LIBRARY
A city builder and real-time strategy game in one, multiplayer first: grow a town, run its economy, then trade, ally and fight with the realms of other players.
Every building of Pale Blue Rose, today's and planned: what it does, all of its numbers, its states in town, its window, its planned design and its model. Today's values straight from the game data.
Game systems
- Any unlock441
- All research tiers380
- Open from the start14
- Research242
- Research tier 127
- Research tier 261
- Research tier 336
- Research tier 414
- Dark Age23
- Middle Age9
- Middle Age, hall 4+2
- Middle Age, hall 6+4
- Unlock to be set9
No building matches. Clear a filter or change the search.
Honey from flowering land within 24 m, rests in winter (luxury)
1 flour (+0.1 coal) into 1 loaf of bread that feeds two
Barley: any ground even tundra; harvested late summer; 2 a cell
Beets (vegetables): temperate, boreal, steppe, highland; 4 a cell, heavy work
Makes expedition ration
Makes food
Broad beans (protein): temperate, Mediterranean, steppe, highland; 3 a cell
Makes meat
Cabbage (vegetables): cool ground; cut late autumn into winter; 4 a cell, heavy work
barley + vegetables + fish (+ wood) into balanced meals, 3 per set
Carrots (vegetables): temperate, boreal, Mediterranean, steppe; 3 a cell
Herders raise meat on open pasture within 24 m (barn; door on the short side)
Pasture plot 25-1,024 tiles: cows for meat, milk, hides; fenced, gated; hidden from build bar, placed from its barn
Makes expedition ration
Makes food
Makes cheese
Makes beer
Makes fish
Makes bread
Makes jam
Makes food
Makes food
2 milk into 1 cheese
Makes meat
Makes food
Makes eggs
Makes fish
Makes furs
Farmhouse with mill: fields within 24 m +10% yield, barn for farms within 32 m; the first one needs no research
Makes fish
Fishers catch fish from water within 24 m; site needs water within 8 m (pier)
Makes fish
Makes food
Pickers gather olive / date-palm fruit within 32 m, spring to autumn for food
Makes jam
Makes milk
Makes meat
Makes food
Stores food
2 barley into heather ale (finer drink than beer)
Makes medicine
Makes fish
Makes hides
Hunters take wild herds within 48 m for meat (shot range 10 m)
barley + vegetables (+ wood) into cooked pots, 2 pots per barley+vegetable pair
Makes crude oil
Maize: biggest harvest (5 a cell) on warm fertile ground; heavy work, harvested autumn
Makes oats
Makes milk
Mushrooms from kept forest trees within 24 m (luxury)
Oats: cool wet ground (boreal, temperate, highland, wetland); 2 a cell, light work
Makes berries
Onions (vegetables): warm and temperate ground; 3 a cell
Makes food
Makes cooked pot
Peas (protein): also boreal ground; sown to early summer; 2 a cell, light work
Makes plums
Makes wine
Pen plot 4-100 tiles: pigs for meat, hides; hidden from build bar, placed from its sty
Pen plot 4-100 tiles: chickens for meat, eggs; hidden from build bar, placed from its coop
Makes meat
cheese + grapes + wheat (+ wood) into study meals, 3 per set
Rice: flat ground near a river or lake; planted spring, harvested autumn
Makes fish
Rye: late grain, sown until early autumn, harvested early winter; 2 a cell
Makes food
Makes cooked pot
Boats (skiff crew 2, drifter crew 3 from L3; 2/3/4 boats) fish charted deep-sea grounds for fish; needs open sea at the door
Pasture plot 25-1,024 tiles: sheep + goats for wool, goat milk; hidden from build bar, placed from its barn
Makes hides
fish + beans + barley (+ salt, wood) into expedition rations, 3 per set
Makes salt
Makes honey
Turnips (vegetables): frost-hardy, any ground; lifted in winter; 3 a cell
Grapes: planted once, vines regrow each spring, picked in autumn; tolerates slopes
Makes meat
Wheat field (drag a rectangle): sown spring, watered summer, harvested autumn; the founding crop
1 wheat into 1 flour by wind power (the windmill's twin, 1 miller a level)
1 wheat into 1 flour (200/month at L1); the bakery fetches the flour
Orchard plot 8-196 tiles: berry bushes for food, picked spring to autumn
Makes jam
Barn of the cattle herd: drag the cattle pasture along its wall (card-free); no staff of its own
Coop of the poultry: drag the poultry yard along its wall (card-free); no staff of its own
balanced meal + honey + wood into feast
Makes wool
Makes flour
Makes berries
Makes vegetables
Stores food
Makes beans
Makes food
Makes food
Orchard plot 8-196 tiles: apple trees (no yield to year 2, 50% to year 5, 100% to year 25) for apples
Makes meat
Sty of the pig drove: drag the pig pen along its wall (card-free); no staff of its own
Orchard plot 8-196 tiles: plum trees, years to bear, picked in autumn for plums
Makes rye
Barn of the flock: drag the sheep fold along its wall (card-free); no staff of its own
Makes daub
flax
hemp
The bee farm's mode picks honey or wax; the honey house decides where each goes: the table, mead or the candle line.
