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.
Showing 85 of 90 items.
Build Menu Section
Essentials
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
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
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
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
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
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
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
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)
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
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.
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.
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.
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.

