PALE BLUE ROSELibrary

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

299Fully implemented
142Partly implemented
0Not implemented
Status
/ search Down to the list Enter open

ApiaryFood

Honey from flowering land within 24 m, rests in winter (luxury)

2 / level · makes honey
BakeryFood

1 flour (+0.1 coal) into 1 loaf of bread that feeds two

2 / level · makes bread
Barley FieldFood

Barley: any ground even tundra; harvested late summer; 2 a cell

Beet FieldFood

Beets (vegetables): temperate, boreal, steppe, highland; 4 a cell, heavy work

Biscuit BakeryFood

Makes expedition ration

2 / level · makes expedition ration
Bolting HouseFood

Makes food

2 / level · makes food
Broad Bean FieldFood

Broad beans (protein): temperate, Mediterranean, steppe, highland; 3 a cell

ButcherFood

Makes meat

2 / level · makes meat
Cabbage FieldFood

Cabbage (vegetables): cool ground; cut late autumn into winter; 4 a cell, heavy work

CanteenFood

barley + vegetables + fish (+ wood) into balanced meals, 3 per set

2 / level · makes balanced meal
Carrot FieldFood

Carrots (vegetables): temperate, boreal, Mediterranean, steppe; 3 a cell

Cattle FarmFood

Herders raise meat on open pasture within 24 m (barn; door on the short side)

2 / level · makes food
Cattle PastureFood

Pasture plot 25-1,024 tiles: cows for meat, milk, hides; fenced, gated; hidden from build bar, placed from its barn

2 / level · makes food
CharcuterieFood

Makes expedition ration

2 / level · makes expedition ration
Cheese CellarFood

Makes food

2 / level · makes food
Cheese MakerFood

Makes cheese

2 / level · makes cheese
Cider PressFood

Makes beer

2 / level · makes beer
Cod FleetFood

Makes fish

2 / level · makes fish
Communal OvenFood

Makes bread

2 / level · makes bread
ConfectionerFood

Makes jam

2 / level · makes jam
Crab PotsFood

Makes food

2 / level · makes food
CreameryFood

Makes food

2 / level · makes food
DairyFood

2 milk into 1 cheese

2 / level · makes cheese
DovecoteFood

Makes meat

2 / level · makes meat
Drying RacksFood

Makes food

2 / level · makes food
Duck PondFood

Makes eggs

2 / level · makes eggs
Eel WeirFood

Makes fish

2 / level · makes fish
FalconryFood

Makes furs

2 / level · makes furs
FarmhouseFood

Farmhouse with mill: fields within 24 m +10% yield, barn for farms within 32 m; the first one needs no research

Fish PondFood

Makes fish

2 / level · makes fish
Fishing HutFood

Fishers catch fish from water within 24 m; site needs water within 8 m (pier)

2 / level · makes food
Fishing JettyFood

Makes fish

2 / level · makes fish
Fruit DryerFood

Makes food

2 / level · makes food
Fruit GathererFood

Pickers gather olive / date-palm fruit within 32 m, spring to autumn for food

2 / level · makes food
Gingerbread BakerFood

Makes jam

2 / level · makes jam
Goat FarmFood

Makes milk

2 / level · makes milk
Goose GreenFood

Makes meat

2 / level · makes meat
Grain Drying KilnFood

Makes food

2 / level · makes food
Hay MeadowFood

Stores food

Heather BreweryFood

2 barley into heather ale (finer drink than beer)

2 / level · makes heather ale
Herb GardenFood

Makes medicine

2 / level · makes medicine
Herring FleetFood

Makes fish

2 / level · makes fish
Hound KennelFood

Makes hides

2 / level · makes hides
Hunting LodgeFood

Hunters take wild herds within 48 m for meat (shot range 10 m)

2 / level · makes food
KitchenFood

barley + vegetables (+ wood) into cooked pots, 2 pots per barley+vegetable pair

2 / level · makes cooked pot
Lard RendererFood

Makes crude oil

2 / level · makes crude oil
Maize FieldFood

Maize: biggest harvest (5 a cell) on warm fertile ground; heavy work, harvested autumn

MalthouseFood

Makes oats

2 / level · makes oats
Milking ShedFood

Makes milk

2 / level · makes milk
Mushroom GroveFood

Mushrooms from kept forest trees within 24 m (luxury)

2 / level · makes mushrooms
Oats FieldFood

Oats: cool wet ground (boreal, temperate, highland, wetland); 2 a cell, light work