Flour anywhere, even under siege, but the animals eat fodder every month: worth it where there is no wind and no river.
Cabbage keeps 4 months fresh and a year as sauerkraut: salt or vinegar turns the autumn glut into winter and ship food.
Eat fresh now or salt it for a far market and the army: salt and barrels cost, but a batch keeps three times longer.
Steadier than wind but tied to the river: build where the water is, and later share the race with a fulling or hammer mill.
woad, madder
Amber from mountain cells within 24 m (luxury)
Makes compost
Makes compost
2 copper ore + 1 tin ore into bronze ingot
2 wood into timber frame, faster; framed tier-3 houses need one
1 wood into 1 coal (twice the heat of the log)
1 wood into 1 coal (kiln, one level, no upkeep)
Digs clay from shore / floodplain / marsh within 12 m for clay
Digs the coal seam of a coal province within 12 m for coal (deeper bands by level)
1 wood into 1 compost, spread on worn fields at sowing
1 clay + 1 wood into daub
Makes iron
Makes weapons
2 wood into timber frame
Makes bricks
Makes pig iron
Makes whetstone
Slowly digs sand from open dry ground within 12 m (no water needed)
Digs the iron seam of an iron province within 12 m for iron ore (deeper bands by level)
Makes quicklime
1 limestone + 1 sand into lime mortar
Slowly digs clay from open dry ground within 12 m (no water needed; shares land with herds)
Makes compost
Makes compost
Makes millstone
Makes tools
Pumps crude oil from oil seeps within 12 m (oil provinces only) for house lamp oil
No workers: yields its province deposit good monthly (copper, tin, lead, gems, silver, rock salt, marble, slate, limestone, gypsum, sulphur, kaolin)
Pearls from fresh-water cells within 24 m (luxury, pier)
Cuts peat (dung on steppe) from bog / wet ground within 24 m for peat fuel
Makes crude oil
1 gypsum into plaster
Cuts stone from mountain rock within 12 m; needs a rock face, site reserve depletes
Makes stave
3 rock salt into 1 salt
Salt from beach / salt marsh / desert flat within 24 m (luxury)
Big wood store (500); area cards speed up felling of trees within 32 m
Makes compost
Makes roof tiles
1 limestone into slaked lime
3 slate into 1 dressed stone
1 marble into 1 dressed stone
1 sulphur into 1 medicine (sulphur salve)
1 hides into leather (hides come from pens)
Makes roof tiles
Furs from kept trees (tundra, boreal, highland) within 24 m (luxury)
2 iron ore + 1 coal into iron
1 clay (+0.25 coal) into bricks (house and hall upgrades)
Fells trees within 32 m for wood and replants the stumps (8 saplings/level/month)
2 sand + 1 coal into glass
1 lead ore + 2 sand into glass (lead replaces the coal)
3 limestone into 1 dressed stone
Digs sand (beach, dune, river bank) within 12 m for sand
Shears flocks on open land within 24 m for wool
2 iron + 1 coal into steel
1 clay + 1 coal into roof tile
the mordant everyone needs and few have: the Middle Age monopoly good (papal Tolfa)
know the grade before you dig; trust in coin / makes export reputation physical (the 1300 assay that gave the word hallmark)
spring-only: pulls felling from autumn into spring; timber or leather
Salt wherever a spring rises, paid in fuel: a salt town eats its forests (the Lüneburg Heath).
