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  3. Foundation>
  4. Buildings

All 97 Buildings and What They Do in Foundation

Updated on November 1, 2026 (3 days ago)

Foundation is a medieval city-building game where you grow a small settlement into a working town. Everything you place, from farms and workshops to churches and grand halls, is a building, and each one has a job to do. Some make goods, some store and move them, some keep villagers fed and content, and a few large monuments tie into the three estates that shape your town's power. Once you know how buildings unlock, how they're built and what they need, the rest of the game starts to make sense.

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Showing 92 of 97 items.

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Category

Resource

14 items

Blacksmith

Produces tools for the settlement.

Construction Cost
20 Planks; 5 Polished Stone; 10 Stone; 6 Tools; 50 Gold Coins
Workers
2 Blacksmiths
Produces or Provides
Tools
Content
Base Game

Bowyer's Hut

Makes either shortbow or recurve bow, with the chosen recipe set by the player.

Construction Cost
10 Planks; 5 Cloth; 5 Polished Stone; 8 Tools; 50 Gold Coins
Workers
2 Weaponsmiths
Produces or Provides
Shortbow or recurve bow
Content
Base Game

Charcoal Hut

Produces coal for the settlement.

Construction Cost
20 Wood; 5 Planks; 2 Tools; 25 Gold Coins
Workers
3 Charcoal Burners
Produces or Provides
Coal
Content
Base Game

Cooperage

Produces barrels for the settlement.

Construction Cost
30 Planks; 10 Polished Stone; 10 Tools; 300 Gold Coins
Workers
3 Coopers
Produces or Provides
Barrel
Content
Base Game

Forester Camp

Plants trees in a painted Reforestation zone.

Construction Cost
10 Wood; 10 Gold Coins
Workers
2 Foresters
Produces or Provides
Plants trees in a painted Reforestation zone.
Content
Base Game

Glass Smelter

Produces glass for the settlement.

Construction Cost
20 Tools; 20 Polished Stone; 500 Gold Coins
Workers
2 Glass Blowers
Produces or Provides
Glass
Content
Base Game

Iron Mining Camp

Produces iron ore for the settlement.

Construction Cost
10 Wood; 3 Cloth; 4 Tools; 25 Gold Coins
Workers
2 Miners
Produces or Provides
Iron Ore
Content
Base Game

Iron Smelter

Produces iron for the settlement.

Construction Cost
10 Planks; 5 Stone; 10 Polished Stone; 5 Tools; 50 Gold Coins
Workers
2 Iron Smelters
Produces or Provides
Iron
Content
Base Game

Lumber Camp

Produces wood for the settlement.

Construction Cost
2 Tools; 10 Gold Coins
Workers
3 Woodcutters
Produces or Provides
Wood
Content
Base Game

Sawmill

Produces planks for the settlement.

Construction Cost
20 Wood; 10 Stone; 10 Gold Coins
Workers
3 Carpenters
Produces or Provides
Planks
Content
Base Game

Spearmaker's Hut

Makes either spear or polearm, with the chosen recipe set by the player.

Construction Cost
15 Planks; 5 Polished Stone; 8 Tools; 50 Gold Coins
Workers
2 Weaponsmiths
Produces or Provides
Spear or polearm
Content
Base Game

Stonecutter Camp

Produces stone for the settlement.

Construction Cost
10 Wood; 2 Tools; 10 Gold Coins
Workers
3 Miners
Produces or Provides
Stone
Content
Base Game

Stonemason Hut

Turns stone into polished stone.

Construction Cost
10 Wood; 5 Cloth; 8 Tools; 25 Gold Coins
Workers
1 Stone Mason
Produces or Provides
Polished Stone
Content
Base Game

Swordsmith

Makes either shortsword or steel sword, with the chosen recipe set by the player.

Construction Cost
10 Planks; 10 Polished Stone; 8 Tools; 50 Gold Coins
Workers
2 Weaponsmiths
Produces or Provides
Shortsword or steel sword
Content
Base Game

Category

Food

21 items

Apple Orchard

Grows apples in a painted crop field.

Construction Cost
15 Stone; 10 Planks; 3 Tools; 25 Gold Coins
Workers
3 Farmers
Produces or Provides
Apple
Content
Harvest Festival

Bakery

Bakes bread, plus pastries with Harvest Festival.

