Province buildings
Every building has three tiers: Restored, Improved and Advanced. Each tier opens new services, works better and changes how the building looks. Stand at a building's lot to read the sign by its door, and enter to go inside; every room with something to do has a sign or slate that lists it. province buildings lists what a settlement has built.
Some buildings can stand anywhere; others need the right ground. A building on its favoured ground makes a little more (see the table at the end). look at a lot, or survey it, to see which buildings would do well there.
Collecting
A working building banks what it makes until a council member stands at its lot and types province collect; the lot's description says what is waiting. A collection takes only what the stores have room for, and the rest waits. A worker on the job board's Bring in the Harvest order may collect the food at a farm, pasture, fishery, food hall or shrine (help province food).
The storehouse
The heart of the settlement, and the first thing a new council builds. The storehouse leads the tiers: no other building can become Advanced until it is. An Improved storehouse lets two building projects run at once and puts the Stables and Treasury plans on sale.
Outside, in the yard:
deposit <item> stow an item in your bin or the pool deposit all block every stone block you carry deposit all bars every metal bar the stores buy wagon deposit <item> the same, out of a cart you own wagon deposit stone a whole wagonload of stone value <item> what the pool would pay, before you deposit sell <item> to province sell logs, timber, planks or carpentry take handcart borrow the yard's handcart return handcart bring it back, empty
Logs, timber and planks go to your own bin, free but limited by its size. Stone blocks, firewood and metal bars go to the province pool, and the treasury pays you for each; council members stock their own stores unpaid. Crafted weapons and armour go to the watch's racks (see the watchpost below).
Inside, stores reads the stockpile. East is the general store, and up from it the blueprint loft: list plans, then buy plan <number|name>. Down is the vault, where bin shows your bin, withdraw <item> takes something back, and the council can list every bin with bins. Your bin grows with your standing; Strangers and Newcomers have none. At a province forge or leatherworks, pull <item> from bin sends a runner to fetch from it.
A council member can fit the storehouse with food stores: a granary, an ice house, a cold cellar and a smoke loft. Type install inside to see the next step and its cost (help province food).
Workshop
Inside is the forge; the leatherworks lie west, the drafting room with the planning table east, and from the Improved tier the toolwrights' bench north. An Improved workshop offers sharpen and an Advanced one reinforce; forge lists the services and prices. The leatherworks serves hide-workers, fletchers and bowyers, and its slate lists the recipes (help artisan progression).
Inn
list shows the fare; buy meal, buy drink, buy <drink> and buy recipe <name> buy from it, and rest by the hearth speeds your recovery. The plain meal draws on the settlement's food. Brewers cook <drink> at the kitchen fire, west, to stock the shelf. At an Advanced inn, those of Respected standing can sleep upstairs and wake well rested. Below is a strongroom with lockers for those the settlement trusts (help locker). read board shows the inn's notices and balance the treasury.
Food hall, farm, pasture, fishery, smokehouse
The buildings that feed the settlement. The food hall's butcher buys your catch and its cook sells and teaches cooking; farms, pastures and fisheries take a turn of work a day; the smokehouse preserves meat and fish. All of it is in help province food.
Housing
Settlers move in as housing goes up. They pay the taxes that fill the treasury, and they eat. In the common hall, census counts them.
Shrine
Dedicated to fire, earth, water or air with province consecrate <element>.
sacrifice <item> feed the shrine and earn favour blessing the daily blessing, for an offering bless latchkey [<count>] homeward blessings (help latchkey) shrine status each altar and what it waits on install found a chapel, or raise an altar
Those of Trusted standing can take a blessing once a day while the shrine burns. It also heals you, for an offering of up to 1,000 silver, half of which goes to the treasury; a cold altar or a starving settlement heals nothing. Blessings are stronger in remote and flourishing provinces, and cannot be taken mid-fight.
Sawmill
Sell wood and mill logs in the yard. An Improved sawmill adds a saw pit and an Advanced one a carpentry workstation; each lifts the quality of what you saw or hew there, the fine woods most of all. sawpit and workstation show the bonus.
Logs, timber and planks left loose on the ground are lost when the world restarts. stack them into a pile, which lasts.
Mine and smeltery
A mine needs rocky ground; up to five per province. Below ground you need a wielded mining pick (help mine). Deeper levels hold richer ore and worse dangers. Better mines dig deeper. At the entrance, sort rubble splits rubble into ore, stone and coal; the coal goes straight to the smeltery's fuel. mine status shows how much rock is left. A dug-out mine can be reopened deeper with build upgrade, or sealed with mine reset to free the lot.
