recursal/Fanatic-Fandom huggingface dataset:
Small Stockpile

The **Small Stockpile** is a type of Industry building in *Kingdoms and Castles*.

The Small Stockpile is used to store up to a maximum of 240 of any combination of Wood, Stone, Charcoal, Iron, Tools, and Armaments.

By comparison a Stockpile can hold up to any combination of 990 of the same resources as a Stockpile. A Dock can store up to any combination of 630 resources including Food. Transport Ships can hold up to 270 of any combination of the same types of resources as Docks.

The amount of each resource stored at a particular Small Stockpile can be adjusted by clicking on the stockpile to bring up the stockpile's information panel. If you want to prevent a resource from being stored at a particular Small Stockpile, change the desired number for that resource to zero. This won't force Small Stockpile workers to move any existing resources stored there, but prevents that resource from being stored there going forward.

Small Stockpile workers automatically collect resources from nearby Buildings and move them to the Small Stockpile. For example, they would go to a nearby Forester to collect the wood so that the storage at the Forester does not fill up. Small Stockpile workers also collect any resources on the ground like Wood from clear cutting or resources left behind after demolishing another building.

Small Stockpiles can then be used as supply points of the rest of the kingdoms needs. Ideally Small Stockpiles are built between where resources are produced and the buildings where the resources are being used.
Library

The **Library** is a type of Town building in *Kingdoms and Castles*.

 Happiness | 12  Happiness max (15 with Great library), increases by +1  Happiness every 1 years.

The Library increases the Happiness of nearby homes in a 7 tile radius. This effect reduces at 6 tiles away.

The Library initially adds +1  Happiness per Knowledge.

Knowledge increases over time every year to a maximum of 12 Knowledge for a maximum of +12  Happiness.

The Grand Library increases the maximum Knowledge from 12 to 15 meaning Libraries can grant +15  Happiness.

Peasants start demanding either a Church or a Library whenever the population is 51 or more.

Until a Church or Library is first built, there is a penalty of -10  Happiness.

A Church or Library is required for every 200 peasants. Additional buildings do not need to be near housing.

A Library is required before building a Grand Library.

### History

* Added libraries, they provide happiness in a radius, over time this happiness increases as the library gains more knowledge. Librarians draw wages.
Castle Block/de

Beschreibung | "Setzt sich zu Mauern und Türmen zusammen. Höhere Mauern sind schwieriger zu zerstören."

Steinmauern werden genutzt, um eine Burg aus Türmen und Mauern zu errichten. Auf einem allein stehenden Feld lassen sich bis zu drei Blöcke zu einem Turm stapeln. Höhere Türme brauchen angrenzende Mauern zur Unterstützung.

Steinmauern sind unabdingbar zur Verteidigung Ihres Königreichs. Ohne sie können Feuer speiende Drachen und plündernde Wikinger über Ihr Land herfallen, es in Brand setzen und die Einwohner entführen.

Türme und Mauern benötigen kein Personal, der Bogenschützenturm und die Turmballiste hingegen brauchen sowohl Personal als auch Gold für den Unterhalt.

### Entwicklung

* Einzelne Türme können nur noch drei Blöcke hoch gebaut werden.
Hospital

The **Hospital** is a type of Town building in *Kingdoms and Castles*.

Hospitals employ up to a total of 10 plague doctors, who can be identified among other Peasants by their black plague doctor uniforms. When a Plague occurs they will attempt to cure all the afflicted peasants by running to them in turn and curing them.

Players must construct a clinic before they can construct a hospital.

A hospital can provide healthcare for 1000 peasants.
Halloween Update

The **Halloween** Update, also called the *Cemeteries, Wolves and Witches* Update, is a major update released on **October 28, 2018**

It added several new features with a Halloween theme to them.

It was released as **Version 113**.