Construction Cost
20 Planks; 20 Stone; 10 Tools; 50 Gold Coins
Workers
4 Bakers
Produces or Provides
Bread; Pastries (Harvest Festival)
Content
Base Game

Brewery

Produces beer for the settlement.

Construction Cost
20 Planks; 20 Polished Stone; 10 Tools; 200 Gold Coins
Workers
1 Brewer
Produces or Provides
Beer
Content
Base Game

Butchery

Produces meat for the settlement.

Construction Cost
10 Stone; 10 Planks; 3 Tools; 10 Gold Coins
Workers
2 Butchers
Produces or Provides
Meat
Content
Base Game

Cabbage Farm

Grows cabbage in a painted crop field.

Construction Cost
15 Wood; 5 Planks; 2 Tools; 10 Gold Coins
Workers
3 Farmers
Produces or Provides
Cabbage
Content
Harvest Festival

Cabbage Garden

Grows cabbage in a painted crop field.

Construction Cost
5 Stone; 10 Planks; 2 Tools
Workers
3 Farmers
Produces or Provides
Cabbage
Content
Base Game

Cheesemaker

Produces cheese for the settlement.

Construction Cost
15 Planks; 10 Polished Stone; 10 Tools; 75 Gold Coins
Workers
5 Cheesemakers
Produces or Provides
Cheese
Content
Base Game

Cider House

Produces cider for the settlement.

Construction Cost
20 Stone; 20 Planks; 10 Tools; 50 Gold Coins
Workers
3 Cidermakers
Produces or Provides
Cider
Content
Harvest Festival

Common Croft

Raises livestock in a pasture and provides eggs.

Construction Cost
Variable construction materials; Variable gold coin cost
Workers
2 Farmers
Produces or Provides
Chicken, Pig, Goose, Eggs
Content
Harvest Festival

Dairy Farm

Raises cattle in a pasture and provides milk.

Construction Cost
30 Planks; 10 Tools; 150 Gold Coins
Workers
3 Dairy Farmers
Produces or Provides
Milk
Content
Base Game

Drying Kiln

Dries fruit and cures ham for food production.

Construction Cost
15 Polished Stone; 20 Planks; 10 Tools; 75 Gold Coins
Workers
5 Kilners
Produces or Provides
Dried Fruits, Cured Ham
Content
Harvest Festival

Fisher's Hut

Produces fish for the settlement.

Construction Cost
20 Wood; 10 Gold Coins
Workers
1 Fisherman
Produces or Provides
Fish
Content
Base Game

Gathering Hut

Produces berries for the settlement.

Construction Cost
10 Wood; 10 Gold Coins
Workers
3 Foragers
Produces or Provides
Berries
Content
Base Game

Hazelnut Orchard

Grows hazelnuts in a painted crop field.

Construction Cost
10 Planks; 15 Stone; 3 Tools; 75 Gold Coins
Workers
3 Farmers
Produces or Provides
Hazelnut
Content
Harvest Festival

Hop Farm

Produces hops for the settlement.

Construction Cost
20 Planks; 15 Polished Stone; 20 Tools; 100 Gold Coins
Workers
3 Hop Farmers
Produces or Provides
Hops
Content
Base Game

Hunter's Hut

Hunts boar for the settlement.

Construction Cost
20 Wood; 2 Tools; 10 Gold Coins
Workers
2 Hunters
Produces or Provides
Boar
Content
Base Game

Plum Orchard

Grows plums in a painted crop field.

Construction Cost
10 Planks; 15 Stone; 3 Tools; 150 Gold Coins
Workers
3 Farmers
Produces or Provides
Plum
Content
Harvest Festival

Turnip Farm

Grows turnips in a painted crop field.

Construction Cost
15 Wood; 5 Planks; 2 Tools; 25 Gold Coins
Workers
2 Farmers
Produces or Provides
Turnip
Content
Harvest Festival

Well

Provides water for Villagers, Visitors and some production buildings.

Construction Cost
10 Wood; 5 Stone; 10 Gold Coins
Workers
-
Produces or Provides
Provides water to Villagers and Visitors and for production buildings.
Content
Base Game

Wheat Farm

Grows wheat in a painted crop field.