The smeltery, one per province, turns ore into bars at its furnace (help smelt). An Improved smeltery pours five bars at a time and adds brass and bronze; an Advanced one pours ten and adds steel. From the Improved tier it also has a sorting station and a polishing workshop, and the council can fit a gem-cutting room.
Ore and bars move by cart: see help wagon. At the mine mouth the cart shed lends mining carts (take mining cart) for rubble.
Quarry, clay pit, charcoal pit
Up to two of each per province. A quarry stands on hills: quarry cuts blocks onto the floor's pile, to be hauled to the yard (help quarry). A clay pit needs wet ground or water beside it: dig sends clay straight to the stores (help clay pit). A charcoal pit stands on plains, meadow or forest: burn chars wood from the pool into coal for the smeltery. Each yields so much a day.
Stables
Needs an Improved storehouse. Its rack lends carts and wagons, more of them at higher tiers.
wagon list what is on the rack, and your parked wagons take <slot> borrow a wagon from the rack return <wagon> bring it back, empty wagon park <wagon> leave a wagon of your own here wagon retrieve [<type>] bring it out again stable park <mount> board a named mount stable retrieve <name> collect it buy wagon a rough light wagon of your own buy hay, buy large hay feed for the road
Treasury
Needs an Improved storehouse. A counting hall with a counter on your own bank account: deposit, withdraw, transfer and transactions work as at any city bank. Part of the withdrawal fee stays with the province, so banking here helps it at no cost to you.
Watchpost
One per settlement. The watch buys the arms crafters make and dresses its guards in copies of them, each named for its maker.
deposit <item> hand in a weapon, shield, armour or bow deposit all arrows hand in your fletched arrows value <item> what the watch would pay
A piece must carry its maker's mark; loot, shop goods, jewellery and anything you wear or wield are refused. The treasury pays outsiders; council members stock their own watch unpaid. Arrows are taken from the second tier. The council sets how much the watch keeps with council watch, and the racks add to the settlement's Defence.
Moon portal
One per province, on firm dry ground; it shows on the map as &. Its plan is sold for one moon, and the gate serves that moon for good. When it is built, a council member brings 25 rift splinters and a greater moon rune of that moon and types consecrate moon in the chamber. Anyone who enters the gate is then carried to the moon.
Travel wears the seals down. Anyone can feed it moon runes, rift splinters, shards, charms and boons, and earn standing for it. The council can set a toll and limit who may pass. gate status shows the seals, the toll and the exits.
The arch can also open exits to Vaerlon, Atherton, Cenedoiss, Graemor, or open land the council marks: up to eight, each dearer than the last. The council plans them with gate exit plan <city> or council exit mark <name>, and an exit is paid for with install exit in the chamber and built like an upgrade. Anyone of Known standing, or who keeps a home in the province, may leave by one with enter <exit>, for a fare. A ridden mount goes too; a led one cannot.
Bridges
build bridge <direction> starts a bridge over the water beside you, with a bridge plan from the loft.
Paths
build path lays a path on a prepared lot. Buildings joined to the inn by paths, through the central square, harvest a little more.
Favoured ground
| Building | Does best on |
|---|---|
| Workshop, quarry | small and steep hills |
| Mine | hills, rocky tundra, other rock |
| Smeltery | hills and rocky tundra |
| Food hall | swamp and willow thicket |
| Clay pit | swamp |
| Shrine, charcoal pit | forest of every kind |
| Sawmill | deep forest and deep willow |
| Housing, stables, farm, treasury | plains and meadow |
| Pasture | meadow and small hills |
| Moon portal | rocky tundra |
The storehouse, inn, fishery, smokehouse and watchpost do as well on any ground they can stand on.
See also
provinces, province construction, province food, wagon, homes, latchkey
| Settlement | Provinces · Buildings · Construction · Missions · Food · Council · Citizens · Homes · Wagon · Lockers |
|---|---|
| Crafts | Crafting · Mining · Smelting · Forge · Gem cutting · Gems · Leatherworking · Logging · Carpentry · Cooking |
| Artisan guilds | Master Artisans · Apprentice Miners · Professional Miners · Professional Refiners · Smiths · Gemcutters · Leathercrafters · Dragonscale Crafters · Logger's Hall · Apprentice Carpenters (Fine Woodworkers · Timber Masters · Toolwrights · Artists of Wood) |