lights the whitewash row; flint + amadou = fire kits for every hearth
copper becomes a metal with its own uses, not only bronze feed
lead veins turn into silver mines by grade (Freiberg, 1168)
an infrastructure bet that collects rent from others
the only gold source: tiny, seasonal, depleting bars; a gold rush
deep rich veins need animals and feed: mining eats farming
makes coppicing pay; cheap Dark Age fences and walls
winter work for summer hands; cold biomes get an export
a second ink route without vitriol; cheap
mines as politics (the mining regale); one per realm
colour as a graded input; red ochre from bog ore ties the bog to art
grade for pollution: site it below your own pearl beds
lights the forest-glass house rows; one potash eats ~40 wood: glass and soap cost forests / a clearing realm exports potash (the Baltic trade); five chains hang on it
deposits are hidden: exploring is a choice; in multiplayer the first to find claims
the heaviest good hauls itself; the river is a road (Vltava rafting); in multiplayer rafts cross a neighbour's water: toll or treaty
pines as a living crop or as timber; a claim fight with the forester
nothing grows within 24 m: placement is the decision
northern towns without good clay get pots and moulds
makes T1-T3 veins worth working; water rights against the mills
reshape the forest over decades; species foreign to your biome become rarities and trade
zoning: game, honey and old growth against timber volume; poaching events
plan a year ahead; coal-mine waste becomes books
Makes beer
Makes pottery
Makes clothes
2 wheat into beer (luxury drink for houses)
1 bronze ingot into 2 tools
Makes jewellery
Makes beeswax candle
Makes beer
Makes clothes
Makes sulphur
Makes gold ingot
Makes wine
Makes clothes
Makes clothes
Makes jewellery
Makes clothes
1 leather + 1 wool + 1 furs into warm coat (biggest cold bonus)
1 glass into glassware
Makes lime mortar
Makes iron
Makes jewellery
Makes sulphur
Makes pottery
Makes glassware
Makes plaster
Makes leather
Makes amber
1 kaolin into pottery of fine china clay
Makes silver ingot
Makes tools
Makes clothes
Makes clothes
Makes jewellery
Makes dressed stone
Makes jewellery
Makes clothes
Makes clothes
Makes lime slaked
Makes yarn
2 wool into clothes (luxury)
Makes peat
Makes clothes
Makes leather
Makes clothes
wood + stone into tools (tier A survival producer)
Makes food
Makes clothes
Makes tools
2 grapes into wine (luxury for houses)
Makes tools
Makes tools
Makes timber frame
Makes weapons
Makes tools
Makes timber frame
Makes tools
Makes clothes
Makes leather
Makes tools
Makes jewellery
Makes tools
Makes clothes
Makes armour
Makes glassware
Makes glassware
Makes clothes
Makes tools
2 gemstones into jewellery
Makes timber frame
Makes bronze ingot
Makes jewellery
2 leather into leather coat (cold-season work bonus)
Makes armour
Makes tools
Makes tools
Makes armour
Makes beer
Makes tools
Makes tools
Makes jewellery
Makes daub
Makes jewellery
Makes jewellery
Makes pottery
Makes tools
Makes armour
2 clay into pottery (luxury)
2 silver ore into jewellery
Makes wine
turns coin into prestige: tiny stock, huge leverage
gilded work (Finery T7)
Stores wood, stone, food
Stores food
Stores stone
Stores wood, stone
Road, 1 tile (2 m) wide, free but for work (40 a tile), move cost 7; dragged tile to tile; right-drag erases
Stores food
Stores wood, food
Stores food
Stores food, oats, barley, beans
Stores food
A walled fort for a standing garrison. It eats 8 grain from the town's stock every month;
Food store (food, grain, flour, bread; slower spoilage 1.5% a month); put it beside the fields
Water terminal for trade ships (quay half in the sea, berth deep enough); max 4 per player
Stores food, wheat, barley
Barn of the horses: drag the horse paddock along its wall (card-free); no staff of its own
Market hall: 900 shared room for all goods; 2 card slots
Stores food
Makes horses
A relay station for riders and messages along the roads. It has no work to do yet.