Olive GroveFood

Makes berries

2 / level · makes berries
Onion FieldFood

Onions (vegetables): warm and temperate ground; 3 a cell

Oyster BedFood

Makes food

2 / level · makes food
Pastry CookFood

Makes cooked pot

2 / level · makes cooked pot
Pea FieldFood

Peas (protein): also boreal ground; sown to early summer; 2 a cell, light work

Pear and Cherry OrchardsFood

Makes plums

2 / level · makes plums
Perry PressFood

Makes wine

2 / level · makes wine
Pig PenFood

Pen plot 4-100 tiles: pigs for meat, hides; hidden from build bar, placed from its sty

2 / level · makes food
Poultry YardFood

Pen plot 4-100 tiles: chickens for meat, eggs; hidden from build bar, placed from its coop

2 / level · makes food
Rabbit WarrenFood

Makes meat

2 / level · makes meat
RefectoryFood

cheese + grapes + wheat (+ wood) into study meals, 3 per set

2 / level · makes study meal
Rice PaddyFood

Rice: flat ground near a river or lake; planted spring, harvested autumn

River WeirFood

Makes fish

2 / level · makes fish
Rye FieldFood

Rye: late grain, sown until early autumn, harvested early winter; 2 a cell

Saffron FieldFood

Makes food

2 / level · makes food
Sausage MakerFood

Makes cooked pot

2 / level · makes cooked pot
Sea Fishing LodgeFood

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

1 / level · makes food
Sheep FoldFood

Pasture plot 25-1,024 tiles: sheep + goats for wool, goat milk; hidden from build bar, placed from its barn

2 / level · makes wool
SlaughterhouseFood

Makes hides

2 / level · makes hides
SmokehouseFood

fish + beans + barley (+ salt, wood) into expedition rations, 3 per set

2 / level · makes expedition ration
Spice MerchantFood

Makes salt

2 / level · makes salt
Sugar RefineryFood

Makes honey

2 / level · makes honey
Turnip FieldFood

Turnips (vegetables): frost-hardy, any ground; lifted in winter; 3 a cell

VineyardFood

Grapes: planted once, vines regrow each spring, picked in autumn; tolerates slopes

WhalerFood

Makes meat

2 / level · makes meat
Wheat FieldFood

Wheat field (drag a rectangle): sown spring, watered summer, harvested autumn; the founding crop

Wind TurbineFood

1 wheat into 1 flour by wind power (the windmill's twin, 1 miller a level)

1 / level · makes flour
WindmillFood

1 wheat into 1 flour (200/month at L1); the bakery fetches the flour

1 / level · makes flour
Berry GardenFood

Orchard plot 8-196 tiles: berry bushes for food, picked spring to autumn

2 / level · makes food
Berry PressFood

Makes jam

2 / level · makes jam
Cattle BarnFood

Barn of the cattle herd: drag the cattle pasture along its wall (card-free); no staff of its own

Chicken CoopFood

Coop of the poultry: drag the poultry yard along its wall (card-free); no staff of its own

Feast HallFood

balanced meal + honey + wood into feast

2 / level · makes feast
Goat PenFood

Makes wool

2 / level · makes wool
Hand QuernFood

Makes flour

2 / level · makes flour
Hop GardenFood

Makes berries

2 / level · makes berries
Kitchen GardenFood

Makes vegetables

2 / level · makes vegetables
Mill PondFood

Stores food

Mustard FieldFood

Makes beans

2 / level · makes beans
Nut GroveFood

Makes food

2 / level · makes food
Olive PressFood

Makes food

2 / level · makes food
OrchardFood

Orchard plot 8-196 tiles: apple trees (no yield to year 2, 50% to year 5, 100% to year 25) for apples

2 / level · makes food
Ox YardFood

Makes meat

2 / level · makes meat
Pig StyFood

Sty of the pig drove: drag the pig pen along its wall (card-free); no staff of its own

Plum OrchardFood

Orchard plot 8-196 tiles: plum trees, years to bear, picked in autumn for plums

2 / level · makes plums
Seed HouseFood

Makes rye

2 / level · makes rye
Sheep BarnFood

Barn of the flock: drag the sheep fold along its wall (card-free); no staff of its own

Threshing FloorFood

Makes daub

2 / level · makes daub
Flax fieldFood

flax

planned · makes flax
Hemp fieldFood

hemp

planned · makes hemp
Honey HouseFood

The bee farm's mode picks honey or wax; the honey house decides where each goes: the table, mead or the candle line.

Dark Age · makes Honey (Table T2)
Horse MillFood

Flour anywhere, even under siege, but the animals eat fodder every month: worth it where there is no wind and no river.

Dark Age · makes Flour and meal
Pickling HouseFood

Cabbage keeps 4 months fresh and a year as sauerkraut: salt or vinegar turns the autumn glut into winter and ship food.

Dark Age · makes Sauerkraut
Salting HouseFood

Eat fresh now or salt it for a far market and the army: salt and barrels cost, but a batch keeps three times longer.

