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Tag: Building

[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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[Building] Copper Mine

Let’s take a first look at the heavy industry now by checking out the Copper Mine. Copper has to first be discovered on the map before we can mine it – afterwards it can be used by the Toolmaker to produce the tools required by our workers. As we reach Village-Level, copper can also be used to create copper coins, the cheapest currency we can create.

The mine and its upgrades are straightforward:

At Hamlet-Level a single miner will go out and mine copper.

At Village-Level he/she gets a colleague, therefore doubling the output.

At Town-Level a third workers joins and underground mining will become available.

At City-Level a fourth worker joins.

As you might imagine, no products are added with higher levels – a Copper Mine is focused on mining copper after all.

Not all copper deposits are located above ground. Those below the surface require a Tier 3 (Town-Level) Copper Mine to be exploited. We will need a Geologist to find the hidden deposits.

With the importance of tools for our settlement, we should definitely not neglect our copper production and try to find this resource as soon as possible. Without tools for our workers to occupy new buildings, our settlement will not be able to progress very far. Keep an eye out for additional copper deposits while expanding.

Copper coins will help us convince more people to join our settlement and ensure a steady population growth in the early game, as we mentioned in our Population dev-blog.

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[Building] Quarry

The construction of our settlement cannot run on wood and wooden boards forever, eventually we will need stone to construct more advanced and bigger buildings, roads and improved walls.

This means we will need to build a Quarry somewhere close to a stone deposit.

The Quarry requires a finished Townhall and therefore Tier 2 – Village-Level. It can be upgraded once.

At Village-Level, two Quarriers are gathering regular stone.

Town-Level supports three workers and unlocks access to another good: Limestone – which has its own deposit on the map.

While regular stone is needed for the construction of all buildings at town level and for stone wall fortifications, it also can be further processed. Stones can be crushed into gravel by the Stonebreakers Yard or made into cobblestone by the Stonemason. We’re going to introduce both buildings in detail at a later date.

Gravel is used to build gravel roads, which are needed to use donkey carts. If we instead want to use ox carts, which can carry the most goods at once, we will need to build paved roads with cobblestone.
Limestone itself cannot be used, but has to be processed by Stonebreakers Yard and made into cement, which is then used for the construction of most buildings at city level.

Together with the Woodcutter and the Sawmill these three buildings will soon become a central part of the resource production for our growing settlement; especially since advanced roads in combination with carriages allow for much faster transportation of goods across your realm.

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[Building] Hunter’s Cabin

The forests and fields of The Settlers are inhabited by various kinds of wild animals – this is where the Hunter comes into play.

The Hunter’s Cabin is a building, which secures another source of food for our settlement. In addition, leather can be gathered and later made, by a different building, into light armour.

As with most of our buildings, the Hunter’s Cabin can be upgraded, which allows our settlers to hunt for different kinds of animals.

At Hamlet-Level, a single Hunter is catching rabbits.

At Village-Level, a second worker joins and they are able to hunt boars.

Town-Level unlocks deer to be preyed on and allows our now 3 workers to also obtain leather.

The meat of the three different types of animals allows for different kinds of dishes. As you could see in our article about market stalls the meat from wild animals is handled separately from the meat of farm animals, which means we have the special Wild Game Stall for products from your Hunter offered at the marketplaces.

We can also decide if we want to hunt older animals only to preserve the population or if we want to get meat as fast as possible: Hunting too many animals or removing forests will eventually lead to them becoming extinct in that area, removing this food source from your options.

But the different animals will also eat resources like berries or young trees in the forest, which increases their population. While this means we can hunt more, the forest itself recovers slower or we harvest less berries in that place too. We need to take decisions on our best strategy how to use the resources we find.

The wild boars can become a plague, they even plunder our corn fields if they find them… and their population will further increase with such a feast. A trail in an unsecured forest can have some shiny things next to it, because angry boars can chase away your carriers or workers, and they will drop whatever they just carried and run away in panic. However, the hunter can get the situation under control, the boars try to get some distance when he walks around.

The leather, which is gathered from deer, can be further processed by the Tannery and made into leather armor, used by some of our soldiers. There is also an enhanced version bolstered by metal, which is called reinforced leather armor.

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[Building] Fisherman’s Cot

Next to building materials, food is an absolute necessity for our settlement so it’s important to set up this supply-chain as early as possible. One option is building a Fisherman’s Cot.

By observing the water near the coast or in a lake, we can easily figure out the best spot to build one, as the fishes will show their presence at times. One of our worker will then occupy the building and fish in a certain area of the coast – this area (the so-called focus point) can be moved.

By building a Townhall we will be able to upgrade the Fisher, let’s take a look at the different levels:

At Hamlet-Level only one fisher will go about his work, and fish salmon at the ocean.

At Village-Level two fisher can work simultaneously and will now be able to gather trout in lakes for advanced recipes.

At Town-Level another fisher will join the team and they are now able to catch some shrimp as well.

Different kinds of fish are used for different dishes prepared by our residents in the houses – as mentioned in our Food and Stamina blog. As with the Woodcutter, we are able to activate or deactivate certain kinds of goods, depending on our preferences. If the fisher is not getting food delivered, they can eat their own product, but the effect will be not as good as when consuming cooked food.

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[Building] Market Stalls

Since we focused on the Residences in the last blog, let us now look at the Market Stalls where our residents get all the ingredients for their tasty dishes.

There are several different Market Stalls, each for multiple different goods of a category, and in contrast to other buildings, they cannot be upgraded. Each of them is manned by a trader, who takes care of offering the ingredients to residents, while carriers take care of supplying the market stall with goods from the various production buildings.

In total there are 6 different market stalls:

The Forager’s Stall which is for Berries, Herbs & Mushrooms
The Fishmonger’s distributes all the different fish
The Wild Game Stall focuses on meat from the Hunter.
While the Butcher’s Stall is responsible for meat from the animal farms
The Baker’s Stall distributes Bread from the bakery as well as eggs from the animal farm
And at the Grocery our residents can get Corn & Vegetables from the farm

We don’t need to always build all Market Stalls in each settlement since we usually won’t have all food production buildings in the same area.

While fish is a good food source for our settlement near the sea or a lake, our other settlements further inland probably better focus on different ingredients and different recipes. This directly plays into the whole transportation topic because, as you might imagine, the best place to construct Market Stalls is close to residences to reduce transport times. Building multiple different market stalls close to each other also helps the residents to buy different ingredients at one place… and suddenly you have marketplaces using your preferred placement layouts in central key locations.

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