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As of 2.0, all structures take up the same amount of space (1 tile), and some values have probably been altered in the process (for instance, as of 1.4 a house costs 5 mudbricks, yet 2.0 might have raised that).


Cost: 8 mudbricks Wealth: unknown Houses 1 "family" per house

Keep your people off the streets and give them a place to rest when needed. Citizens will rest in the house when injured and (if they have sufficient food) will begin to heal up.

Copper Statue[edit]

Cost: 5 wood, 5 copper ingots Happiness: unknown

Dedicate a statue to whoever you feel deserves it, and watch as your people begin to feel cultured and high-class, just by looking at it! The Statue raises the total wealth tremendously and, in turn, the per capita wealth as well. Placing these in unused areas or courtyards greatly helps in attracting new immigrants to the settlement in question. Remember that your per capita needs to be above 5 for attracting new citizens; if not, your population will stagnate.



Cost: None Produces: X wheat per turn Wealth: unknown (seeing a pattern yet?) Upgrades: Tools (3 copper ingots)

Now you may be asking yourself, "why would a facility that grows plants be considered 'economic'?". To that, ComodoreShawn would say "Don't you buy vegetables at the store?". This 'building' is one of 2 that is effected by location (the other being the mine), as the growth rate of wheat is dependent on soil fertility and and biome. You can find if the soil is fertile eater by looking for yellow splotches or clicking build and seeing if the farm's name comes up as 'Farm' or 'Fertile farm'. Also, if you 'build' it in a savanna, the time to grow is slightly decreased. The upgrade Tools will increase the time to farm, allowing a player to make the most out of a compact space (or a limited amount of citizens). Keep in mind that the field does NOT need a bakery to produce food, although the bakery improves output to citizenry, helping to sustain and grow larger settlements in the late-game.


Cost: None Wealth: unknown Produces: 5 Mudbricks per turn Upgrades: none (so far)

Probably the most important structure in the game, the Brickworks is the 1 structure to build the rest. A citizen will come and take a mixture of water and dirt, mix them together, and quickly let it dry to produce the resource of Mudbrick. As settlements get larger, it would be wise to increase your fleet of brickworks to accomodate your growing projects.


Cost: 12 mudbrick Wealth: unknown Upgrades: limestone furnace (unknown amount of limestone)

The sequel to the Farm, the bakery is some hut (possibly for storage) beside a Hershey Kiss furnace for the actual baking. Similar in concept to the smelter, nothing will get done without both the farm and the bakery working in tandem. Strategically-speaking, it's best to have a complex of 1 bakery per 2-4 farms with a storehouse beside it.


Cost: 5 mudbricks Storage: 20 wood/logs max Wealth: unknown Upgrades: Tools (3 copper ingots), Wheelcarts (5 wood)

Useful later on in your city's development for building mines, statues, trading buildings and defence upgrades; the lumberyard takes chopped down logs and converts them into wood. Keep in mind the scope of what you want to build if there is a scarcity of trees near your settlement.


Cost: 5 Mudbricks Storage: 7 pigs max, 20 of some other items(?) (nothing that could actually be stored in it), Wealth: unknown, individual pigs also bring in a certain amount of wealth points Upgrades: None

Not exactly the 'wide open fields' you think of when you picture a pasture, the structure has a house-thingy(?) serving as an entrance to a small field enclosed in mudbrick walls. To fill it with it's target demographic (piggies), one of your citizens will randomly get the sudden urge to walk 5 miles to a pig, tap it on the head and point it in the direction of your settlement, then walk another 5 miles to find another pig and repeat the process until they've satisfied their pig-geocatching erection. Of course, at one point or another, it just becomes inefficient to have Thainses search far and wide to find a pig to add to his collection so you can build a pig Breeding Pen, allowing citizens to bring 2 consenting piggies to the mini pasture, and watch in shock as Thainses satisfies his pig-erection another way ;).

As of 1.4.1 you can't actually eat Ms. Piggie, but you can hook her up to a cart loaded down with as much as 10 random items (plus a human to dangle a carrot in front of her), and watch as she trudges down the road between 2 of your settlements. 4 of your pigs (if you have that many) will walk over to your Trade House and wait there until they're ordered to haul carts.