Construction Cost
20 Planks; 4 Tools; 25 Gold Coins
Workers
3 Farmers
Produces or Provides
Wheat
Content
Base Game

Windmill

Produces flour for the settlement.

Construction Cost
15 Planks; 15 Stone; 6 Tools; 50 Gold Coins
Workers
6 Millers
Produces or Provides
Flour
Content
Base Game

Category

Goods

7 items

Candle Workshop

Produces candles for the settlement.

Construction Cost
50 Planks; 30 Polished Stone; 13 Tools; 300 Gold Coins
Workers
2 Candlemakers
Produces or Provides
Candle
Content
Base Game

Common Wares Workshop

Produces common wares for the settlement.

Construction Cost
45 Planks; 25 Polished Stone; 13 Tools; 200 Gold Coins
Workers
2 Common Wares Makers
Produces or Provides
Common Wares
Content
Base Game

Gold Smelter

Produces gold bars for the settlement.

Construction Cost
20 Planks; 25 Polished Stone; 16 Tools; 500 Gold Coins
Workers
2 Gold Smelters
Produces or Provides
Gold Bar
Content
Base Game

Jeweller's Workshop

Produces jewellery for the settlement.

Construction Cost
40 Planks; 40 Polished Stone; 25 Tools; 500 Gold Coins
Workers
2 Jewellers
Produces or Provides
Jewellery
Content
Base Game

Sheep Farm

Produces wool for the settlement.

Construction Cost
10 Wood; 10 Stone; 2 Tools; 25 Gold Coins
Workers
2 Shepherds
Produces or Provides
Wool
Content
Base Game

Tailor's Workshop

Produces clothes for the settlement.

Construction Cost
20 Planks; 15 Stone; 8 Tools; 50 Gold Coins
Workers
3 Tailors
Produces or Provides
Clothes
Content
Base Game

Weaver Hut

Produces cloth for the settlement.

Construction Cost
10 Planks; 5 Stone; 6 Tools; 50 Gold Coins
Workers
2 Weavers
Produces or Provides
Cloth
Content
Base Game

Category

Logistics

6 items

Builder's Workshop

Provides Builders for construction and Master Builders for decorative work.

Construction Cost
5 Wood
Workers
3 Builders
Produces or Provides
Builders construct the town’s buildings, while Master Builders handle skilled decorative work.
Content
Base Game

Granary

Stores food and Tavern resources for the settlement.

Construction Cost
15 Wood; 5 Stone; 10 Gold Coins
Workers
4 Transporters
Produces or Provides
Stores and distributes food and resources used by Taverns.
Content
Base Game

Paviour's Yard

Paves dirt paths inside a painted Road Paving zone.

Construction Cost
15 Planks; 20 Polished Stone; 10 Tools; 200 Gold Coins
Workers
3 Paviours
Produces or Provides
Paves dirt paths inside a painted Road Paving zone.
Content
Base Game

Village Centre

The starting building that brings in Villagers and stores initial resources.

Construction Cost
-
Workers
-
Produces or Provides
Brings in the first Villagers and contains the town’s starting resources.
Content
Base Game
VMVillage Market

Village Market

Provides market stalls for food, goods and luxury Needs.

Construction Cost
-
Workers
Market Tenders
Produces or Provides
Provides stalls for Villagers’ food, goods and luxury Needs.
Content
Base Game

Warehouse

Stores common goods, raw materials and refined materials.

Construction Cost
15 Planks; 10 Stone; 10 Gold Coins
Workers
4 Transporters
Produces or Provides
Stores common goods, raw materials and refined materials.
Content
Base Game

Category

Service

2 items

Modest Church

Satisfies the Service Need for all Villager types.

Construction Cost
Variable construction materials
Workers
1 Village Priest
Produces or Provides
Satisfies the Service Need for all Villager types.
Content
Base Game

Rustic Church

Satisfies the Service Need for all Villager types through Village Priests.

Construction Cost
Variable construction materials
Workers
1 Village Priest
Produces or Provides
Lets Village Priests satisfy the Service Need for all Villager types.
Content
Base Game

Category

Tavern

5 items

Berry Brewery

Produces berry brew for the settlement.

Construction Cost
Variable construction materials
Workers
Brewers
Produces or Provides
Berry Brew
Content
Base Game

Festival Grounds

Prepares and hosts Harvest Festivals for visitors.

