Cottage
Everything it needs is in the game.
Cheap one-room home for 3 residents (up to 6 at L4); small research income
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
Research: tier 1 node, base cost 100 research points.
Planned design Planned
Its planned design is built.
house window: residents, wealth, heating, reach, level and type.
Age
Dark Age
Problems it fixes
- A smaller house with no role of its own
Today
3 to 6 beds, 4 levels, small science; ladder tiers up to 3 at 60 % materials.
Modes
- Croft: kitchen garden, 1 vegetable a resident a month
- Spinning: putting-out work, 2 wool into 1 yarn
- Woodward: 1 wood a resident a month from trees within 24 m
Inputs and outputs
Range rule
Placed beyond 150 m from the hall or within 48 m of a field or pasture
Links
The player decision
Rural cottages (short commute, cheap needs) vs town houses (tax, classes).
House types (data, no new models)
| Type | Built from | Warmth | Fire risk | Max level | Best where |
|---|---|---|---|---|---|
| Hide tent | hides + poles | low | low | 1 | steppe, tundra; a nomad start |
| Reed hut | reed + clay | low | high | 1 | wetland, coast |
| Turf house | turf + timber | high | low | 2 | the cold north, highlands |
| Wattle and daub | wood + daub + thatch | mid | high | 2 | everywhere; the Dark Age default |
| Log cabin | logs | high | high | 3 | forests |
| Plank house | planks + iron nails | mid | high | 3 | near a sawmill |
| Adobe | sand + clay + straw | mid, cool in summer | low | 3 | the dry south |
| Fieldstone cottage | rocks + mortar + thatch | mid | low | 4 | uplands, rocky land |
| Timber frame | timber frame + daub + roof tiles | mid | mid | 5 | towns |
| Brick house | bricks + lime mortar + roof tiles | high | low | 6 | clay land, Middle Age |
| Stone house | dressed stone + slate | high | very low | 8 | Middle Age, hall 6+ |
| Burgher town house | stone + brick + glass windows | high | very low | 10 | Middle Age, hall 8+ |
Luxuries by tier: different luxuries a level asks
| Level | T1 | T2 | T3 | T4 | T5 | T6 | T7 |
|---|---|---|---|---|---|---|---|
| L1 | 1 | - | - | - | - | - | - |
| L2 | 2 | - | - | - | - | - | - |
| L3 | 3 | - | - | - | - | - | - |
| L4 | 3 | 1 | - | - | - | - | - |
| L5 | 3 | 2 | 1 | - | - | - | - |
| L6 | 3 | 3 | 2 | - | - | - | - |
| L7 | 3 | 3 | 3 | 1 | - | - | - |
| L8 | 3 | 3 | 3 | 2 | 1 | - | - |
| L9 | 3 | 3 | 3 | 3 | 2 | 1 | - |
| L10 | 3 | 3 | 3 | 3 | 3 | 2 | 1 |
Heating
| Heating | Burns | Notes |
|---|---|---|
| Open hearth | firewood or peat | Dark Age; smoky: a little less happiness, more sickness |
| Chimney fireplace | firewood, peat, charcoal | needs bricks or stone; 25 % less fuel, no smoke inside |
| Tiled stove | firewood, charcoal, coal | hall 6; roof tiles + bricks; half the fuel, warmest |
| Charcoal brazier | charcoal | town houses without a chimney; no smoke, dear fuel |
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 4
- Footprint
- 5.25 x 5.75 m
- Door
- front side, offset 0 m
- Build cost
- 12 wood, 3 stone
- Build work
- 700
- Builders at once
- 2
- Residents
- 3
- Card slots
- 1
- Science
- 0.04 science a second
- Housing levels
- {"residents": 3, "science per tick milli": 2, "model tier": 1}, {"residents": 4, "science per tick milli": 3, "model tier": 2}, {"residents": 5, "science per tick milli": 4, "model tier": 3}, {"residents": 6, "science per tick milli": 5, "model tier": 4}
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 1 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +1 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | -10 % upkeep | Cheaper to run |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +1 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % work |
| 9 | -10 % upkeep | Cheaper to run |
| 10 | Master cottage | Serves 25 % more people |