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Category: Building

[Building] Wheelwright’s Workshop – How to make wheels

One of humanity’s most important inventions: the wheel! Our settlers figured this out, too, so creating carts for transport was a logical step up from carrying things on their back.

The person at the center of our logistical success therefore is the Wheelwright Workshop, creating all kinds of wheels our settlers could possibly need.

As soon as we have constructed our Townhall, we can start right away to prepare for the usage of Pull Carts.

At Village-Level (), two workers create simple Wooden Wheels (Hardwood Board) needed for Pull Carts.

At Town-Level () an additional worker joins to help with the production for Iron-Rimmed Wheel (Hardwood Boards + Iron Bar), required for Donkey Carts.

At City-Level () our 4 workers construct Steel-Rimmed Wheels for Ox Carts using precious steel and Hardwood Boards.

The wheels themselves are all delivered to the Coachmaker, where new vehicles can be ordered.

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[Building] Ranch – Time to breed some animals

Our growing settlement not only requires increasingly more and different food but also more efficient ways of transporting goods. And for both, a Ranch is the solution.

On the Ranch our settlers breed animals like chicken, pigs and donkeys, with some being used to produce food for our population while others pull vehicles, allowing for more goods being transported across our realm with less manpower.

But we need to keep in mind all our animals need enough space; the amount of free land around the Ranch determines its efficiency.

The Ranch requires the construction of a Townhall (Village-Level ) and can be upgraded twice, unlocking additional animals.

At Village-Level (), 4 workers take care of chicken which are producing eggs or can be used for meat.

At Town-Level (), 6 ranchers can now additionally breed pigs for pork or donkeys which can be used to pull carts.

City-Level () allows for eight worker – and we can now breed Bovine additionally. They can either be used to produce both beef and leather or we can put them in front of an Ox Cart to carry up to 8 goods simultaneously.

Initially, the Rancher will build paddocks close to the farm. While doing so, they will always make sure that there is some room left for roads and Settlers to travel.

Afterwards, the Ranchers will take animals from their stables and deliver them to the paddocks, and you as the player can choose which animal types should be used. As soon as there are at least 2 animals in a paddock of the same type, there is a chance of the miracle of life occurring, granting your settlement a newborn animal.

Finally, the farmers head out and collect the eggs or guide animals back to the farm, to provide them for transportation, or to slaughter them to produce meat and leather…

The ranchers do some additional support tasks too, e.g. if an animal is lost somewhere because a paddock was destroyed, the farmers will collect them and guide them back to another paddock.

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[Military] [Building] Training Ground

Ah, the Training Ground – that’s the place where we recruit our various military units. Those include our pioneers’ units with cudgels but of course also advanced ranged units like longbowmen and arbalesters. In total there are 4 different Tiers, each unlocking more advanced units. Let’s take a look at them:

At Hamlet-Level we can recruit our very first military units: Pioneers and Bowmen.

Village-Level 2 unlocks recruitment of Spearmen and Crossbowmen.

Town-Level adds Longbowmen.

And with City-Level the mighty Arbalesters can be trained.

In the early game, we need a Weapon Workshop to produce cudgel, bows etc. For the advanced units an additional production building is required (for example the Tannery for leather armor). Ideally, we have these buildings nearby to minimize transportation time – but we should not build the Training Grounds too far from the frontline either.

Soldiers are used for expansion, defense and of course attacks on hostile settlement. Units requiring iron weapons and armor are trained in different buildings – we’ll take a look at those in a future blog.

Rushing or rather waiting for an army of advanced units? Quantity or quality? What’s your preferred strategy? Or are you more of a peace-loving players who only recruits soldiers to expand your territory? Let us know and discuss in the comments!

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[Military] [Building] Weapon Workshop

Our blogs focused quite a lot on peaceful topics: food, transport, population, economy… In this building blog we’re looking at the very first military-related building we can construct: The Weapon Workshop. This early game building requires hardwood logs to manufacture simple weapons like cudgel and bows. It can be upgraded once:

At Hamlet-Level, a single Woodworker produces Cudgel and Bows.

Village-Level allows for two more weapon types: Crossbows and Spears. A second worker joins to help with the additional work.

For the early game period, these will be our weapons of choice for our soldiers. Those units are used for expansion, defense and possibly our first offensives, too, if we have recruited a leader already. All of these early weapons have their advantages and disadvantages, so we might want to mix different unit types to be prepared for all eventualities. While these weapons are cheap to produce, we want to look out for iron deposits to produce higher-quality weapons and armor later on.

Do cudgel and bows sound boring to you and you rather want to get to iron swords and axes as quickly as possible? Or are you fine with producing lower-level weapons for a while, be it for rushing or cause you’re not the military guy anyway? Discuss it in the comments!

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[Building] Harbor

We have touched on the Harbor and its importance for our settlement in the Population System blog, but let us take a closer look at the building – and especially: the upgrades.

The Harbor allows us to send sailors on ships to unseen shores to convince other settlers to join our settlement. This is how we increase our population, which means more settlers to act as carriers and residents, and we can train them to become workers, builders and soldiers too.

The Harbor can be built starting at Hamlet-Level; upgrades unlock bigger ships, which can carry more settlers.

At Hamlet-Level, our sailor has to use a small raft for their expedition.

At Village-Level, 2 sailors work at the harbor and a sturdier Sloop is used.

Town-Level unlocks the Pinnace and 3 sailors now carry goods at the harbor.