Construction Cost
15 Wood; 10 Planks; 1 Tools; 10 Gold Coins
Workers
-
Produces or Provides
Lets you prepare and host Harvest Festivals for visitors.
Content
Harvest Festival

Inn Lodge

Provides accommodation for everyday, fair and estate Visitors.

Construction Cost
Variable construction materials
Workers
Innkeepers
Produces or Provides
Provides accommodation for everyday, fair and estate Visitors.
Content
Base Game

Tavern Hall

Sells alcohol to wealthier Villagers and Visitors.

Construction Cost
Variable construction materials
Workers
Taverners
Produces or Provides
Sells alcohol to wealthier Villagers and Visitors, satisfying Entertainment Need.
Content
Base Game

Tavern Kitchen

Produces Tavern Meals for the Tavern.

Construction Cost
Variable construction materials
Workers
Cooks
Produces or Provides
Tavern Meal
Content
Base Game

Category

Monastery

18 items

Apiary

Produces honey and wax.

Construction Cost
10 Polished Stone; 20 Planks; 2 Tools
Workers
2 Bee Keepers
Produces or Provides
Honey, Wax
Content
Base Game

Berry Garden

Produces berries for the settlement.

Construction Cost
Variable construction materials
Workers
Gardeners
Produces or Provides
Berries
Content
Base Game

Chapel

Satisfies the Service Need for Villagers of all types and ranks.

Construction Cost
Variable construction materials
Workers
Monastic Priest
Produces or Provides
Satisfies Villagers’ Service Need within the Monastery.
Content
Base Game

Cloister

Satisfies the Cloister Need for senior Monastics and some Monastery visitors.

Construction Cost
Variable construction materials
Workers
-
Produces or Provides
Satisfies the Cloister Need for senior Monastics and some Monastery visitors.
Content
Base Game

Emissary Office

Assigns a Monastic Emissary to perform tasks for the ruler.

Construction Cost
Variable construction materials
Workers
1 Monastic Emissary
Produces or Provides
Lets you assign a Monastic Emissary to perform tasks for the ruler.
Content
Base Game

Herb Garden

Produces herbs for the settlement.

Construction Cost
Variable construction materials
Workers
Herbalists
Produces or Provides
Herbs
Content
Base Game

Hospitium

Provides accommodation for Monastery visitors and pilgrims.

Construction Cost
Variable construction materials
Workers
Hostellers
Produces or Provides
Provides accommodation for Monastery visitors and pilgrims.
Content
Base Game

Monastic Abbatial Church

Satisfies the Service Need for all Villager types.

Construction Cost
Variable construction materials
Workers
Monastic Priests
Produces or Provides
Satisfies the Service Need for all Villager types.
Content
Base Game

Monastic Croft

Produces chicken, goose and eggs.

Construction Cost
Variable construction materials; Variable gold coin cost
Workers
2 Farmers
Produces or Provides
Chicken, Goose, Eggs
Content
Harvest Festival

Monastic Grange

Stores resources made or used by the Monastery.

Construction Cost
5 Stone; 15 Wood
Workers
4 Transporters
Produces or Provides
Stores resources made or used by the Monastery.
Content
Base Game

Monastic Kitchen

Cooks the Monastery’s meals: simple stew, garnished greens, golden gruel and robust roast.

Construction Cost
Variable construction materials
Workers
Cooks
Produces or Provides
Simple Stew, Garnished Greens, Golden Gruel, Robust Roast
Content
Base Game

Monastic Scriptorium

Produces manuscripts for the Monastery.

Construction Cost
Variable construction materials
Workers
Copyists
Produces or Provides
Manuscript
Content
Base Game

Monk Dorms

Provides accommodation for male Monastics.

Construction Cost
Variable construction materials
Workers
-
Produces or Provides
Provides accommodation for male Monastics.
Content
Base Game

Nun Dorms

Provides accommodation for female Monastics.

Construction Cost
Variable construction materials
Workers
-
Produces or Provides
Provides accommodation for female Monastics.
Content
Base Game

Refectory

Serves selected foods to Villagers and Monastics.

Construction Cost
Variable construction materials
Workers
Refectorians
Produces or Provides
Serves selected foods to Villagers and Monastics.
Content
Base Game

Turnip Garden

Grows turnips in a painted crop field.

