Buildings

## Aid

### Ancillary

Depending on the level of your village center, you can afford a number of Ancillaries. These work as an extension of your village center, and expand your total build limit and provide extra storage. Villagers can be employed here as Organizers, and will help carry resources to storage or to where they are needed.

Tilesize: 9w x 7h

### Clinic

Medics at the clinic prepare bandages from silk (which is randomly dropped when harvesting wood), and can heal villagers from blight and poison.

Tilesize: 6w x 8h

## Defense

### Barracks

Barracks is no longer in the game, it was somewhat replaced with Ranger Lodge.

*Previous Description:*
*With the InDev 27 update, barracks have been introduced. This building, along with the outpost, will be your primary means to expand your village influence. It also allows you to employ guards to patrol your village, and acts as housing for the guards. It gets a small bow tower when fully upgraded.*

*Tilesize: 8w x 9h*

### Outpost

Along with the barracks introduced in InDev 27, the outpost acts as a smaller barracks and proved expanded influence and some guard slots. It also gets a small bow tower when fully upgraded.

### Stone golem combobulator

The Golem combobulators use essence to generate golems that defend your village. They can be upgraded, and at highest level the golems will shoot magic missiles.

## Food and Water

### Bottler

Bottlers take clean water and bottle it, so that villagers can carry some water with them without having to return to a well as often.

Tilesize: 4w x 6h

### Farm

Farmers will gather wild crops you have designated for harvesting, and plant these in the farm. Then they gather dirty water from lakes, or clean water if dirty water is not available, to water the crops. Farms are inactive during cold seasons. Can be upgraded 2 times.

Tilesize: 9w x 7h

### Kitchen

Cooks take raw food and make rations, which reduce hunger more than raw food. Rations can also be carried in the villagers inventory.

Tilesize: 7w x 4h

### Water Purifier

Water masters gather dirty water from designated water tiles and bring it to the water purifier. The building will then slowly convert dirty water to clean water, which can be used for drinking.

### Well

Constantly, but slowly, fills with clean water.

## Harvesting

### Crystal Harvestry

Crystal harvesters are employed here to mine designated crystal. Each level of upgrade increases harvest speed by 10%.

Tilesize: 10w x 10h

### Lumber Shack

Lumberjacks are employed here to chop wood from designated trees. Each level of upgrade increases harvest speed by 10%.

Tilesize: 8w x 6h

### Mining Facility

Miners are employed here to mine rock and iron ore (which is randomly dropped from some rock tiles). Each level of upgrade increases harvest speed by 10%.

Tilesize: 8w x 9h

## Housing

In version 29, there is only one house building which can be upgraded along 3 paths; "Occupancy", "Standard" and "Quality". Occupancy increases maximum housing size, whereas Quality increases energy, health and happiness gain its for occupants. Standard upgrade is a mix of the other two.

Tilesize: 7w x 7h

## Lighting

With InDev 27, fire pits no longer provide the same amount of range to expand village influence.

## Refining

### Crystillery

Converts crystals to crylithium. Crystillers are employed here.

### Stone cutter

Converts stone into cut stone. Stone cutters are employed here.

Tilesize: 8w x 6h

### Lumber mill

Converts wood into planks. Carpenters are employed here.

Tilesize: 11w x 7h

## Walls

### Wood wall

Requires 1 wood per wall section. Does not count towards your total buildings number.

### Wooden gate

Allows villagers, nomads and golems to pass through, but not monsters. This building counts towards your total buildings number.

### Stone wall

Requires 2 stone per wall section. Does not count towards your total buildings number.

### Curtain wall

Requires 3 cut stone per wall section. Does not count towards your total buildings number. Not even spectres can cross through this wall and the only defensive tower able to shoot over it is balista tower.

### Stone wall gate

Allows villagers, nomads and golems to pass through, but not monsters. This building counts towards your total buildings number.

## Neutral buildings

### Cullis gate

The function of this building has changed several times from version to version. In the InDev 27-version, the cullis gate destroys items (or villagers or monsters) dropped in it and release some essence.

## Enemy buildings

Graveyards, defensive towers, roads, fire pits and even some walls are built by the drones in the corruption. They will serve as spawn point for monsters when completed. Monsters will not repair damaged buildings over time, but may try to upgrade them anyway, therefore increasing their current/total health. Enemy buildings will gain 100 health for every single resource put into them.

Currently there is a bug, that makes brand new corruption building sites undestroyable. They have 0 health and cannot be damaged until current map is restarted. Then their health increases to 1 point and they become vulnerable to demolishion by any source of damage.