## Additions and Changes

### New Features

* Added Cemeteries and Cemetery Caretakers.
* Added the Witch.
* Added Wolf Dens.
* Plague now spreads.
* Added Clinics.
* Gave the Town Square a Halloween theme, temporarily

### Other Improvements

Improvements/Fixes/Tuning

* Charcoal Maker, Forester, Iron Mine and Quarry now have delivery people who can take their output to a Stockpile.
* Lots of tweaks and tuning to building costs and wages
* Archer Towers are less effective against ogres and dragons, but more effective against Vikings
* Ballista Towers are less effective against Vikings, but more effective against ogres and dragons
* Increased Noria water pressure by 50%
* Noria requires all three tiles for its wheel be in water (instead of just one)
* Increased amount of water the Bath House uses from the Noria
* Gardens provide the road access bonus for houses
* Reduced speed bonus for Gardens – it's now faster than nothing, but slower than a real road
* Add hot key for rebuild (**r**)
* Fix issue where you could build anything on top of rubble which was on top of a Castle Block
* Fix irrigated Gardens not clickable on piers
* Fires go out faster in rain/snow
* Roads, Stone Roads, and Gardens can all be built on top of each other without first demolishing
* Fixed armies jittering like crazy at low fps
* Foresters will plant faster if they have access to tools
* Tweaks to how resources are counted – if they are being transported in someone's hand they are not counted until they are deposited back in a Stockpile.
* Other small fixes and tweaks
Blacksmith

The **Blacksmith** is a type of Industry building in *Kingdoms and Castles*.

## Description

The Blacksmith is used to forge Tools and Armaments, which are used to train soldiers at the Barracks.

The Blacksmith stores 5  Charcoal and 5  Iron and must be fully staffed to operate.

It makes either 1  Tools or 1  Armaments at a time.

Gives a -10  Happiness debuff when too close to homes (in a radius of 2 tiles) .

## History

* Blacksmith returning to require less iron, get iron more efficiently

Beta Version 3 - June 16th, 2017

* Blacksmith can now also make ‘armaments’
Cemetery Caretaker

The **Cemetery Caretaker** is a type of Town building in *Kingdoms and Castles*.

Added in the Halloween Update, Cemetery Caretakers will attempt to collect bodies from across the island and place them in reasonable open Cemetery plots. The building footprint is 1x1 squares, but when placed will require 1x2 squares as it builds a free Cemetery (3x3) plot in front of it. This Cemetery plot can be destroyed if desired.

Graves in cemetery plots decay in about 5 years.

Up to about 5% of the population can die each year, even if more should die due to old age.

Every 20 Peasants require 1 Grave per year, or 1/3 to 1/2 a Graveyard square.

Every 200 Peasants can require up to a maximum of about 5 Graveyard squares. In practice, this is usually slightly excessive.

If accounting for a Peasant surviving about 50 years before dying of old age, every Peasant only requires 1/10th to 1/5th of a Grave per year, meaning every 200 Peasants should require only 1 Graveyard square in whatever style you prefer with a gradual population growth per year on Peaceful.

In practice, deaths are unlikely to be scattered enough to allow for this, and every 200 Peasants getting 3 Graveyard squares seems reasonable if death rates are not very dramatic. If a lot of villagers are regularly lost, +1 or +2 squares of Graveyard per 200 Peasants should take care of this relatively easily.

As dead bodies that are unburied increase the chance of plague, among various villager stat losses, burying them quickly and efficiently is important. Having a single Cemetery Caretaker in the center of a moderately sized town can be reasonable, but it is usually better to have multiple Cemetery Caretakers scattered about, similar to Fire Brigades.

*This data was collected prior to the Health update.*
Kingdoms and Castles Wiki/es/Section 3

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Ballista Tower

The **Ballista Tower** is a type of Castle building in *Kingdoms and Castles*.

## Overview

The Ballista Tower can be constructed after first building the Chamber of War.

