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- The '''granary''' is a [[buildings|storage facility]] in ''[[Foundation]]''. ...be stored; without this building [[market tender]]s are unable to acquire goods for [[food stall]]s, which will result in hunger initially, a protracted la1 KB (171 words) - 16:51, 27 January 2026
- The '''apiary''' is a [[buildings|sub-building]] of the [[monastery]]. ...ding that generates honey and wax resources over time. In order to produce goods, there must be monks or nuns assigned to the building, rather than [[villag377 bytes (52 words) - 07:55, 23 April 2025
- ...arehouse]] by transporters. As an advanced building that produces [[Common Goods]], it has a high [[maintenance]] and is best-suited to employing [[Citizen| ==Sub-buildings==1 KB (184 words) - 08:53, 23 April 2025
- ...mary source of daily goods for [[villagers]], which satisfy their food and goods needs from. The market itself is modular and in theory the number of stalls ...are promoted to serfs, the goods stall will become available, then luxury goods as commoners become available.2 KB (299 words) - 07:14, 23 January 2026
- ...and collect stored resources as needed and take them to their destination. Goods to be stored in the warehouse can only be placed their by a selling trader [[Category:Buildings]]916 bytes (131 words) - 15:33, 13 August 2022
- ...laborate buildings and basic decorations. The [[stonemason]] will take the goods from a [[warehouse]], [[stonecutter camp]] or [[quarry]]. [[Category:Buildings]]472 bytes (63 words) - 04:40, 23 April 2025
- ...point for [[water]], allowing buildings such as the [[bakery]] to produce goods. [[Category:Buildings]]647 bytes (91 words) - 16:34, 17 February 2022
- A building dedicated to creating [[common clothes]] for sale at a [[goods stall]]. Before they can be used, the completed clothing must be stored in [[Category:Buildings]]515 bytes (64 words) - 16:27, 17 February 2022
- ''[[Foundation]]'' has many buildings which produce goods, food, or materials in multiple steps. ==Goods==3 KB (353 words) - 05:36, 27 April 2025
- A building that rather than produce goods from resources supplied, replenishes the trees in regions marked as [[refor [[Category:Buildings]]582 bytes (82 words) - 16:50, 27 January 2026
- ...the ability to expand capacity with the installation of [[treasuries]] in buildings such as a [[manor house]]. ...me will come from the markets themselves as [[villager]]s purchse food and goods with the envoy quests helping to further supplement income. Income from que2 KB (267 words) - 06:24, 25 January 2026
- ...open up, with [[quests]] that guide further construction towards specific buildings. Goods Icon.png, Goods Production5 KB (790 words) - 07:14, 22 January 2026
- ...ave been obtained, they must be stored in either a [[Granary]] (food-based goods) or a [[Warehouse]]. ==Common Goods==10 KB (1,440 words) - 07:40, 27 January 2026
- Goods Need.png, Goods ;Goods5 KB (806 words) - 15:37, 25 January 2026
- ...e available trade routes in the game. It provides information on available goods, prices, and levels and allegiances of trade routes. ...employees and workplace status. Villagers can be assigned and removed from buildings directly in this screen.3 KB (491 words) - 12:23, 28 January 2026
- ...institute that can become a part of the village, monasteries, unlike other buildings, require villagers to be 'conceeded'. ...r for the [[monk]]s that live within it, the monastery can produce several goods via the [[apiary]], [[vineyard]] and [[winery]] which can then be used by t3 KB (382 words) - 16:18, 17 February 2022
- * Fix: buildings generating resources have duplicated descriptions * Fix: Market Goods and Luxury tables are not unlocking2 KB (243 words) - 14:33, 29 December 2023
- * Splendour: an average of the types of splendour produced by buildings in the town. ...h as Churches and Monasteries contribute to Clergy Splendour, and military buildings such as the Keep contribute to Kingdom Splendour.15 KB (2,015 words) - 11:52, 22 January 2026
- ...settlement, with which to build new buildings, unlock technologies, import goods and pay building maintenance costs. New forms of taxation are mostly unlock Taxes are stored in the buildings that produce them, and are collected by Tax Collectors working in a [[Tax O4 KB (693 words) - 11:57, 22 January 2026
- * Exposed Tavern buildings * Adjusted capacity of certain Tavern sub-buildings and parts20 KB (2,746 words) - 14:32, 29 December 2023