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Tag: Building

Tannery – Light armor for the troops

Advanced military units require a piece of armor in addition to their weapon of choice. With the Tannery we can produce lighter types of armor using leather, which are important to grant protection while still being able to act agile and quick.

The Tannery requires our settlement to be at Town Level and can be upgraded once.

At Town Level, 3 Tanners use Leather to create a regular Leather Armor out of each piece.

At City Level, a 4th worker joins and the building can now produce Refined Leather Armor by additionally using iron.

Leather can be gained from either our bovines via the Ranch at city level or from deer via our Hunter already at town level.

The two types of Leather Armor are needed to recruit units like Longbowmen or Smashers at the Training Ground or the Military School and are transported there by our carriers.

Please note: Everything described and shown is not final. Graphics and features subject to change.

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Armor Smithy – A good defence is the best offence

Most people prefer some form of protection when going into combat. Our settlers, surprisingly, are no exception. Therefore, the construction of an Armor Smithy makes a lot of sense.

For such advanced forging techniques, our settlement has to be at Town Level ().

At this level, the Armor Smithy has 3 workers, able to produce Mail Hauberks.

After upgrading the Armor Smithy to City Level (), another worker will join and we can create the massive Plate Cuirasses which require valuable steel.

With these shiny new armor pieces we can recruit Knights, Paladins, Guards and Defenders – expensive but extremely capable military units – at least as long as we also produce their preferred weapons.

Please note: Everything described and shown is not final. Graphics and features subject to change.

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Weapon Smithy – A good offence is the best defence

Sooner or later our prospering realm will face envious rivals and we will have to defend ourselves to protect our settlers. Good thing we now have all the ingredients ready to create strong weapons. We only need to build the mighty Weapon Smithy!

Here our expert Weapon Smiths use iron and steel bars to provide our soldiers with more advanced weapons than the Weapon Workshop can produce.

The Weapon Smithy requires the Townhall to be built (Village-Level) and can be upgrades once.

At Village-Level () 2 workers are busy forging Swords and Axes.

After upgrading it to Town-Level (), a third smith joins and the production of Lances and Hammers is unlocked.

These weapons are then transported to the Military School or the Military Academy where we can recruit new soldiers. Some of the more advanced units additionally require an armor for recruitment. More on that in a future article.

Please note: Everything described and shown is not final. Graphics and features subject to change.

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The place where coal and ore meet – the Smelting Works

It’s time to start using the resources we gathered from the mines, especially our soldiers will appreciate that: Let’s build a Smelting Works.

The Smelting Works uses Coal and Ore to produce Iron and Steel. Both are primarily used by our weapons industry to produce swords, axes and armor. However, other industries like for example our Toolmaker also requires iron and steel later on to produce the advanced tools required on Town and City Level.

The Smelting Works requires our settlement to be at Village Level () and can be upgraded once.

At Village Level (), 2 workers use 1 Coal and 1 Ore to produce Iron Bars .

At Town Level (), another smelter joins the duo. Furthermore, the workers can now also create Steel Bars using 1 Coal and 2 Ore .

The Smelting Works is essential if we want to expand our military influence or progress to better and more advanced buildings in our settlement. With limitations through available resources and transport capacity, we need to find the right balance as to where to invest them: As multiple units of resources are delivered to the Smelting Works to create one unit of iron or steel, it often makes sense to place the building close to the mining areas to reduce pressure on your transport capacities. However, if the deposits are scattered or small, a more central location for this part of our industry might be beneficial over time.

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Geologist’s Hut – Finding resources at a deeper level

Not all resource deposits are visible from above ground. Many precious resources are located underground and while they’re usually near cliff sides, only a specialist can find and mark them.

Time to build the Geologist’s Hut and send out our Geologists.

To construct the Geologist’s Hut, our settlement has to be on Town-Level (). As soon as the construction has finished, two Geologists will move in and will start to search for underground deposits. We can direct their search area via a focus point.

After they found a deposit, the Geologist will place a sign at the location indicating how rich the deposit is; they range from low over medium to high. We can now place a mine near the deposit to exploit it.

The respective mine building has to at least be on Town-Level () before it offers a mining entrance and its workers are able to make use of the underground deposits.

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Silver Mine & Gold Mine – Looking for something preciousssss

Everyone likes shiny things, including our settlers. Since we set up the basics of our heavy industry and have copper for tools and coins, it’s time to expand and build some Silver Mines and Gold Mines.

Both resources are used to produce coins in the Mint. The coins can be used in two ways:

First you can use them to grow your population faster when copper coins are not exciting enough anymore to attract immigrating settlers. While silver will enable you to reach a solid population, gold is always very attractive and allows you to reach the highest amount of settlers total.

Second you can store the coins in specific storages, and those riches will additionally motivate all your soldiers when they are attacking enemy territory, as the coins are their potential reward for defeating the enemies. Of course, shiny gold coins are more attractive than copper coins, while silver is in the middle.

The Silver Mine requires our settlement to be on Town-Level (), which also means that underground mining is available right away. It can be upgraded once.

At Town-Level () three workers are mining Silver on surface or underground deposits.

At City-Level (), a fourth worker joins his colleagues.

When even more rare metals are required, it’s time to build the Gold Mine.

The Gold Mine requires your settlement to be on City-Level (), four workers mine valuable gold from surface and underground deposits.

To discover the underground deposits, we first have to build a Geologist’s Hut and send our Geologist out to look for them. As soon as they found a deposit and marked it with a sign, we can build a mine in the vicinity and start exploiting it.

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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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