Construction Cost
5 Stone; 10 Planks; 2 Tools
Workers
2 Farmers
Produces or Provides
Turnip
Content
Harvest Festival

Vineyard

Grows grapes for the Monastery.

Construction Cost
5 Wood; 5 Planks; 10 Stone; 20 Polished Stone; 5 Tools
Workers
3 Vinegrowers
Produces or Provides
Grapes
Content
Base Game

Winery

Produces wine for the settlement.

Construction Cost
20 Planks; 25 Stone; 25 Polished Stone; 5 Tools
Workers
2 Vintners
Produces or Provides
Wine
Content
Base Game

Category

Manor House

3 items

Bailiff Office

Appoints a Bailiff to carry out Mandates for the ruler.

Construction Cost
Variable construction materials
Workers
1 Bailiff
Produces or Provides
Lets you appoint a Bailiff to carry out Mandates for the ruler.
Content
Base Game

Tax Office

Employs Tax Collectors to collect town taxes.

Construction Cost
Variable construction materials
Workers
Tax Collectors
Produces or Provides
Lets you employ Tax Collectors to collect taxes.
Content
Base Game

Watchpost

Employs Watchmen and Patrollers to monitor the settlement.

Construction Cost
Variable construction materials
Workers
Watchmen and Patrollers
Produces or Provides
Lets you employ Watchmen and Patrollers to monitor the settlement.
Content
Base Game

Category

Castle

10 items

Armoury

Stores military goods such as weapons, War Rations and steel.

Construction Cost
10 Stone; 15 Planks; 10 Gold Coins
Workers
4 Transporters
Produces or Provides
Stores weapons, War Rations and steel for the town’s military.
Content
Base Game

Barracks

Provides housing for combatants and visiting Royal Companies.

Construction Cost
Variable construction materials
Workers
-
Produces or Provides
Houses combatants and visiting Royal Companies.
Content
Base Game

Bow Encampment

Forms a Bow Company for the army.

Construction Cost
Variable construction materials
Workers
Combatants
Produces or Provides
Lets you form a Bow Company for the army.
Content
Base Game

Castle Keep

Forms a Castle Company for the army.

Construction Cost
Variable construction materials
Workers
Combatants
Produces or Provides
Lets you form a Castle Company for the army.
Content
Base Game
MHMess Hall

Mess Hall

Provides food slots for the Castle’s combatants.

Construction Cost
Variable construction materials
Workers
Transporters
Produces or Provides
Serves food from its slots to the Castle’s combatants.
Content
Base Game
PQPrivate Quarters

Private Quarters

Provides accommodation for wealthy townsfolk, Visitors and Knights.

Construction Cost
Variable construction materials
Workers
-
Produces or Provides
Provides accommodation for wealthy townsfolk, Visitors and Knights.
Content
Base Game

Provisioner

Produces War Rations for the Castle’s army.

Construction Cost
Variable construction materials
Workers
Cooks
Produces or Provides
War Ration
Content
Base Game

Royal Office

Assigns a Royal Courtier to carry out tasks for the ruler.

Construction Cost
Variable construction materials
Workers
1 Royal Courtier
Produces or Provides
Lets you assign a Royal Courtier to carry out tasks for the ruler.
Content
Base Game

Spear Encampment

Forms a Spear Company for the army.

Construction Cost
Variable construction materials
Workers
Combatants
Produces or Provides
Lets you form a Spear Company for the army.
Content
Base Game

Sword Encampment

Forms a Sword Company for the army.

Construction Cost
Variable construction materials
Workers
Combatants
Produces or Provides
Lets you form a Sword Company for the army.
Content
Base Game

Category

Castle sub-building

1 items
HHHealing House

Healing House

Assigns Barber Surgeons to help wounded Combatants recover.

Construction Cost
Variable construction materials
Workers
Barber Surgeons
Produces or Provides
Lets Barber Surgeons help wounded Combatants recover.
Content
Base Game

Category

City Market

2 items

City Belfry

Stores and sells marketable resources as part of the City Market.

Construction Cost
Variable construction materials
Workers
Market Tenders/Transporters
Produces or Provides
Stores and sells marketable resources from the City Market.
Content
Base Game

Market Hall

Stores and sells marketable resources from one building.

