The Portal: Your sole connection to home. If this is destroyed, you’re on your own, and your homeland will probably be overrun and your people killed or enslaved.
Irreplaceable.
HQ Tent: The headquarters of the operation. Can be upgraded to increase the level of the colony, allowing more upgrades.
Level | Materials | Time |
1 | 100 Wood, 10 Stone | 30 |
2 | 150 Wood, 10 Stone | 50 |
3 | 100 Wood, 150 Stone, 20 Ore | 75 |
Wall: Currently just a glorified fence. Provides no bonuses- just defines your territory and allows coordination of defense. This should be upgraded if you expect any real opposition.
Level | Materials | Time |
1 | 100 Wood | 20 |
2 | 120 Wood | 25 |
Housing: Basic housing for your colonists. All non-military personnel will live here. It can be upgraded or expanded. Expansion requires 10 wood per 10 units of housing, and the first upgrade will require 10 wood and 2 stone per 10 units- both take 5 time.
Barracks: Soldiers sleep here. It can be upgraded or expanded. Expansion requires 10 wood per 10 units of housing, and the first upgrade will require 10 wood, 2 stone, and 1 ore per 10 units- both take 5 time.
Farm: One needs two workers, with monthly production of four food. Unusable in winter. Requires 8 wood and 3 time per farm.
Silo: Stores food and keeps it safe.
Level | Materials | Time |
1 | 150 Wood | 15 |
2 | 100 Wood | 10 |
Blacksmith: Allows access to higher-quality troops. Troop upgrade will require ore dependent on type.
Level | Materials | Time |
1 | 100 Wood, 20 Stone, 10 Ore | 20 |
Sawmill: Allows training of lumberjacks. Higher ranks increase the success rate of wood gathering.
Level | Materials | Time |
1 | 75 Wood | 10 |
2 | 160 Wood, 25 Stone | 20 |
Miner's Guild: Allows training of miners. Higher ranks increase the success rate of stone and ore gathering.
Level | Materials | Time |
1 | 60 Wood, 10 Stone | 10 |
2 | 100 Wood, 50 Stone | 20 |
Windmill: Allows training of farmers. Upgrades improved the gain of farming.
Level | Materials | Time |
1 | 75 Wood | 10 |
2 | 160 Wood, 25 Stone | 20 |
3 | 100 Wood, 75 Stone, 30 Ore | 30 |
Ore Mine: Set up one of these to facilitate extraction of ore from a deposit. Expanding it allows access to deeper veins.
Level | Materials | Time |
1 | 50 Wood | 10 |
2 | 80 Wood, 40 Stone | 20 |
Hunter's Lodge: Allows training of hunters. Higher ranks increase the success rate of hunting.
Level | Materials | Time |
1 | 60 Wood | 10 |
2 | 160 Wood, 25 Stone | 20 |
Quarry: Building a quarry makes stone gathering easier than simple collection from a site. Expanding it allows stone to be dug out from deeper down.
Level | Materials | Time |
1 | 50 Wood | 10 |
2 | 100 Wood, 25 Stone | 15 |
Watchpost: Can provide advance warning of danger.
Level | Materials | Time |
1 | 50 Wood | 6 |
Watch Tower: Like a watchpost, but more permanent. Can be upgraded into a defensive tower.
Level | Materials | Time |
1 | 50 Wood, 20 Stone | 10 |
Road: Allows faster travel from one area to another. Must be built between established sites. Cost is per hex traveled.
Level | Materials | Time |
1 | 5 wood/hex | 5/hex |
2 | 15 wood/hex | 10/hex |
Fishing Dock: Allows fishing from deeper water for fifteen people, and training of fishermen. Upgrades allow construction of ships.
Level | Materials | Time |
1 | 60 Wood | 10 |
2 | 200 Wood, 40 Stone | 20 |
For all costs, Level 1 is the initial structure, while higher levels are upgrades.