Dark Age · makes Salted meat
Water MillFood

Steadier than wind but tied to the river: build where the water is, and later share the race with a fulling or hammer mill.

Dark Age · makes Flour
Woad / madder fieldFood

woad, madder

planned · makes woad
Amber WorksIndustry

Amber from mountain cells within 24 m (luxury)

2 / level · makes amber
Ash CollectorIndustry

Makes compost

2 / level · makes compost
Bone MillIndustry

Makes compost

2 / level · makes compost
Bronze SmelterIndustry

2 copper ore + 1 tin ore into bronze ingot

2 / level · makes bronze ingot
Carpenters' YardIndustry

2 wood into timber frame, faster; framed tier-3 houses need one

2 / level · makes timber frame
Charcoal BurnerIndustry

1 wood into 1 coal (twice the heat of the log)

2 / level · makes coal
Charcoal KilnIndustry

1 wood into 1 coal (kiln, one level, no upkeep)

2 / level · makes coal
Clay PitIndustry

Digs clay from shore / floodplain / marsh within 12 m for clay

2 / level · makes clay
Coal MineIndustry

Digs the coal seam of a coal province within 12 m for coal (deeper bands by level)

2 / level · makes coal
Compost HeapIndustry

1 wood into 1 compost, spread on worn fields at sowing

2 / level · makes compost
Daub YardIndustry

1 clay + 1 wood into daub

2 / level · makes daub
Finery ForgeIndustry

Makes iron

2 / level · makes iron
FoundryIndustry

Makes weapons

2 / level · makes weapons
Frame SawmillIndustry

2 wood into timber frame

2 / level · makes timber frame
Glazed Brick KilnIndustry

Makes bricks

2 / level · makes bricks
High FurnaceIndustry

Makes pig iron

2 / level · makes pig iron
Hone QuarryIndustry

Makes whetstone

2 / level · makes whetstone
Inland Sand PitIndustry

Slowly digs sand from open dry ground within 12 m (no water needed)

2 / level · makes sand
Iron MineIndustry

Digs the iron seam of an iron province within 12 m for iron ore (deeper bands by level)

2 / level · makes iron ore
Lime ClampIndustry

Makes quicklime

2 / level · makes quicklime
Lime KilnIndustry

1 limestone + 1 sand into lime mortar

2 / level · makes lime mortar
Loam PitIndustry

Slowly digs clay from open dry ground within 12 m (no water needed; shares land with herds)

2 / level · makes clay
Manure YardIndustry

Makes compost

2 / level · makes compost
Marl PitIndustry

Makes compost

2 / level · makes compost
Millstone CutterIndustry

Makes millstone

2 / level · makes millstone
Nail SmithIndustry

Makes tools

2 / level · makes tools
Oil WellIndustry

Pumps crude oil from oil seeps within 12 m (oil provinces only) for house lamp oil

2 / level · makes crude oil
Ore MineIndustry

No workers: yields its province deposit good monthly (copper, tin, lead, gems, silver, rock salt, marble, slate, limestone, gypsum, sulphur, kaolin)

Pearl FisheryIndustry

Pearls from fresh-water cells within 24 m (luxury, pier)

2 / level · makes pearls
Peat CutterIndustry

Cuts peat (dung on steppe) from bog / wet ground within 24 m for peat fuel

2 / level · makes peat
Pitch BoilerIndustry

Makes crude oil

2 / level · makes crude oil
Plaster WorksIndustry

1 gypsum into plaster

2 / level · makes plaster
QuarryIndustry

Cuts stone from mountain rock within 12 m; needs a rock face, site reserve depletes

2 / level · makes stone
Riving YardIndustry

Makes stave

2 / level · makes stave
Rock Salt WorksIndustry

3 rock salt into 1 salt

2 / level · makes salt
Salt WorksIndustry

Salt from beach / salt marsh / desert flat within 24 m (luxury)

2 / level · makes salt
SawmillIndustry

Big wood store (500); area cards speed up felling of trees within 32 m

Seaweed GatherersIndustry

Makes compost

2 / level · makes compost
Shingle MakerIndustry

Makes roof tiles

2 / level · makes roof tiles
Slaked-Lime KilnIndustry

1 limestone into slaked lime

2 / level · makes lime slaked
Slate StonecutterIndustry

3 slate into 1 dressed stone

2 / level · makes dressed stone
StonecutterIndustry

1 marble into 1 dressed stone

2 / level · makes dressed stone
Sulphur WorksIndustry

1 sulphur into 1 medicine (sulphur salve)

2 / level · makes medicine
TanneryIndustry

1 hides into leather (hides come from pens)

2 / level · makes leather
ThatcherIndustry

Makes roof tiles

2 / level · makes roof tiles
Trapper's LodgeIndustry

Furs from kept trees (tundra, boreal, highland) within 24 m (luxury)