Construction Cost
Variable construction materials
Workers
Market Tenders/Transporters
Produces or Provides
Stores and sells marketable resources from one building.
Content
Base Game

Category

Sub-building

2 items

Sculpture Workshop

Produces sculptures for monuments.

Construction Cost
15 Wood; 5 Cloth; 5 Tools
Workers
1 Master Builder
Produces or Provides
Sculpture
Content
Base Game

Stained Glass Workshop

Produces stained glass for the settlement.

Construction Cost
5 Tools
Workers
1 Master Builder
Produces or Provides
Stained Glass
Content
Base Game

Category

Decoration

1 items
COCourt of Heroes

Court of Heroes

Adds a 25% happiness boost for Combatants.

Construction Cost
Variable construction materials
Workers
-
Produces or Provides
Raises happiness for Combatants by 25%.
Content
Base Game
Prev12Next

How to Unlock Buildings in Foundation

You start with only two buildings available: the Village Centre and the Builder's Workshop. The Village Centre has to go down first, because nothing else can be built until it exists. It also brings in your first villagers and a starting stock of resources. Finishing the Builder's Workshop opens the rest of the building tree, and quests then point you toward the next structures to build.

The tree is split into four paths: Common, Labour, Kingdom and Clergy. Common tiers open as your town's Prosperity rises. Prosperity measures overall success and is built from wealth, territory, trade, population, gold, and the splendour and beauty of your buildings. The Labour, Kingdom and Clergy paths open as Splendour rises instead. Splendour comes from the buildings and decorations you add, and only certain pieces count, which the build menu marks with a star.

Influence is what you spend on estate upgrades, and it builds up over time. The higher your Splendour, the faster Influence accumulates, and quest rewards can add to it. Splendour also sets a ceiling on how much Influence you can hold, so anything above that limit slowly drains away. Common-path upgrades cost gold, while estate upgrades cost Influence.

How to Place and Build Buildings

Open the build menu and either search by name or use the category filters. Pick a building and a blueprint follows your cursor. Drag the arrows to move it, use the ring to rotate it, and right-click or press Esc to cancel. Holding Shift while you left-click places one and keeps the blueprint active, which helps when you're setting down several of the same building.

Look closely at the entry points on the blueprint. Blocking them stops villagers from getting inside, so keep a clear way to every door. The menu also shows whether a building's requirements are met, so check that before you commit to a spot.

Construction happens in bundles of resources. You can deliver materials in any order, but the work only moves forward one bundle at a time, and shared materials go to the earliest bundle first. If a site seems stuck, look at whether the first bundle is still missing something.

Workers and Villager Needs in Foundation

Any building that performs a job needs workers, while decorations and other passive pieces don't. Click the plus sign to add the next unemployed villager, and the game picks the rank that suits the job best. You can also click the empty slot to choose a specific villager. Each job has an optimal rank, and promoting someone past it doesn't make them work any better, so promotions are best saved for where they help.

Villagers also have needs that must be filled to keep them happy, and each rank asks for more than the one below it. Water is essential at every rank. A serf mainly needs basic food and basic housing, while a commoner wants two kinds of refined food and a citizen wants three, plus service, and citizens also need entertainment. During free time, villagers visit places like wells, markets, churches, taverns and their homes to fill those needs, then head home to rest once everything is covered.

Water only comes from wells, and villagers and visitors have no other source for it. Wells need no workers, and since water can't be kept in granaries or warehouses, it's worth building several in different parts of town so nobody has a long walk. Churches fill the service need for every type of villager, and village priests staff them.

Resource, Food and Goods Buildings Explained

These buildings work as a chain, with the output of one becoming the input for the next. Resource buildings gather or process raw materials. The Lumber Camp is a good example: its woodcutters produce wood, which feeds construction and refined materials.

Food follows the same idea and moves through four tiers: raw, rustic, refined and luxurious. Farms and hunting and fishing huts supply the raw ingredients. Bakeries and breweries turn those into refined food, and bakers and brewers need water to do it.

Goods work the same way, with workshops making items that villagers ask for. Goods and luxury items are the extras higher ranks need, so they matter more as your town grows. Keeping the whole chain flowing depends on storage and transport.