Cost: 5 wood Storage: 20 copper ore/limestone Wealth: unknown Upgrades: Tools (3 copper ingots), Wheelcarts (5 wood)

A very important structure for level 3 defence upgrades, Copper statues, and advanced military units (Spearmen & Archers), the mine is (at first) confusingly depicted as a hole in the ground beside ether orange lines, or dark-grey rocks. Only once you (I) realize that the lines and rocks are actually underground and the rocks you just cut through are actually above the reserve do you (I) understand why the hole exists. You can actually put structures above the copper/limestone reserves without the game deleting parts of it. Because of this, it's highly recommended that you build your mine right in the center of the reserve, as to get the most out of your mine.

Limestone is utilized in upgrading walls, towers, and gates to up their HP (see: [Structure Stats|Structure Stats]). It does not need any refinement to be utilized.

Copper, on the other hand, needs a Smelter to be refined into Copper ingots/bars. Only then can it be used to construct statues, upgrade the firepower of towers and gates, and upgrade the tools and working speed of multiple structures (including itself).


Cost: 10 mudbricks Storage: 20 copper ore max Wealth: unknown Upgrades: Wheelcarts (5 wood)

The ying to the mine's yang, the Smelter refines copper ore into a usable object. Since i have nothing else to say i'll just give you the game's description of it, "Smelters turn raw metal ores from mines into usable metals".

Breeding Pen[edit]

Cost: 3 mudbricks Storage: 2 steamy pigs and 5 of something max. Wealth: unknown Upgrades: None

There's probably a good reason why Thainses didn't put a roof on the pen but that's beside the point. Once you get fed up with having villagers die from wandering next to a Maskling camp and getting obliterated by the 100 maskling strong army that chases them; you'll probably want to build this. Very cheap to build and only requiring 2 pigs (despite the pen having room for 4 ;) this is a very easy way to pump out new piggies. Don't even worry about raising them as the second they come out of the womb, they're already fully grown and have enough strength to pull a cart filled with 10 copper ingots and a 150+ pound human. It's also relatively small, nicely fitting into a row of houses (if only we could say the same for the Pasture, Brickworks, and lumberyard).



Cost: 10 mudbricks Wealth: unknown Upgrades: HP level 1(10 wood), HP Level 2(10 limestone)

It comes in the horizontal and vertical variety, these are your 1st (and sometimes last) line of defence againsed the Masklings. If you have no defencive structures and see them sprinting towards your settlement, you may be better off constructing wall build sites then wait until they destroy them and run away (as destroying build sites still contribute to their 'Destruction Count').


Cost: 20 mudbricks Wealth: unknown Upgrades: HP level 1(20 wood), HP Level 2(20 limestone), Damage (3 Copper)

The official entrances to your cities. Always keep these manned and upgraded as they tend to be your first 'the best defence is a good offence' structure.


Cost: 20 mudbricks Wealth: unknown Upgrades: HP level 1(20 wood), HP Level 2(20 limestone), Damage (3 Copper)

Similar to the Gates, minus the fact that they lack an actual gate, the Towers line your walls to stop the Masklings from avoiding your gate all together and destroying a piece of wall 40 feet away by arrowing them (although the Masklings seem to ignore breaks in walls and prefer to just destroy the walls outright, then move into the city).

Training Grounds[edit]

Cost: 5 mudbricks Wealth: unknown Upgrades: None

Despite having room for training 2 soldiers at once, this structure only allows 1 Skirmisher/Spearman/Archer to train at a time (unless you've got multiple training areas). It Allows you to create an army that you can use to mount a counter-attack on those pesky Masklings, although no-one will get trained unless you have spare bunk beds in a local Barracks.


Cost: 10 mudbricks Wealth: unknown Upgrades: None Storage:10 food max

A quaint housing complex for 10 soldiers, the Barracks gives your warbands a place to rest and heal at, when needed. Keep in mind that soldiers can occasionally have weird pathing issues if they walk through tight spaces, so if you poorly plan the placement (alliteration!) of your Barracks, you may very well spend the next 20 minutes trying to move them from the middle of a residential district to the gate of the city.



Cost: 20 mudbricks, 5 wood Wealth: unknown Storage: 80 items max Upgrades: handcarts (5 wood)

A massive complex that seems kinda reminiscent of the Broken Hills Trading Post From Fallout 2, this facility is the 'send' part of the trading system. Pigs, items, and 1-4 humans gather here to set up a trade caravan that is sent across the world to wherever their target city is, drop off their goods at the Trade Depot, then head back to their home city. The trade model was completely reworked for update 1.4.0

Trading Docks[edit]

revisit once naval update is complete.