Attached Buildings

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Attached buildings are buildings that work in addition to that of the main settlement. Attached buildings are often regional and dependant on their native terrain. For example, a mushroom grove can only spawn in a swamp. Not having "all trade goods" ticked as an option in world creation can potentially rob you of some resources like this that may require very specific factors to manifest.

**A settlement must have all its current available slots filled to upgrade itself - if there is an attached location missing the settlement will fill it instead of upgrading.**

Southern city states produce their own unique resources and are often highly sought after in the far reaches of the north. As are the resources of the north sought after in the south.

Attempting to sell a resource to a township that produces it will net almost no coin. However some factors like settlement situations, reputation and barter skill all factor into the laws of supply and demand. Backgrounds from locations may be pushed into the roster multiple times which increases the chance of that type of recruit showing up - even with multiple negative economic factors. Please note that difficulty also plays a large part in recruit availability.

Some buildings like gatherer huts and peat pits can spawn anywhere within 4 tiles of the settlement, as long as they are not on a mountain or invalid tile type for that building.
**During world generation there is a small possibility that settlements may not be connected by road to other settlements**, in some cases this can lead to them spawning surrounded by mountains at which point **no connected buildings may spawn**. This is common when land mass ratio is decreased and water connectivity is increased.
Patrols and raids will be unaffected, assuming that there is a path to get there.
In some cases settlements may spawn on isolated islands where the only means of accessing them is by harbour. If these islands are small enough they will be completely raid proof as nothing can get to them and no hostile locations may spawn.

Selling timber to a settlement that has recently been sacked will always net you a lot of gold, even if they hate you. For example, as towns grow and upgrade with **world economy** new attached locations may be added - if a settlement is completely sacked and has no wealth it may lose an attached location as it becomes smaller.

* A settlement must have all its current available slots filled to upgrade itself - if there is an attached location missing the settlement will fill it instead of upgrading. Smaller settlements have fewer attached location slots.
* Attached buildings can be raided and temporarily destroyed by parties like greenskins, undead or humans. Beasts will not sack these locations.
* A sacked location will appear run down and its affect will be lost until it is repaired. Attached buildings repair over time or can be repaired by taking a contract to reclaim it, at which point it will be repaired instantly on completion and its affects will be added to the next trade cycle in a day or two.

Below is a breakdown of attached locations and what they produce. **Note that if a settlement has low wealth, opinion of you or too many negative events the potential of getting some of the produced items or recruits greatly decreases.**