The Ballista Tower will automatically attack enemies that come within range. It has more range and does significantly more damage per hit than the Archer Tower, but has poor target tracking speed and a long reload time. It is ideal for killing Ogres and Dragons, although it has some trouble turning fast enough to target the latter.It is not ideal to attack vikings with it as it does not deal high damage to these units.

Just like the Archer Tower, the Ballista Tower must be built on a Wood Castle Block or Castle Block and gains increased range from elevation. It has a base range of 7 tiles and each level of elevation appears to give it an extra 1.3 tiles of range, for a maximum range of 20 tiles on a tower 10 blocks tall.

### History

* Increased range of ballista.

Beta Version 1 - April 28th, 2017

* Archers and Ballisteers now must be paid twice a year. Their wages are deducted from your gold. If they go a year without pay, they will quit until you have gold to pay again.
Jobs

The following is a list of roles in the game Kingdoms and Castles.

## List of roles

* Wood cutters
* Farmers
* Orchardists
* Quarry Workers
* Timber Workers
* Charcoal Makers
* Stockpile Workers
* Marketeers
* Event Planners
* Castle Jobs
* Dock Workers
* Masons
* Fishing Industry
* Clergy
* Pig Industry
* Granary Workers
* Military Training
* Windmill Workers
* Miners
* Iron Miners
* Blacksmiths
* Bartenders
* Librarians
* Fire Fighters
* Doctors
Stone Gate

The **Stone Gate** is a type of Castle building in *Kingdoms and Castles*.

Stone Gates are part of the wall building system in the game. It's purpose is to allow a way for Peasants to pass in and out of a kingdom surrounded by walls made up of stone Castle Blocks or Wood Castle Blocks while keeping Vikings out.

Ogres can break stone gates with only 2 punches, unless stone walls are built on top of the gate to increase its health from the default base health of 2.

Stone Gates can be built on any clear land tile, Road, or Pier.

Stone Gates can't be built on top of Aqueducts, Bridges, Drawbridges, or water tiles.

Once a Stone Gate is built a Road can be placed under it to connect road systems on either side of the gate.

Stone Gates are immune to fire, just like stone Castle Blocks.

Drawbridges can be built on water and are equivalent to Stone Gates.
Keep/de

Lager | 50  Food 36  Wood
 Beschreibung | "Euer Heim und Hof. Besprecht Euch hier mit Euren Beratern."

Der Bergfried ist Ihr Schloss, Ihr Zuhause. Beschützen Sie es um jeden Preis.

Es beherbergt Ihre **Berater** und ist das aller erste Gebäude, mit dem Sie das Spiel starten. Ein Linksklick auf den Bergfried bringt Sie zum Berater-Bildschirm mit neuen Hinweisen, falls es welche gibt.

Die Auswahl des Startplatzes hat einen entscheidenden Einfluss darauf, wie schnell Ihr Königreich wächst. Es ist empfehlenswert, die Karte genau zu studieren und einen Platz in der Nähe von Holz, Stein und sehr fruchtbarem Boden zu suchen.

Es benötigt einen Bewohner (Sie selbst) und bringt Ihnen fünf Einwohner sowie 12  Wood.

Das Aussehen des Bergfrieds verändert sich, wann immer Sie eine Schatzkammer, Waffenkammer oder Große Halle (egal in welcher Reihenfolge) bauen. Er ändert dabei seine Größe, allerdings nur in die Höhe.
Kingdoms and Castles Wiki/Section 4/de

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Tools

**Tools** are one of the resources in the game *Kingdoms and Castles*.

## Obtaining

Tools are produced by Blacksmiths. 1  Tools will be produced after the Blacksmith consumes 1  Iron and 1  Charcoal.

Tools can be purchased from Merchant Ships for 5-9  Gold.

## Usage

Tools can be used by quarries, foresters, and mines to speed production.

Tools can be used by Butchers to turn 1  Pork and 1  Tools to 4  Pork, and Fishmongers to turn 1  Fish and 1  Tools to 4  Fish.