2 / level · makes furs
BloomeryIndustry

2 iron ore + 1 coal into iron

2 / level · makes iron
BrickworksIndustry

1 clay (+0.25 coal) into bricks (house and hall upgrades)

2 / level · makes bricks
Forester LodgeIndustry

Fells trees within 32 m for wood and replants the stumps (8 saplings/level/month)

2 / level · makes wood
GlassworksIndustry

2 sand + 1 coal into glass

2 / level · makes glass
Lead Glass FurnaceIndustry

1 lead ore + 2 sand into glass (lead replaces the coal)

2 / level · makes glass
Limestone StonecutterIndustry

3 limestone into 1 dressed stone

2 / level · makes dressed stone
Sand PitIndustry

Digs sand (beach, dune, river bank) within 12 m for sand

2 / level · makes sand
Sheep RanchIndustry

Shears flocks on open land within 24 m for wool

2 / level · makes wool
Steel ForgeIndustry

2 iron + 1 coal into steel

2 / level · makes steel
Tile KilnIndustry

1 clay + 1 coal into roof tile

2 / level · makes roof tiles
Alum HouseIndustry

the mordant everyone needs and few have: the Middle Age monopoly good (papal Tolfa)

Middle Age, hall 6+ · makes alum
Assay HouseIndustry

know the grade before you dig; trust in coin / makes export reputation physical (the 1300 assay that gave the word hallmark)

Middle Age · makes ore lots
Bark PeelerIndustry

spring-only: pulls felling from autumn into spring; timber or leather

Dark Age · makes tanbark
Brine BoilerIndustry

Salt wherever a spring rises, paid in fuel: a salt town eats its forests (the Lüneburg Heath).

Dark Age · makes Salt (Table T1)
Chalk and Flint PitIndustry

lights the whitewash row; flint + amadou = fire kits for every hearth

Dark Age · makes chalk
Copper SmelteryIndustry

copper becomes a metal with its own uses, not only bronze feed

Dark Age · makes copper
Cupellation HearthIndustry

lead veins turn into silver mines by grade (Freiberg, 1168)

Middle Age · makes silver
Drainage AditIndustry

an infrastructure bet that collects rent from others

Middle Age, hall 6+
Gold Washer's SluiceIndustry

the only gold source: tiny, seasonal, depleting bars; a gold rush

Middle Age · makes gold
Horse WhimIndustry

deep rich veins need animals and feed: mining eats farming

Middle Age
Hurdle MakerIndustry

makes coppicing pay; cheap Dark Age fences and walls

Dark Age · makes hurdle
Ice Cutter's ShedIndustry

winter work for summer hands; cold biomes get an export

Dark Age · makes ice
Lampblack HutIndustry

a second ink route without vitriol; cheap

Dark Age · makes lampblack
Mining OfficeIndustry

mines as politics (the mining regale); one per realm

Middle Age · makes royalties
Ochre PitIndustry

colour as a graded input; red ochre from bog ore ties the bog to art

Dark Age · makes ochre
Ore WasheryIndustry

grade for pollution: site it below your own pearl beds

Dark Age · makes concentrate
Potash BoilerIndustry

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

Dark Age · makes potash
Prospector's LodgeIndustry

deposits are hidden: exploring is a choice; in multiplayer the first to find claims

Dark Age · makes rods
Raft LandingIndustry

the heaviest good hauls itself; the river is a road (Vltava rafting); in multiplayer rafts cross a neighbour's water: toll or treaty

Dark Age · makes logs
Resin TapperIndustry

pines as a living crop or as timber; a claim fight with the forester

Dark Age · makes resin
Roasting HeapIndustry

nothing grows within 24 m: placement is the decision

Dark Age · makes copper
Soapstone QuarryIndustry

northern towns without good clay get pots and moulds

Dark Age · makes soapstone
Stamp MillIndustry

makes T1-T3 veins worth working; water rights against the mills

Middle Age, hall 6+ · makes crushed ore
Tree NurseryIndustry

reshape the forest over decades; species foreign to your biome become rarities and trade

Middle Age
Verderer's LodgeIndustry

zoning: game, honey and old growth against timber volume; poaching events

Middle Age
Vitriol WorksIndustry

plan a year ahead; coal-mine waste becomes books

Middle Age · makes green vitriol
Abbey BreweryProduction

Makes beer

2 / level · makes beer
BinderyProduction

Makes pottery

2 / level · makes pottery
Bleaching GreenProduction

Makes clothes

2 / level · makes clothes
BreweryProduction

2 wheat into beer (luxury drink for houses)