Warehouses, Granaries and Other Logistics Buildings

Logistics buildings are the ones that move and hold what your town makes. A Warehouse stores common goods along with raw and refined materials, and builders and workers can take from it to build or make things. Traders visit to buy and sell.

The Granary is the food hub. It stores all four food tiers and passes ingredients to bakeries and cheesemakers, stocks market stalls, adds food to the Monastery's refectory, and sends food to the Mess Hall to supply the military. Its base size matches the Warehouse. Both buildings are staffed by up to four transporters, and serfs make the best ones, because higher ranks have more complex needs and spend more time away from the building.

The Builder's Workshop is the other key logistics building. Its builders construct every other building in the village, and master builders handle the decorative work on monuments. Two optional add-ons, the Sculpture Workshop and the Stained Glass Workshop, add decorative output to the village.

Monuments: Manor House, Castle, Monastery and Tavern

Monuments are large, modular buildings tied to the three estates. Each one is built from parts and can hold sub-buildings with their own jobs, so one big structure can serve several purposes. The Manor House, Tavern and City Market belong to Labour, the Monastery belongs to Clergy, and the Castle belongs to Kingdom. Splendour from each estate's buildings is what opens that estate's tiers.

The three Labour monuments cover local government, entertainment and trade. The Manor House is the town's seat of local government, with sub-buildings for taxes, a bailiff, watch posts and a treasury. The Tavern is a social centre for wealthier townsfolk and visitors, and it earns revenue for the town. The City Market combines the roles of a market, granary and warehouse, with greater capacity than each would have on its own.

The Castle is the military centre of the town. It houses combatants, stores weapons and hosts visitors tied to the Kingdom, and its Castle Keep and encampments form the town's companies of fighters. The Monastery works differently. You can't assign monastics to specific jobs. Instead, you devote unemployed villagers to the Monastery, and the game chooses each one's job inside. Monastics live in dorms, work only within their own Monastery, and are promoted with manuscripts that the Monastic Scriptorium makes.

The Manor House, Castle and Monastery each open at the first tier of their path. The Tavern comes later, at the second Labour tier, and the City Market is a late-game build at the fourth Labour tier. The Manor House, Castle, Monastery and Tavern each include a Great Hall in their first tier, which unlocks Mandates.

Which Buildings Should You Build First?

Start with the Village Centre and Builder's Workshop, since the game requires them. A Lumber Camp is the most useful early build after that, because wood feeds much of your early construction. Wells come soon after, since villagers need water at every rank.

Once those are running, a Warehouse or Granary is worth adding, because the Warehouse is the central point between production, construction and trade. For the longer game, Labour is the path to watch if you want a busy, trading town, since it brings the Manor House, Tavern, markets and taxation. The Castle matters if you want a fighting force, and the Monastery matters if you want monastics and their manuscripts.

How Building Upkeep Works

Every building has a monthly upkeep cost in gold, and the total grows as your town does. If upkeep ends up higher than your income, your treasury can run out of gold. When that happens, you can't start new construction, import resources or buy new territory.

The treasury also has a limit on how much gold it can hold. Treasury sub-buildings in the Manor House raise that limit, so they're worth a look once your gold starts to pile up.

FAQ

Q.

Can I expand or change a building after I've built it?

Modular buildings, such as monuments and churches, can be extended and decorated later. Improved buildings take add-ons that depend on a main part, so the add-ons do nothing without it. Be careful when switching a building's type, too: a Castle Keep uses unique parts, and those are deleted if you switch it to something like a Barracks.

Q.

How many villagers can work in one building?

It depends on the building. A Lumber Camp starts with three woodcutter jobs. Limbing, napping and snoring posts each add one job, up to two of each, and munching, stewing and drinking posts each add two, up to one of each. Warehouses and granaries have four transporter jobs, a Builder's Workshop holds three builders, and a Rustic Church can employ more priests when you expand it.

Q.

How do I store more goods?

Warehouses and granaries can each take up to two depots, and every depot adds more storage slots. Depots need the Storage Improvement technology on the second tier of the Common path, and each one adds a small monthly upkeep.

Q.

Why can't I build a certain building yet?

Usually the building is still locked behind a tier, or the spot is missing something it needs. The Royal Office, for example, must be built in an area of Heavy Fortification.

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