Stores wood, stone, food
Stores wood, peat, stone, food, wheat, grapes, rice, barley, maize, sand, iron ore, iron, tools, medicine, furs, pearls, mushrooms, honey, salt, amber, coal, beer, flour, bread, clay, pottery, bricks, wine, wool, clothes
Stores wood, stone, food
Stores stone
1 stone a tile, move cost 5; painting it over dirt plans an upgrade; bridges (timber 17 tiles, stone 32) and tunnels (12) are part of the road drag
Walled store, 1,200 shared room for all goods; goods are carried to the nearest store with room
Open ground store, 600 shared room; drag to move, pull edges to resize 2-16 tiles a side (starts 8 x 8); food spoils faster
Pasture plot 25-1,024 tiles: breeds horses (6 a month at L1)
Stores wood, stone
Stores food
Stores wood, food
Stores wood, stone
Stores stone
Pasture plot 25-1,024 tiles: breeds horses (3 a month at L1); hidden from build bar, placed from its barn
Pen plot 4-100 tiles: grooms (no goods) keep horses; every 5 stabled horses add a carry unit to each worker (max +4)
Stores stone
Winter cold kept for summer: fresh fish and meat travel twice as far and cheese ages in July; a hot summer melts the store.
Roots dug in autumn feed the town until spring: without a cellar a cabbage keeps 4 months.
ships
large store (place need)
Makes medicine
Once built it adds to your science. It has no other work yet.
Serves Its area
Stores food
Burns 6 wood a month for its baths: a 3rd entertainment kind and hygiene (no staff)
Stores food
Home for 4 people
House for envoys: adds 0.005 research a tick; treaties come later
Justice turns crime into income or labour. It has no work to do yet.
Seat of diplomacy: one per realm, +0.005 research a tick; ministry group (pick 2 of 3)
Stores wood
The seat of the town's guilds. It gives no guild bonuses yet.
The hall where a guild is founded: when it stands, your Guild window can found one with a
Once built it adds to your science. It has no other work yet.
Herbs within 24 m for medicine (a treated case never makes anyone sick)
20 guest beds a level; a guest pays 27 and eats 1 food a month (more with town appeal)
Stores food
House of agents and ciphers: one per realm, +0.005 research a tick; ministry group (pick 2 of 3)
Stores food
Educated households within 42 / 70 / 94 m make +50% science; place where schools reach
Stores stone
Stores food
Makes gold ingot
Shows dug artefacts: 6 / 12 / 18 places, +2% science a piece, trios of three lands form collections
Grows medicine from herbs within 24 m outdoors; yield follows the season
Stores wood
House-management desk: house list, bulk upgrade tools, upgrade queue, upkeep budget; one per town; grows with the hall (L4 blocked)
Produces research (0.02 a tick)
Educates houses within 42 / 70 / 94 m (L1-3): educated households make 2x house science
Once built it adds to your science. It has no other work yet.
Builds the ships of the trade routes from goods: the Knarr and the hulls from the Hulk to
Stores food
Stores stone
Pours 4 beer or heather ale a month from the town stock: an entertainment kind (no staff)
Entertainment for houses around it; shows need luxuries (gatherings up to 20)
Seat and first store (8 residents); hall level sets the population cap 80 to 3,000; one per player; 3 town card slots (+1 at hall 3 / 6 / 9)
Library-class education in reach (42 / 70 / 94 m) + 0.03 research a tick
Puts out a house fire within 16 cells and gives homes water access (no staff, 2x2 tiles)
Keeper brings species from provinces: 4 / 8 / 12 pens, +3 happiness a species within 96 m (max +15)
Pen plot 4-100 tiles: habitat for the zoo's animals (1 keeper a level)
Once built it adds to your science. It has no other work yet.