10  Tools are used to build the Rock Removal.
FAQ/fr

## Questions fréquemment posées

* **Quelles est la configuration requise pour jouer à ce jeu?**

* Veuillez consulter la page Configuration requise pour cette information.

* **Mes paysans sont affamés! Quelle est le problème?**

* Actuellement (comme l'éditeur le sait), il y a deux façons pour les paysans de mourir de faim.

1. Il n'y a pas de nourriture dans vos greniers/dongeon/marché.

2. Les chefs de maison ne peuvent pas amener la nourriture assez rapidement à vos maisons (c'est aussi pourquoi il faut du temps pour rendre vos paysans heureux après une famine, même s'il y a de la nourriture dans vos greniers).

* **Quand ce jeu a-t-il été publié?**

* Il a été publié le 20 juillet 2017.

* **Y a-t-il un groupe Discord officiel pour ce jeu?**

* Oui il y a, cliquez ici pour rejoindre!
Stockpile

The **Stockpile** is a type of Industry building in *Kingdoms and Castles*.

Stockpiles stores up to 990 of any combination of Wood, Stone, Charcoal, Iron, Tools, and Armaments.

By comparison a Small Stockpile can hold up to any combination of 240 of the same resources as a Stockpile. A Dock can store up to any combination of 630 resources including Food. Transport Ships can hold up to 270 of any combination of the same types of resources as Docks.

The amount of each resource stored at a particular Stockpile can be adjusted by clicking on the stockpile to bring up the stockpile's information panel. If you want to prevent a resource from being stored at a particular Stockpile, change the desired number for that resource to zero. This won't force Stockpile workers to move any existing resources stored there, but prevents that resource from being stored there going forward.

Stockpile workers automatically collect resources from nearby Buildings and move them to the Stockpile. For example, they would go to a nearby Forester to collect the wood so that the storage at the Forester does not fill up. Stockpile workers also collect any resources on the ground like Wood from clear cutting or resources left behind after demolishing another building.

Stockpiles can then be used as supply points of the rest of the kingdoms needs. Ideally Stockpiles are built between where resources are produced and the buildings where the resources are being used.

### History

* Adjusted worker counts for later buildings, increased the workers at the large stockpile to 10.
Kingdoms and Castles Wiki/es/Section 1

¡Bienvenido a la Wiki oficial de Kingdoms and Castles!Welcome to the Official Kingdoms and Castles Wiki
Las páginas y referencias de Kingdom and Castles son escritas y mantenidas por los propios jugadores.
No dudes en ayudar expandiendo artículos o añadiendo algunos nuevos.

Actualmente, mantenemos 814 pages (167 articles).

Kingdoms and Castles
Kingdoms and Castles es un videojuego desarrollado por Peter Angstadt y Michael Peddicord del equipo de Lionshield Studios. El juego fue lanzado el 20 de Julio de 2017, y está inspirado por *Simcity,* *Banished*, y Stronghold. En Kingdoms and Castles, el jugador debe centrarse en establecer y hacer crecer un reino, comenzando con una pequeña aldea y pudiendo llegar hasta una enorme ciudad con un imponente castillo.

Tu reino debe sobrevivir en un mundo vivo, peligroso y en constante cambio. ¿Los asaltos vikingos atemorizan a tus ciudadanos? ¿O son rechazados por tus arqueros y murallas? ¿Un dragón ha incendiado tus graneros y campos de cultivo? ¿Tus ciudadanos se mueren de hambre? ¿O eres capaz de imponerte a todo esto? La prosperidad de tu reino depende de tí, de tus habilidades como líder y de tu estrategia de construcción. [Read more...]
Outpost

The **Outpost** is a type of Maritime building in *Kingdoms and Castles*.

Added in the Merchants and Ports Update, an Outpost can be built anywhere on land without requiring being connected to any Roads.

An Outpost built on an island allows you to claim and name the island to establish a separate Kingdom.