2 / level · makes beer
Bronze Tool WorkshopProduction

1 bronze ingot into 2 tools

2 / level · makes tools
CartographerProduction

Makes jewellery

2 / level · makes jewellery
ChandlerProduction

Makes beeswax candle

2 / level · makes beeswax candle
Cider HouseProduction

Makes beer

2 / level · makes beer
Cloth HallProduction

Makes clothes

2 / level · makes clothes
Colour MillProduction

Makes sulphur

2 / level · makes sulphur
Copper SmelterProduction

Makes gold ingot

2 / level · makes gold ingot
DistilleryProduction

Makes wine

2 / level · makes wine
Dye WorksProduction

Makes clothes

2 / level · makes clothes
EmbroidererProduction

Makes clothes

2 / level · makes clothes
Fine SmithProduction

Makes jewellery

2 / level · makes jewellery
FullerProduction

Makes clothes

2 / level · makes clothes
FurrierProduction

1 leather + 1 wool + 1 furs into warm coat (biggest cold bonus)

2 / level · makes warm coat
GlassblowerProduction

1 glass into glassware

2 / level · makes glassware
Glue BoilerProduction

Makes lime mortar

2 / level · makes lime mortar
Hammer MillProduction

Makes iron

2 / level · makes iron
IlluminatorProduction

Makes jewellery

2 / level · makes jewellery
Ink MakerProduction

Makes sulphur

2 / level · makes sulphur
Instrument MakerProduction

Makes pottery

2 / level · makes pottery
Lens GrinderProduction

Makes glassware

2 / level · makes glassware
Paper MillProduction

Makes plaster

2 / level · makes plaster
Parchment MakerProduction

Makes leather

2 / level · makes leather
PerfumerProduction

Makes amber

2 / level · makes amber
Porcelain KilnProduction

1 kaolin into pottery of fine china clay

2 / level · makes pottery
Refining HearthProduction

Makes silver ingot

2 / level · makes silver ingot
RopewalkProduction

Makes tools

2 / level · makes tools
SaddlerProduction

Makes clothes

2 / level · makes clothes
Sail LoftProduction

Makes clothes

2 / level · makes clothes
ScriptoriumProduction

Makes jewellery

2 / level · makes jewellery
Sculptor's YardProduction

Makes dressed stone

2 / level · makes dressed stone
Seal EngraverProduction

Makes jewellery

2 / level · makes jewellery
Shearman's ShopProduction

Makes clothes

2 / level · makes clothes
Silk HouseProduction

Makes clothes

2 / level · makes clothes
Soap BoilerProduction

Makes lime slaked

2 / level · makes lime slaked
Spinning HouseProduction

Makes yarn

2 / level · makes yarn
TailorProduction

2 wool into clothes (luxury)

2 / level · makes clothes
Tallow ChandlerProduction

Makes peat

2 / level · makes peat
Tapestry LoomProduction

Makes clothes

2 / level · makes clothes
TawyerProduction

Makes leather

2 / level · makes leather
Tenter GroundProduction

Makes clothes

2 / level · makes clothes
Tool WorkshopProduction

wood + stone into tools (tier A survival producer)

2 / level · makes tools
Vinegar MakerProduction

Makes food

2 / level · makes food
WeaverProduction

Makes clothes

2 / level · makes clothes
WheelwrightProduction

Makes tools

2 / level · makes tools
WineryProduction

2 grapes into wine (luxury for houses)

2 / level · makes wine
WiredrawerProduction

Makes tools

2 / level · makes tools
Wood TurnerProduction

Makes tools

2 / level · makes tools
WoodcarverProduction

Makes timber frame

2 / level · makes timber frame
Bowyer and FletcherProduction

Makes weapons

2 / level · makes weapons
ClocksmithProduction

Makes tools

2 / level · makes tools
CooperProduction

Makes timber frame

2 / level · makes timber frame
CoppersmithProduction

Makes tools

2 / level · makes tools
CordwainerProduction

Makes clothes

2 / level · makes clothes
CurrierProduction

Makes leather

2 / level · makes leather
CutlerProduction

Makes tools

2 / level · makes tools
EnamellerProduction

Makes jewellery

2 / level · makes jewellery
FarrierProduction

Makes tools

2 / level · makes tools
Felt HatterProduction

Makes clothes

2 / level · makes clothes
FurbisherProduction

Makes armour

2 / level · makes armour
Glass PainterProduction

Makes glassware

2 / level · makes glassware
GlazierProduction

Makes glassware

2 / level · makes glassware
GloverProduction

Makes clothes

2 / level · makes clothes
HornerProduction

Makes tools

2 / level · makes tools
JewellerProduction

2 gemstones into jewellery

2 / level · makes jewellery
JoinerProduction

Makes timber frame

2 / level · makes timber frame
Latten WorksProduction

Makes bronze ingot

2 / level · makes bronze ingot
Leaf BeaterProduction

Makes jewellery

2 / level · makes jewellery
LeatherworkerProduction

2 leather into leather coat (cold-season work bonus)

