Every building, what it costs, what it makes, and what it needs.
Nineteen buildings are designed; these stand in the prototype. Each is a shell + one function at construction, then modules (capability) and quest-taught recipes (knowledge). Costs are paid from your bag and the Storehouse. A building past the city's chartered era shows "needs the charter" until the Town Hall issues it.
Relics of the old callings: you may change your class here, for a fee.
Valley Farm in the prototype
Tamsin's field. Greens grow into the yard on their own; a coop adds birds. The Inn cooks both.
Keeper
Tamsin the Farmer (Apprentice, Shepherd)
Build
2 Stone, 4 Timber · 20s
Produces
2 Cabbage, 1 Grain every 40s — the yard holds 8 of each
Modules
Module
Costs
Time
What it does
Chicken Coop
1 Stone, 4 Timber
10s
Hens in the yard: a bird with every harvest — the second food type. (+1 Fowl per haul)
Well
5 Stone, 1 Timber
10s
Water close at hand: harvests come around faster. (cycle ×0.7)
Roadside Rest in the prototype
Marla's inn. A room refills your stamina on the spot; meals from the kitchen buff you for a good while.
Keeper
Marla the Innkeeper (Apprentice, Shepherd)
Build
2 Stone, 8 Timber · 25s
Services
Take A Room — 3 gold
Cook
Makes
Costs
Time
Needs
Boar Stew
1 Bitterleaf, 2 Meat
8s
module: Kitchen, taught by "A Proper Stew" (Marla)
Farm Supper
2 Cabbage, 1 Fowl
8s
module: Kitchen, taught by "A Hen House" (Tamsin)
Fish Stew
1 Cabbage, 2 Fish
8s
module: Kitchen, taught by "The First Catch" (Tarn)
Shepherd's Pie
1 Bread, 1 Cabbage, 1 Meat
10s
module: Kitchen, taught by "The First Grind" (Osk)
Modules
Module
Costs
Time
What it does
Kitchen
2 Stone, 4 Timber
10s
Marla can cook: meals grant a food buff (the first compounding layer).
Felling Crew in the prototype
Hollis's camp. Logs stack in the yard on their own; the yard holds only so much, so come haul.
Keeper
Hollis the Woodcutter (Apprentice, Steward)
Build
3 Stone, 4 Timber · 20s
Produces
2 Timber every 30s — the yard holds 8 of each
Modules
Module
Costs
Time
What it does
Charcoal Kiln
4 Stone, 2 Timber
12s
Slow-burned offcuts: a sack of charcoal every haul — fuel for later forges, coin for now. (+1 Charcoal per haul)
Sawpit
2 Copper Ore, 3 Timber
10s
A pit saw squares the logs: an extra length of timber every haul. (+1 Timber per haul)
Valley Shaft in the prototype
Bram's shaft. Ore and stone pile up in the yard on their own — the yard holds only so much, so come collect.
Keeper
Bram the Miner (Apprentice, Steward)
Build
2 Stone, 6 Timber · 25s
Produces
1 Copper Ore, 1 Stone every 30s — the yard holds 6 of each
Modules
Module
Costs
Time
What it does
Gem Seam
3 Cut Stone, 2 Timber
15s
Bram follows the quartz: a rough gem with every haul. (+1 Rough Gem per haul)
Lamp Room
1 Bitterleaf, 2 Copper Ore, 2 Timber
8s
Light deeper in the seam: an extra chunk of ore every haul. (+1 Copper Ore per haul)
Cart Rails
2 Stone, 4 Timber
10s
Carts run the shaft: hauls come nearly twice as often. (cycle ×0.6)
Storehouse in the prototype
The city's stockpile. Buildings draw materials from here as well as your bag. Assign a villager as a hauler and the yards empty themselves.
Keeper
unstaffed
Build
5 Stone, 5 Timber · 25s
Capacity
40 goods (the economy's ceiling)
Modules
Module
Costs
Time
What it does
Racks
2 Stone, 6 Timber
10s
Shelving and hooks: the storehouse holds twice as much. (+40 capacity)
Tally Board
1 Charcoal, 3 Timber
8s
Chalked routes: haulers make their rounds nearly twice as fast. (haul legs ×0.6)
Town Hall in the prototype
The city's hall. The ledger is its report; the board posts bounties; the mayor lends the city a lens of its own; the charter opens the next era.
Keeper
unstaffed
Build
8 Stone, 8 Timber · 30s
Charter fee
40 gold + 3 Charcoal — every building of the current era must stand
Modules
Module
Costs
Time
What it does
Notice Board
4 Timber
8s
Bounties, posted and paid in gold — work without a face attached.
Mayor's Office
4 Stone, 6 Timber
12s
Appoint a recruit as mayor: the city's class — one civic passive, scaled by their quality.
Trading Post in the prototype
Wren's post. Sells only goods of the chartered era — money never skips exploration (design rule). Buys anything.
Keeper
Wren the Trader (Apprentice, Merchant)
Build
3 Stone, 5 Timber · 20s
Sells
Bitterleaf 2g, Copper Ore 5g, Healing Potion 8g, Stone 3g, Timber 3g, Wildberries 2g; Era 2: Charcoal 2g, Cloth 4g, Iron Mail 40g, Iron Sword 30g; Era 3: Rough Gem 15g — never above the chartered era; buys anything at half value