The Outpost starts with 10 Peasants, 75  Wood, 50  Stone, and 100  Food. Unlike the Keep, an Outpost has no workers.

Do not use up all of the Outpost's initial pool of Stone and Wood. You need 30  Wood and 5  Stone to build a Dock so the new Kingdom can receive Resources from the original Kingdom or other Kingdoms.

A Kingdom established by an Outpost has its own peasant population and pool of local resources (Wood, Stone, Charcoal, Food, Iron, Tools, and Armaments) for building and trading, but shares Gold with the original Kingdom and other Kingdoms.

A new Kingdom won't generate tax revenue until a Treasure Room is built in the new Kingdom. However, building a Treasure Room is secondary to building a Dock. A Treasure Room uses up 50  Stone which is all the stone that the new Kingdom starts with and leaves inadequate stone to build a Dock if the new Kingdom doesn't have access to a  Stone Deposit to build a Quarry.

A Dock in each Kingdom and a Cargo Ship are needed to move Resources between Kingdoms separated by  Deep Water.
Pier

The **Pier** is a type of Maritime building in *Kingdoms and Castles*.

Piers must be built on  Fresh Water, including over a Moat, but can't be built on  Deep Water. Piers can be used to extend the buildable area around a land mass.

Piers are treated like  Barren Land tiles and provides a foundation for other buildings, but not Farms or Orchards. Template:Trees do not grow on Piers. Wells also can´t be build on Piers.

Piers can be built in  Fresh Water to form a seawall that blocks Merchants, Transport Ships, and Vikings from landing or accessing a Dock. A Drawbridge can be built across a 1 tile gap to provide access for friendly ships.

Unlike Bridges, Piers do not need to be connected to Roads.
Happiness

**Happiness** is a measure of peasant's contentment within a player's kingdom.

There are two distinct types of happiness; **house happiness** and **global happiness**. A house's happiness is affected by, but not limited to, other buildings, access to charcoal, and the tax rate. Global happiness is the average of all house happiness in the player's kingdom, with additional modifiers applied afterwards. These modifiers can appear as events, are mostly temporary, and are generally affected by the player. House happiness can go above 100, but global happiness can only be between 0 and 100.

The player can levy taxes on a kingdom's peasants, which is the primary method to acquire gold. Values of happiness greater than 100 allows the player to levy higher tax rates without repercussions. If a kingdom's happiness is too low, peasants may leave the kingdom and new immigrants will not join. Game failure may occur in Vintar (Hard) mode if happiness remains low for too long.

## House Happiness

All Happiness providing structures reduce in effectivity depending on how far away the house is from the building. The following factors (listed in the order they appear on a house) have a positive impact (more means more happiness) when fully staffed, Master Workers when possible (in service for 1+ years), proper irrigation via Reservoir within 8 squares, etc.; and the provided range is how far their maximum Happiness bonus applies:

### Notes

Because any Bridge may cover a Moat and count as a Road, placing Moats with Stone Bridges where Stone Roads would normally be can provide an additional +5  Happiness with no known current loss of service.
If a block is 4 Manors long, having a Garden 4-way junction at each corner and a Stone Bridge over a Moat for the square adjacent to the Garden could give each Manor a starting 72  Happiness before other buildings are added. If a block is longer than 4 Manors, alternating 3 Gardens and one Moat + Stone Bridge could give each Manor a starting 70  Happiness before other buildings are added.

## House Unhappiness

While most positive happiness tapers off before reaching +1, most polluting buildings have a direct cutoff that stops at a cutoff penalty. The following factors have a negative impact (more means less happiness):

All these factors stack.
[[1]]

## Global Happiness

The following events have an effect on total happiness (e.g. not each individual house, but the overall happiness). These modifiers are applied after the average house happiness is calculated.

### Notes

Bath Houses, Churches, Libraries, and Taverns do not have to be built in range of houses to remove the penalties for having too few per population.

