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Buildings Guide

Every building type in Town to City — from crop-powered production chains to city services and tourism structures. Building names and crop requirements verified against game data.

CivicEconomyFoodHousingApparelLeisureDecoration

Complete Building Reference

BuildingCategoryDescription
Town HallCivicThe administrative heart of your settlement. Serves as the central hub for citizen registration and town management. Manage worker assignments and view town statistics from the Town Hall. Every new town begins with one.
Market StallEconomyBasic commerce building where citizens purchase food, apparel, leisure items, and home decorations. Satisfies worker needs and generates early income. Place within walking distance of residential areas.
Worker HouseHousingBasic housing for Workers. Workers form the foundation of your labor pool, staffing farms and basic production buildings. Upgrade to Artisan Houses once their needs (food access, market access) are met.
Artisan HouseHousingMid-tier housing for Artisans. Artisans operate advanced production buildings like bakeries and workshops. They demand better food variety and access to apparel and leisure goods.
Bourgeoisie HouseHousingElite housing for your wealthiest citizens. Bourgeoisie generate the most tax income and staff advanced buildings. They demand luxury goods, public services, and high beauty scores.
FarmFoodGrows crops on fertile land. Farms plant Grapes, Corn, Wheat, Cotton, Rose, Hops, Potatoes, Tomatoes, Lettuce, Pumpkin, Lavender, and Medicinal Herbs depending on your Farm tier. Farm surface area doubles at Tier 3.
BakeryFoodConverts Corn (15) and Wheat (15) into Bread. A staple food processing building that satisfies higher-tier citizen food needs. Unlocked at Farms Tier 1.
WineryFoodProcesses Grapes (50) into Wine. A luxury beverage that satisfies Bourgeoisie needs and serves as a valuable trade good. Unlocked at Farms Tier 1.
HatteryApparelAn apparel building that consumes Beeswax (20), Cotton (20), and Rose (20) to produce hats. Unlocked at Farms Tier 2.
PubLeisureA leisure building serving drinks. Requires Hops (75), and Potatoes, Tomatoes, and Lettuce (25 each). Keeps citizens entertained and happy. Unlocked at Farms Tier 3.
ApothecaryCivicA public service building using Medicinal Herbs (80) and Hops (40). Provides healthcare services at City rank.
PerfumerApparelAn apparel building that creates fragrances from Lavender (30) and Rose (30). Unlocked at City rank.
Social ClubLeisureA leisure building requiring Rose (40) and Grapes (50). Provides high-end entertainment at City rank.
Candle MakerDecorationA housewares building consuming Beeswax (75). Produces candles for home decoration. Unlocked at City rank.
CathedralCivicA public service building requiring Lavender (40) and Beeswax (40). Unlocked at Large City rank.
RestaurantFoodA food building consuming Tomatoes, Potatoes, Pumpkin (10 each) and Beeswax (10). Serves fine dining at Large City rank.
WarehouseEconomyGeneral-purpose storage building. Warehouses have a transport range — production buildings and shops within range automatically access stored goods. Warehouse workers handle logistics.
GranaryFoodDedicated crop storage. Place granaries near your farming regions to reduce transport time from fields to processing buildings.
Research CenterCivicUnlocks new buildings, decorations, and technologies through a research tree. Assign Research Workers to progress through tiers.
HotelEconomyTourism building where visiting travelers stay. Contributes to tourism income. Works alongside scenic routes and tourist attractions like the Lighthouse and Art Atelier.
Art AtelierEconomyProduces artwork and generates tourism appeal. Completing Art Atelier objectives provides unique rewards.
LighthouseDecorationCoastal landmark that boosts tourism appeal and provides navigation bonuses. A scenic attraction for tourist routes.
Food StallFoodSmall food vending structure that satisfies basic citizen food needs. Supplement to larger food buildings in dense residential areas.

Town Hall

Civic

The administrative heart of your settlement. Serves as the central hub for citizen registration and town management. Manage worker assignments and view town statistics from the Town Hall. Every new town begins with one.

Market Stall

Economy

Basic commerce building where citizens purchase food, apparel, leisure items, and home decorations. Satisfies worker needs and generates early income. Place within walking distance of residential areas.

Worker House

Housing

Basic housing for Workers. Workers form the foundation of your labor pool, staffing farms and basic production buildings. Upgrade to Artisan Houses once their needs (food access, market access) are met.

Artisan House

Housing

Mid-tier housing for Artisans. Artisans operate advanced production buildings like bakeries and workshops. They demand better food variety and access to apparel and leisure goods.