Stores food
Stores stone
Stores wood
vision; 0 port fee + crew wages -25 % on faction routes; doctrine 40 pm; Capital stage bonuses
fire safety (place need)
Watch post with nothing to warn of yet (no enemies); adds 0.004 research a tick
Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)
Once built it adds to your science. It has no other work yet.
Stores stone
Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)
Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)
Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)
Stores food
Open-air altar, 2 priests: dedicate to an essence, offerings earn the essence and a patron's favour; counts as entertainment kind
Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)
Stores food, wheat
Stores food
30 graves; each death fills one, a town without free graves grieves; calm lifts homes within 12 m (appeal 6)
Once built it adds to your science. It has no other work yet.
the deity: favour gain +25 % with it, its domain's essence yield +10 %, doctrine 40 pm, the religion god unit
Cheap one-room home for 3 residents (up to 6 at L4); small research income
4 residents at L1 (up to 12 at L6); renovated by tiers: food, luxury, heat, entertainment kinds raise tax
A safety net costs grain but breaks the unrest spiral
Nobles are dear; happy nobles lift the town's prestige (immigration +)
Where the trading class lives and works
Beds now, disease and fire later
Stores wood, stone
1 iron + 1 leather + 1 steel per batch into armour (4 levels)
Stores wood
Stalls for cavalry war horses; grooms add 0.005 research a tick
Quarters and drill yard for standing troops; staff add 0.005 research a tick (recruiting later)
A network across provinces; a false alarm costs a month of work. It has no work to do yet.
A choke point you place: traffic vs safety; rams aim here. It has no work to do yet.
The military twin of the town hall: a second climb with its own bills. It has no work to d
Stores food
A Dark realm defends before it has stone, but timber burns. It has no work to do yet.
Stores food
Stores wood
Stores wood, stone, food
Makes weapons
Riding hall where young horses are broken in; trainers add 0.005 research a tick
War office: one per realm, +0.005 research a tick; ministry group (pick 2 of 3)
Lookout (no enemies yet): charts the land for 0.003 research a tick
1 iron per batch into weapons (4 levels)
Once built it adds to your science. It has no other work yet.
Stores wood, food
Once built it adds to your science. It has no other work yet.
Stores food
Stores wood, food
Stores stone
Spacing towers is the defense puzzle. It has no work to do yet.
Where the line runs is a city plan: every metre is upkeep forever and caps growth. It has
Makes clothes
Stores wood, stone
Stores food
Stores wood, stone
The map is discovered, not given: scouts uncover it for you. It has no work to do yet.
Stores wood
Once built it adds to your science. It has no other work yet.
Safety is coverage paid in wages every month. It has no work to do yet.
Stores stone
Once built it adds to your science. It has no other work yet.
Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)
Monument: appeal 20 to houses within 24 m once finished; victory-monument group (pick 2 of 4)
Wonder, 4 stages (Industrial-age wonder): weighing house that mints silver / gold ingots; world-trade effect comes later; one per realm
Once built it adds to your science. It has no other work yet.
Once built it adds to your science. It has no other work yet.
Stores food
Wonder, 4 build stages (Dark-age wonder): every stage makes granaries hold more food; one per realm; needs town hall 2
Once built it adds to your science. It has no other work yet.
Stores wood, stone, food
Monument: appeal 16 within 20 m; victory-monument group (pick 2 of 4)
Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)
Once built it adds to your science. It has no other work yet.
Once built it adds to your science. It has no other work yet.
Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)
Wonder, 4 stages (Enlightenment): the Industrial age costs less science, more science follows; one per realm
Wonder, 4 stages (Middle age): coast or lake shore; shore trades work faster and ignore winter; one per realm
Monument: appeal 20 within 24 m; victory-monument group (pick 2 of 4)
Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)
Monument: appeal 16 within 20 m; victory-monument group (pick 2 of 4)