Repeated festivals have diminishing returns.

Rebuilding demolished houses is recommended before the homelessness penalties accrue.
Tavern

The **Tavern** is a type of Town building in *Kingdoms and Castles*.

 Storage | 10  Food
 Happiness | +8  Happiness
(5 tiles)
+7-1  Happiness
(6-9 tiles)
+2  Happiness

Taverns consumes Food and fruit to provide +8  Happiness (+4 from food and +4 from fruit) to any home within a 9 tile radius. This effects reduces at 6 tiles away.

Its happiness effect does not stack with other Taverns.

Master brewers at a Tavern give additional +2  Happiness for a total of +10  Happiness.

Taverns require 7 food and 7 fruit per year to operate.

Peasants start demanding a Tavern whenever the population is at least 51 Peasants.

There is a penalty of 10  Happiness until a Tavern is built or the population drops below 51 Peasants.

A Tavern is required for every 150 peasants. Additional buildings do not need to be near housing.
Road

The **Road** is a type of Town building in *Kingdoms and Castles*.

Roads allow Peasants to travel faster than over  Land tiles without roads.

Roads can be upgraded to Stone Roads that allow for 50% faster travel.

Stone Roads can be built directly on top of existing Roads, but Roads can't be built on top of existing Stone Roads.

## The Road Network

Roads must initially connect to the Keep or Outpost and can be built on any clear  Land tile or Pier.

Roads must have a direct connection to another **Road**, Stone Road, or Bridge.

Roads are required for initially placing buildings on the map and facilitate faster travel speed for the Peasants.

Roads create a buildable area that extends for 3 tiles from either side or the end of the road.

All buildings aside from the Keep, Outposts, Castle Blocks, Wood Castle Blocks, Piers, Norias, and Aqueducts have to built in this buildable area.

Technically, since Archer Towers and Ballistas have to be built on top of Castle Blocks (wood or stone), they can be built away from Roads .

The Hovel, Cottage, and Manor get +5  Happiness for being adjacent to a Road, including if a Road touches the corner of the residence. At the same time, residences lose 5  Happiness if they are not adjacent to a Road.

Roads can be destroyed after buildings are completed to allow for greater building density.

Aqueducts can cross over or be built on top of Roads .

Bridges are equivalent to Roads , except Bridges can be built over  Fresh Water tiles.

### History

* Fixed issue where roads couldn’t be built sometimes.
Guides

## Gameplay Guides

* Peasants
	+ Jobs
	+ Soldier
* Farming
* Combat
	+ Weapon Emplacements
	+ Dragon
	+ Vikings
* Happiness

## Kingdom Guides

* Getting Started Guide
* Beginners Guide
* Hamlet Guide
* Village Guide
* Town Guide
* City Guide
* Humble Kingdom Guide
* Thriving Kingdom Guide
* Dignified Kingdom Guide
* Magnificent Kingdom Guide
* Kingdom of the Gods Guide
Beautification Update

The **Beautification** Update is a major update released on **September 7, 2018**

It added several new town buildings which provide happiness.

It was released as **Version 112**.

## Additions and Changes

### New Features

* Added Gardens.
* Added Lord Nextrazlus statue.
* Added Fountains and Large Fountains.
* Workers gradually forget skills they aren't using.
* Aqueducts can be built through castle walls.

### Other Improvements

* Added happiness bonus for killing Vikings.
* Adjust tax happiness curve.
* Some performance improvements.
* Reorganize building menu.
* Archer and Ballista Towers won't shoot unless the workers are actually there.
* People working at Archer and Ballista Towers won't leave their jobs during combat (unless you manually disable that job) even if a job is placed above it in the priority list.
* Granary workers will now pick up wheat dropped by other workers.
* Fixed issue where **w** or **s** could scroll the kingdom log.
* Fixed issue with Bakeries reporting inflated food amounts in the food report.
* Some performance improvements.
Forester

The **Forester** is a type of Industry building in *Kingdoms and Castles*.