And at City-Level our 4 sailors are taking control over a proud Cog.

When we have just founded our outpost in uncharted lands, it is easy to attract additional settlers to join us for adventures and exploration. But as more and more new people arrive, it is important that we do not send our sailors on their way with empty hands and simply hope they are able to convince new settlers to join us like that.

It’s much better to produce some coins in our Mint first. The higher the population of our settlement, the more (and later the better) coins we need to convince new settlers.

We can build several Harbors along the coast of our land to send out several ships at once and also enable the new settlers to arrive at different shores. This way we can direct them to the part of our realm, which needs new settlers the most.

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[Building] Bakery

We recently showed you how to produce flour, so let us get to the most exciting bit of this production chain: baking bread.

The Bakery needs fresh flour as well as Hardwood – for the oven – to produce bread; one flour and one hardwood result in two bread loaves. These are then offered on the market by the Baker’s Stall for our residents. Our residents can use bread in different ways to supply our workers. Bread itself can be consumed for some stamina, but included in dishes it is a lot more effective.

This means we can let our hard-working settlers enjoy a Wild Burger – imagine a rabbit stuffed between two slices of bread – or a Hot Dog instead and can be sure they’ll go back to work highly motivated. We will need a Hunter or a Ranch with some pigs first, though.

The Bakery can be built at Town-Level and is staffed by 3 workers.

Since our bakers are professionals, there are no further upgrades for this building to add further workers. We can always build more bakeries, of course.

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[Building] Windmill

We’ve built a farm and planted some wheat, time to get the rest of the production chain going by building a Windmill. We can now use the grain from the Crop Farm to produce flour, which is needed to make bread. Bread is then offered at the market to our residents so they can create tasty dishes for our workers.

To be able to plant wheat, our Crop Farm has to be at Tier 3 – Town-Level. Accordingly, the Windmill requires our settlement to be at Town-Level, too.

Three workers will then start working on turning the grain, transported by carriers from the farm to the mill, into flour – the ratio is 1:1.

Since our three workers are very efficient and already excel at working in a team, the Windmill can’t be upgraded further. But if we – and our settlers – really love bread we can always build several Windmills.

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[Building] Farm

After building our Townhall and being able to upgrade, for example, our Residences, it is a good time to provide better food for our settlers. No settler likes to eat only berries and fish the whole time and upgraded residences give us access to better recipes. Preparing these much tastier dishes provides our workers with more stamina.

Building a Farm is a good way to supply our Residences with several new ingredients.

At Village-Level, 4 farmers will plant corn. The Farm has twice as many workers in each Tier compared to most other buildings, as it needs a good amount of farmers to prepare the ground, plant the seeds and harvest the grown plants. Choosing the right location for the Farm is important cause wild boars like corn as well.

At Town-Level, another 2 workers join and wheat is unlocked. Wheat needs to be further processed in the Windmill to flour, which is then used by the Bakery.

City-Level not only brings another 2 farmers, but also the option to plant and harvest vegetables. If there are rabbits nearby, we may need hunters to protect our farmland or the rabbit population may explode.

If we have several Farms, we can decide for each of them which goods we want to produce. This allows for a larger variety of recipes prepared by our residents.

All three goods are not only ingredients for dishes but are also used as fodder for our animals by the Ranch.

If used as ingredients, the goods from the Farm are sold at the Grocery Market Stand.

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[Building] Guild House

There are two main unit types of settlers we need for our economy: Builders and Workers.
Builders are needed to construct new buildings and roads.
Workers instead occupy the buildings themselves. They can turn into woodcutters, weaponsmiths, millers, miners and any other craftsman type.

Central to our whole settlement is having enough workers and builders to construct and staff new buildings. Our settlers first need to be trained to take over these jobs, though, and for that we need a Guild house.

In the Guild House 3 settlers can be trained simultaneously if the building is supplied with enough tools. Workers will always use copper tools while builders will later require iron and steel tools to construct advanced buildings.

The Guild House starts at Hamlet-Level and can be upgraded twice:

At Hamlet-Level, the Guild House can train workers as well as builders who can construct Tier 1 and Tier 2 buildings.

At Village-Level, we can now train advanced builders using iron tools who can construct Tier 3 buildings.

And at Town-Level, we can use steel tools to train master builders who can build the most advanced Tier 4 buildings.

With a growing settlement we need to regularly train more workers and builders to keep up with the increasing demand. We can prepare and already start the training of new workers so they are ready as soon as a new production building is finished.

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[Building] Toolmaker

With the copper from the mines, the Toolmaker can finally start his business and produce tools. These are required to train new Workers and Builders in the Guild House. Builders will construct buildings and roads while Workers occupy all resource and production buildings like the Fisherman’s Cot, the Sawmill or the Copper Mine. Make sure to build both buildings close to each other and do not wait too long to set up this supply chain.

The toolmaker can be upgraded twice, let us take a look at the different levels:

At Hamlet-Level, only a single Worker will be busy with producing copper tools.

At Village-Level, a second guy/girl joins, which will surely make worker number one rather happy. They will also be able to create iron tools now.

At Town-Level, there are three Workers producing tools for your settlers, and they can now create the most advanced steel tools too.

Iron and steel tools are required to construct buildings at Town- and City-Level.

With a growing settlement and an ever-increasing demand for tools, the Toolmakers will be quite busy throughout the whole game, so we need to make sure to supply him with resources all the time.

Keep in mind you will also need resources like copper and iron for other production chains.

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