2 / level · makes leather coat
Linen ArmourerProduction

Makes armour

2 / level · makes armour
LocksmithProduction

Makes tools

2 / level · makes tools
Lorimer and SpurrierProduction

Makes tools

2 / level · makes tools
Mail LinkerProduction

Makes armour

2 / level · makes armour
MeaderyProduction

Makes beer

2 / level · makes beer
Millwright's YardProduction

Makes tools

2 / level · makes tools
Net MakerProduction

Makes tools

2 / level · makes tools
Organ BuilderProduction

Makes jewellery

2 / level · makes jewellery
Osier Bed and BasketmakerProduction

Makes daub

2 / level · makes daub
Painters StudioProduction

Makes jewellery

2 / level · makes jewellery
PaternostererProduction

Makes jewellery

2 / level · makes jewellery
PewtererProduction

Makes pottery

2 / level · makes pottery
Pinner and NeedlerProduction

Makes tools

2 / level · makes tools
PlattnerProduction

Makes armour

2 / level · makes armour
PotterProduction

2 clay into pottery (luxury)

2 / level · makes pottery
SilversmithProduction

2 silver ore into jewellery

2 / level · makes jewellery
Wine CellarProduction

Makes wine

2 / level · makes wine
GoldbeaterProduction

turns coin into prestige: tiny stock, huge leverage

Middle Age, hall 6+ · makes gold leaf
GoldsmithProduction

gilded work (Finery T7)

planned · makes gilded work
CaravanseraiUtility

Stores wood, stone, food

Cattle MarketUtility

Stores food

Conduit and FountainUtility

Stores stone

Customs houseUtility

Stores wood, stone

Dirt RoadUtility

Road, 1 tile (2 m) wide, free but for work (40 a tile), move cost 7; dragged tile to tile; right-drag erases

FairgroundUtility

Stores food

FerryUtility

Stores wood, food

Fish MarketUtility

Stores food

Fodder StoreUtility

Stores food, oats, barley, beans

Food Market StallsUtility

Stores food

FortUtility

A walled fort for a standing garrison. It eats 8 grain from the town's stock every month;

GranaryUtility

Food store (food, grain, flour, bread; slower spoilage 1.5% a month); put it beside the fields

HarbourUtility

Water terminal for trade ships (quay half in the sea, berth deep enough); max 4 per player

HayloftUtility

Stores food, wheat, barley

Horse BarnUtility

Barn of the horses: drag the horse paddock along its wall (card-free); no staff of its own

MarketUtility

Market hall: 900 shared room for all goods; 2 card slots

Market CrossUtility

Stores food

Mule and Ox BreederUtility

Makes horses

2 / level · makes horses
Post stationUtility

A relay station for riders and messages along the roads. It has no work to do yet.

Quay / jettyUtility

Stores wood, stone, food

Settlers' WagonUtility

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

Staple HallUtility

Stores wood, stone, food

Stone DrainUtility

Stores stone

Stone RoadUtility

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

StorageUtility

Walled store, 1,200 shared room for all goods; goods are carried to the nearest store with room

Storage YardUtility

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

Stud FarmUtility

Pasture plot 25-1,024 tiles: breeds horses (6 a month at L1)

2 / level · makes food
Toll HouseUtility

Stores wood, stone

Town SquareUtility

Stores food

TreasuryUtility

Stores wood, food

Carters' YardUtility

Stores wood, stone

Great BridgeUtility

Stores stone

Horse PaddockUtility

Pasture plot 25-1,024 tiles: breeds horses (3 a month at L1); hidden from build bar, placed from its barn

2 / level · makes food
StablesUtility

Pen plot 4-100 tiles: grooms (no goods) keep horses; every 5 stabled horses add a carry unit to each worker (max +4)

2 / level · makes food
Treadwheel CraneUtility

Stores stone

Ice HouseUtility

Winter cold kept for summer: fresh fish and meat travel twice as far and cheese ages in July; a hot summer melts the store.

Middle Age · makes Ice
Root CellarUtility

Roots dug in autumn feed the town until spring: without a cellar a cabbage keeps 4 months.

Dark Age · makes Vegetables
Shipyard + dry dockUtility

ships

planned
WarehouseUtility

large store (place need)

planned
ApothecaryServices

Makes medicine

2 / level · makes medicine
Apprentice HallServices

Once built it adds to your science. It has no other work yet.

BankServices

Serves Its area

Barber-SurgeonServices

Stores food

BathhouseServices

Burns 6 wood a month for its baths: a 3rd entertainment kind and hygiene (no staff)

Cistern / town wellServices

Stores food

Colony HallServices

Home for 4 people

ConsulateServices

House for envoys: adds 0.005 research a tick; treaties come later

2 / level
CourthouseServices

Justice turns crime into income or labour. It has no work to do yet.