The Forester produces Wood by chopping down Trees.

To build the Forester you will need at least 1  Trees in its radius.

A Forester must be at least 4 tiles away from other Foresters.

A Forester has to be present before a Charcoal Maker can be built.

### Work

The Forester chops down the Trees in a radius of 3 tile around the building. When a Tree is chopped down, a new one is planted afterwards.

A Forester produces 16  Wood per year.

This output can be upgraded by giving the Forester access to Tools: this gives a 50% bonus, producing a total of 24  Wood per year.

### History

* When fully staffed, foresters now also replant trees on tiles without trees (instead of tiles only with)

Beta Version 2 - May 16th, 2017

* Fixed foresters draining their area of trees (we hope)

Beta Version 1 - April 28th, 2017

* Foresters are no longer allowed to overlap
Treasure Room/de

Beschreibung | "Bietet die Möglichkeit, Steuern zu erheben."

Die Schatzkammer erlaubt Ihnen, Steuern von Ihren Einwohnern einzutreiben und Gold anzuhäufen. Jede Schatzkammer erhöht die Lagerkapazität um 1000 Gold.

Der Steuersatz kann von 0  Gold bis 3  Gold eingestellt werden. Das Erhöhen der Steuer verringert die Zufriedenheit der Einwohner um -12 pro 1 Gold Steuern.

Wenn die Schatzkammer zerstört wird, sind auch die 1000 Gold verloren.

Wenn Sie die Schatzkammer bauen, wird das Aussehen des Bergfrieds aufgewertet - er wird höher und prächtiger. Die Änderung ist allerdings rein kosmetisch.

### Entwicklung

* Umbenennung von Thronsaal zu Schatzkammer, die jetzt 1000 Gold beherbergt.
Farming

*This article is a stub. You can help Kingdoms and Castles Wiki by expanding it.*

**Farming** is a necessary gameplay element in Kingdoms and Castles. You must farm your land and see that it thrives.
Farming can be done through farms and orchards.
Farming generates  Food for your peasants.
Farming is vital early game

### Efficient Farming

A Steam user by the name of Winter Waifu has written up an in depth guide with statistical analysis on efficient farming.

http://steamcommunity.com/sharedfiles/filedetails/?id=1092342277

### Farm Buildings (Farm Tab in Build Menu)

There are a variety of buildings in the farm tab in order from right to left:

* Farm
* Small Granary
* Granary
* Windmill
* Baker
* Orchard
* Produce Storage
* Fishing Hut
* Fishmonger
* Swineherd
* Butcher
* Small Market
* Market
* Noria
* Aqueduct
* Reservoir

### Farming Buildings

#### Farming Producers

These are the buildings that Produce Food. They fall into two lose categories, Buildings that produce food from nothing and those that consume resources to produce more food.

#### Farming Source Multipliers

These buildings increase food production to certain food Producers. The two things that are contribute to this are the Windmill and the Noria system. The windmill adds +3 Food to all sounding farms. And the Noria provides water to aqueducts and reservoirs, with the reservoir increasing Food production for sounding Farms and Orchards in a much larger radius.

Farming Source Multipliers
 Noria

#### Farming Storage

These are are the buildings Store and Distribute the Food or Water

## See also

* Farm
* Orchard
* Fishing
* Pigs
Farming/de

*Dieser Artikel ist ein Entwurf. Helfen Sie Kingdoms and Castles Wiki, indem Sie ihn erweitern.*

**Landwirtschaft** ist ein essentielles Spielelement in Kingdoms and Castles. Sie müssen das Land bestellen und zusehen, dass es blüht und gedeiht.
Landwirtschaft wird mittels Feldern und Obstgärten betrieben. Sie erzeugt Nahrung  Food für die Einwohner.

