary's 450 units are shared across all food types instead of set aside for each one. Fablings walk between home and work, and they go home to eat too, so a long commute cuts into their working hours. That's why you'd place farms and bakeries close to the homes whose residents work them.

Amenities and Happiness

Happiness shows how content your fablings are, and desirability shows how attractive a home is to live in. Amenities raise both for the homes around them, while gathering and production tend to pull them down. That's why it helps to keep those workplaces a little away from housing.

Military Buildings, Walls and Towers

Your fablings can be trained into swordsmen and archers to defend the village. Barracks house the soldiers, and the Swordfighter Grounds and Archery Grounds handle the training, which won't start without a free Barracks slot.

The Hero Quarters bring in a Hero, who resolves the encounters that appear on the map. The Mystic Mine pays out coins, but over time it brings troll camps onto the map, and the trolls lower your population's mood. You can send your Hero after them when they appear.

Walls and towers work as a pair. Build a stone wall and you can upgrade it into a stone tower, and that tower can carry a Ballista, a Cannon or a Mortar. The Ballista is a large mounted crossbow, and a wall that crosses a road becomes a gate.

Courting Buildings and Your Rulers

Courting ties certain buildings to the six rulers, and each courtship unlocks buildings of its own. Two buildings handle the diplomacy side. The Messengers Guild, which opens at the Small Village stage, unlocks the world map and sends messages to the rulers. The Embassy runs missions and trade, and four Commoners have to fully staff it before it opens.

Each ruler unlocks a building early in the courtship and a second one as it goes on. Agnes brings a Flower Farm, then a Harvest Guild that speeds up crop harvesting. Giovanni offers a Dice Table, where you bet on two dice, then a Pawnbroker that trades coins for temporary penalties.

Farrah's Regenerator refills stone and iron deposits, and her Tinkers Guild makes production faster. Winifred unlocks a Hero's Training Dummy and then an Arms Dealer that makes soldiers stronger. Ramone starts with a Dancing Stage, followed by a Carousel that boosts desirability and happiness. Sir Payne brings a Prison Cell, then a Strategic Council that weakens enemies.

The Palace Main Hall and Its Attachments

The Palace Main Hall is the late-game hub of your kingdom, and its attachments do the real work. The Living Quarters are where Nobles live. The Feast Hall turns grape juice into feast supplies and needs three Nobles on staff. The Wedding Hall is where a wedding happens once a courtship is complete, and six Ministries, each staffed by Nobles, give buffs across your whole kingdom.

Nobles are capped at 20, and each one placed in a palace building brings a bonus. That makes filling the palace's posts one of the bigger goals in the late game.

Upkeep, Taxes and Money

Buildings cost coins to place, and many keep costing coins to run through upkeep. The Homestead and the Laborers Hut have none, while the Condominium carries a coin upkeep. Check your income before you add a building with upkeep, so you don't end up short.

The Bank unlocks the tax controls, and you can set one rate for Peasants and a separate rate for Commoners. Because each class has its own rate, you can adjust one without changing the other.

How Buildings Unlock as Your Village Grows

New buildings open as your village reaches population milestones, running from a Hamlet at 10 fablings up to a Kingdom at 300. Courting buildings are the exception, since they open through each ruler's courtship instead.

The Granary opens at Hamlet, and the Hero Quarters at Village with 30 population. The Bakery opens at Big Village (42 population), and the Condominium at Small Town (65 population). The Bank, Embassy and Mystic Mine open at Big Town (120 population), and the Palace Main Hall opens at City (180 population).

FAQ

Q.

What makes troll camps more dangerous?

The strength of the trolls depends on your fortifications, so the better your defenses, the more dangerous the visitors become. Raising fortification also raises what the Mystic Mine pays, so the income and the danger grow together.

Q.

How many Nobles does one Living Quarters hold?

A single Living Quarters holds 20 Nobles. The Feast Hall and six Ministries have 23 posts between them, so one Living Quarters can't fill every post.

Q.

Do I need an Embassy to court a ruler?

Yes, at least for the second date. The second date only unlocks once an Embassy is standing.

Q.

What is a head of household in a Homestead?

One resident of each Homestead takes on the role of head of household. That resident stocks the home's food and coal and stays out of other jobs.

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