Foreign MinistryServices

Seat of diplomacy: one per realm, +0.005 research a tick; ministry group (pick 2 of 3)

3 / level
Gongfarmers' YardServices

Stores wood

GuildhallServices

The seat of the town's guilds. It gives no guild bonuses yet.

GuildhallServices

The hall where a guild is founded: when it stands, your Guild window can found one with a

Herald's OfficeServices

Once built it adds to your science. It has no other work yet.

HerbalistServices

Herbs within 24 m for medicine (a treated case never makes anyone sick)

2 / level · makes medicine
HotelServices

20 guest beds a level; a guest pays 27 and eats 1 food a month (more with town appeal)

2 / level
Infirmary / hospitalServices

Stores food

Intelligence AgencyServices

House of agents and ciphers: one per realm, +0.005 research a tick; ministry group (pick 2 of 3)

2 / level
Lazar HouseServices

Stores food

LibraryServices

Educated households within 42 / 70 / 94 m make +50% science; place where schools reach

1 / level
Mason's guildhallServices

Stores stone

Midwife's HouseServices

Stores food

MoneychangerServices

Makes gold ingot

2 / level · makes gold ingot
MuseumServices

Shows dug artefacts: 6 / 12 / 18 places, +2% science a piece, trios of three lands form collections

1 / level
Physic GardenServices

Grows medicine from herbs within 24 m outdoors; yield follows the season

2 / level · makes medicine
Pillory and StocksServices

Stores wood

Reeve's OfficeServices

House-management desk: house list, bulk upgrade tools, upgrade queue, upkeep budget; one per town; grows with the hall (L4 blocked)

Scholars HutServices

Produces research (0.02 a tick)

SchoolServices

Educates houses within 42 / 70 / 94 m (L1-3): educated households make 2x house science

1 / level
Scrivener's OfficeServices

Once built it adds to your science. It has no other work yet.

ShipyardServices

Builds the ships of the trade routes from goods: the Knarr and the hulls from the Hulk to

Soup KitchenServices

Stores food

Striking HouseServices

Stores stone

TavernServices

Pours 4 beer or heather ale a month from the town stock: an entertainment kind (no staff)

TheatreServices

Entertainment for houses around it; shows need luxuries (gatherings up to 20)

2 / level
Town HallServices

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)

UniversityServices

Library-class education in reach (42 / 70 / 94 m) + 0.03 research a tick

1 / level
WellServices

Puts out a house fire within 16 cells and gives homes water access (no staff, 2x2 tiles)

ZooServices

Keeper brings species from provinces: 4 / 8 / 12 pens, +3 happiness a species within 96 m (max +15)

1 / level
Zoo EnclosureServices

Pen plot 4-100 tiles: habitat for the zoo's animals (1 keeper a level)

1 / level · makes food
Assize OfficeServices

Once built it adds to your science. It has no other work yet.

GaolServices

Stores food

Mason's lodgeServices

Stores stone

WashhouseServices

Stores wood

Faction CapitalServices

vision; 0 port fee + crew wages -25 % on faction routes; doctrine 40 pm; Capital stage bonuses

planned
Fire brigadeServices

fire safety (place need)

planned
Bell TowerReligion

Watch post with nothing to warn of yet (no enemies); adds 0.004 research a tick

CathedralReligion

Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)

2 / level
Chapter HouseReligion

Once built it adds to your science. It has no other work yet.

Charnel HouseReligion

Stores stone

MosqueReligion

Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)

2 / level
Orthodox ChurchReligion

Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)

2 / level
PagodaReligion

Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)

2 / level
Pilgrims' ChapelReligion

Stores food

ShrineReligion

Open-air altar, 2 priests: dedicate to an essence, offerings earn the essence and a patron's favour; counts as entertainment kind

2 / level
SynagogueReligion

Faith altar (shrine kind), 2 priests, offerings; one faith building type per realm (group faith, pick 1 of 5)

2 / level
Tithe BarnReligion

Stores food, wheat

Wayside CrossReligion

Stores food

CemeteryReligion

30 graves; each death fills one, a town without free graves grieves; calm lifts homes within 12 m (appeal 6)

MonasteryReligion

Once built it adds to your science. It has no other work yet.