Bourgeoisie House

Housing

Elite housing for your wealthiest citizens. Bourgeoisie generate the most tax income and staff advanced buildings. They demand luxury goods, public services, and high beauty scores.

Farm

Food

Grows crops on fertile land. Farms plant Grapes, Corn, Wheat, Cotton, Rose, Hops, Potatoes, Tomatoes, Lettuce, Pumpkin, Lavender, and Medicinal Herbs depending on your Farm tier. Farm surface area doubles at Tier 3.

Bakery

Food

Converts Corn (15) and Wheat (15) into Bread. A staple food processing building that satisfies higher-tier citizen food needs. Unlocked at Farms Tier 1.

Winery

Food

Processes Grapes (50) into Wine. A luxury beverage that satisfies Bourgeoisie needs and serves as a valuable trade good. Unlocked at Farms Tier 1.

Hattery

Apparel

An apparel building that consumes Beeswax (20), Cotton (20), and Rose (20) to produce hats. Unlocked at Farms Tier 2.

Pub

Leisure

A leisure building serving drinks. Requires Hops (75), and Potatoes, Tomatoes, and Lettuce (25 each). Keeps citizens entertained and happy. Unlocked at Farms Tier 3.

Apothecary

Civic

A public service building using Medicinal Herbs (80) and Hops (40). Provides healthcare services at City rank.

Perfumer

Apparel

An apparel building that creates fragrances from Lavender (30) and Rose (30). Unlocked at City rank.

Social Club

Leisure

A leisure building requiring Rose (40) and Grapes (50). Provides high-end entertainment at City rank.

Candle Maker

Decoration

A housewares building consuming Beeswax (75). Produces candles for home decoration. Unlocked at City rank.

Cathedral

Civic

A public service building requiring Lavender (40) and Beeswax (40). Unlocked at Large City rank.

Restaurant

Food

A food building consuming Tomatoes, Potatoes, Pumpkin (10 each) and Beeswax (10). Serves fine dining at Large City rank.

Warehouse

Economy

General-purpose storage building. Warehouses have a transport range — production buildings and shops within range automatically access stored goods. Warehouse workers handle logistics.

Granary

Food

Dedicated crop storage. Place granaries near your farming regions to reduce transport time from fields to processing buildings.

Research Center

Civic

Unlocks new buildings, decorations, and technologies through a research tree. Assign Research Workers to progress through tiers.

Hotel

Economy

Tourism building where visiting travelers stay. Contributes to tourism income. Works alongside scenic routes and tourist attractions like the Lighthouse and Art Atelier.

Art Atelier

Economy

Produces artwork and generates tourism appeal. Completing Art Atelier objectives provides unique rewards.

Lighthouse

Decoration

Coastal landmark that boosts tourism appeal and provides navigation bonuses. A scenic attraction for tourist routes.

Food Stall

Food

Small food vending structure that satisfies basic citizen food needs. Supplement to larger food buildings in dense residential areas.

City Rank Progression

Town to City unlocks buildings progressively as your settlement advances through city ranks. Each rank introduces new crop types, buildings, and citizen needs.

Small Town

Farms Tier 1: Grapes, Corn, Wheat. Unlocks Bakery and Winery. Basic housing and town infrastructure. Focus on food production and meeting basic citizen needs.

Town

Farms Tier 2: adds Beeswax, Cotton, Rose. Unlocks Hattery (apparel). Farms Tier 3: adds Hops, Potatoes, Tomatoes, Lettuce. Unlocks Pub (leisure). Expand into processed goods and entertainment.

City

Farms Tier 4: adds Pumpkin, Lavender, Medicinal Herbs. New city buildings: Apothecary, Perfumer, Social Club, Candle Maker. Tourism buildings and advanced services become available.

Large City

Unlocks Cathedral (public service) and Restaurant (food). End-game buildings that require diverse crop inputs. Focus on optimizing supply chains across multiple towns.

Placement Tips

Group farms efficiently. Place farms in dedicated agricultural areas (separate towns like Fontebrac) to maximize output. Farm points and warehouse transport range determine how many fields a farm can reach.
Use warehouses for supply chains. Buildings within warehouse range automatically access stored goods. Place warehouses between producers and consumers to minimize transport times.
Manage labor carefully. Each citizen tier has a labor priority system. Workers, Artisans, and Bourgeoisie are needed for different buildings — balance housing upgrades with available jobs.
Tourism requires infrastructure. Tourism revenue scales with Hotels, scenic routes, and attractions (Lighthouse, Art Atelier, Monumental Ruins, Obelisk). Develop dedicated tourist towns (e.g., Rocemarée) for maximum returns.