Grand TempleReligion

the deity: favour gain +25 % with it, its domain's essence yield +10 %, doctrine 40 pm, the religion god unit

planned
CottageHousing

Cheap one-room home for 3 residents (up to 6 at L4); small research income

HouseHousing

4 residents at L1 (up to 12 at L6); renovated by tiers: food, luxury, heat, entertainment kinds raise tax

AlmshouseHousing

A safety net costs grain but breaks the unrest spiral

Dark Age
Manor HouseHousing

Nobles are dear; happy nobles lift the town's prestige (immigration +)

Dark Age
Merchant's HouseHousing

Where the trading class lives and works

Middle Age, hall 4+
Tenement RowHousing

Beds now, disease and fire later

Middle Age, hall 4+
ArbalesterMilitary

Stores wood, stone

Armour SmithyMilitary

1 iron + 1 leather + 1 steel per batch into armour (4 levels)

2 / level · makes tools
ArmouryMilitary

Stores wood

Army StableMilitary

Stalls for cavalry war horses; grooms add 0.005 research a tick

2 / level
BarracksMilitary

Quarters and drill yard for standing troops; staff add 0.005 research a tick (recruiting later)

2 / level
Beacon chainMilitary

A network across provinces; a false alarm costs a month of work. It has no work to do yet.

Gatehouse and barbicanMilitary

A choke point you place: traffic vs safety; rams aim here. It has no work to do yet.

KeepMilitary

The military twin of the town hall: a second climb with its own bills. It has no work to d

Mercenary campMilitary

Stores food

Motte and baileyMilitary

A Dark realm defends before it has stone, but timber burns. It has no work to do yet.

Muster fieldMilitary

Stores food

Naval arsenalMilitary

Stores wood

Quartermaster depotMilitary

Stores wood, stone, food

Siege workshopMilitary

Makes weapons

2 / level · makes weapons
Training StableMilitary

Riding hall where young horses are broken in; trainers add 0.005 research a tick

2 / level
War DepartmentMilitary

War office: one per realm, +0.005 research a tick; ministry group (pick 2 of 3)

3 / level
Watch TowerMilitary

Lookout (no enemies yet): charts the land for 0.003 research a tick

Weapon SmithyMilitary

1 iron per batch into weapons (4 levels)

2 / level · makes tools
Archery ButtsMilitary

Once built it adds to your science. It has no other work yet.

Baggage yardMilitary

Stores wood, food

Fencing schoolMilitary

Once built it adds to your science. It has no other work yet.

Field hospitalMilitary

Stores food

Forward depotMilitary

Stores wood, food

Military roadMilitary

Stores stone

Mural towerMilitary

Spacing towers is the defense puzzle. It has no work to do yet.

Palisade and ditchMilitary

Where the line runs is a city plan: every metre is upkeep forever and caps growth. It has

PavilionerMilitary

Makes clothes

2 / level · makes clothes
Pioneers' lodgeMilitary

Stores wood, stone

Remount depotMilitary

Stores food

Sappers' lodgeMilitary

Stores wood, stone

Scouts' lodgeMilitary

The map is discovered, not given: scouts uncover it for you. It has no work to do yet.

Siege parkMilitary

Stores wood

TiltyardMilitary

Once built it adds to your science. It has no other work yet.

Watch HouseMilitary

Safety is coverage paid in wages every month. It has no work to do yet.

Wet moatMilitary

Stores stone

Battle AbbeyWonders

Once built it adds to your science. It has no other work yet.

Colossal HeadWonders

Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)

Equestrian StatueWonders

Monument: appeal 20 to houses within 24 m once finished; victory-monument group (pick 2 of 4)

Exchange Hall (weighing house)Wonders

Wonder, 4 stages (Industrial-age wonder): weighing house that mints silver / gold ingots; world-trade effect comes later; one per realm

Founder's BarrowWonders

Once built it adds to your science. It has no other work yet.

Great CathedralWonders

Once built it adds to your science. It has no other work yet.

Great DykeWonders

Stores food

Great GranaryWonders

Wonder, 4 build stages (Dark-age wonder): every stage makes granaries hold more food; one per realm; needs town hall 2

Great LibraryWonders

Once built it adds to your science. It has no other work yet.

Great MarketWonders

Stores wood, stone, food

Hero FountainWonders

Monument: appeal 16 within 20 m; victory-monument group (pick 2 of 4)

ObeliskWonders

Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)

Pilgrimage ShrineWonders

Once built it adds to your science. It has no other work yet.

Royal PalaceWonders

Once built it adds to your science. It has no other work yet.

Runestone RingWonders

Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)

Star ObservatoryWonders

Wonder, 4 stages (Enlightenment): the Industrial age costs less science, more science follows; one per realm

Straits LighthouseWonders

Wonder, 4 stages (Middle age): coast or lake shore; shore trades work faster and ignore winter; one per realm

Triumphal ArchWonders

Monument: appeal 20 within 24 m; victory-monument group (pick 2 of 4)

Turtle SteleWonders

Monument: appeal 12 within 16 m; ancient-monument group (pick 1 of 4)

Victory ColumnWonders

Monument: appeal 16 within 20 m; victory-monument group (pick 2 of 4)