### Effiziente Landwirtschaft

Ein Steam-Nutzer names Winter Waifu hat einen sehr detaillierten Artikel geschrieben, der statistische Analysen enthält und beschreibt, welche Form der Landwirtschaft am effizientesten ist.
Nur englisch: http://steamcommunity.com/sharedfiles/filedetails/?id=1092342277

## Siehe auch

* Feld
* Obstgarten
Jousting Arena

The **Jousting Arena** is a type of Advanced Town Building in *Kingdoms and Castles*.

 Storage | 25  Food

25 Fruit
 Happiness | +5  Happiness From  Food
(14 Tiles)
+5  Happiness From Fruit
(14 Tiles)
+5  Happiness From  Armaments
(14 Tiles)
+2  Happiness From Master Workers
Total: +17  Happiness
(14 Tiles)
and +16-1  Happiness

## Description and Guide

### "Residents enjoy watching the nearby jousts."

The Jousting Arena is an expensive but great way to boost your Peasant's happiness. It has the best happiness modifier in the game (for a building) at +17 happiness. It also gives these bonuses in a large radius.

However, the Jousting Arena comes with many drawbacks, being massive with a 6x4 footprint is unviable, so building an entertainment district with other large Advanced Town buildings such as the Theatre, Bath House, Great Library, and Cathedral is a good choice. Even while being expensive, the Jousting Arena is much easier to build compared to other large Advanced Town buildings since it requires 300  Wood as its main building resource. Wood is far easier to obtain since it is not limited by natural map generation and instead can be modified via Forester.

Always remember to keep the Jousting Arena supplied with as much  Food and Fruit as possible, since each resource provides a +5  Happiness modifier. Also remember to supply it with Armaments, as it gives the same bonus.

## Gallery

* Jousting Arena
* Another Jousting Arena
* An Entertainment District with a Jousting Arena

## Trivia

* This building is the only building in the game to require  Iron as a building resource.
* Despite requiring  Iron as a building resource, it uses  Armaments for the actual jousting.
* It is the only building in the game besides the Theatre, Market, and Swineherd to show at least one tile of the land underneath where it was built on.
Kingdoms and Castles Wiki

Welcome to the Kingdoms and Castles Wiki!

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**Kingdoms and Castles** is a game developed by the team of Peter Angstadt and Michael Peddicord of Lionshield Studios. This game is inspired by *Simcity,* *Banished,*, and *Stronghold.* In Kingdoms and Castles players focus on growing a kingdom from a tiny hamlet to a sprawling city and imposing castle.

We are currently maintaining 814 pages (167 articles)!

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Kingdoms and Castles
**Kingdoms and Castles** is a game developed by the team of Peter Angstadt and Michael Peddicord of Lionshield Studios. This game is inspired by *Simcity,* *Banished,*, and *Stronghold.* In Kingdoms and Castles players focus on growing a kingdom from a tiny hamlet to a sprawling city and imposing castle.

Your kingdom must survive a living and dangerous world. Do the viking raiders make off with your villagers? Or are they stopped, full of arrows, at the castle gates? Does a dragon torch your granary, your people dying of starvation in the winter, or are you able to turn the beast back? The success of your kingdom depends solely on your skill as a city and castle planner. devastating abilities, [Read more...]

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* Resources
* Farming
* Achievements
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* Developers
* System Requirements
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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Wood Castle Block

The **Wood Castle Block** is a type of Castle building in *Kingdoms and Castles*.

Added in the Infrastructure Update as a cheaper alternative to Stone Castle Blocks, Wood Castle Blocks are used to construct the walls and towers that defend your Castle. A single stack of Castle Blocks can be used to make a tower, or they can be arranged in rows to create walls. There is a limit to how high you can stack a single castle block, three high. Wood Castle Blocks can only be stacked 3 high due to the structural limitations of wood.

Castle Blocks are essential for building your Kingdom's defenses – without them, invading Vikings and fire-breathing dragons will ravage your lands and kill your subjects with impunity. The first placed Wood Castle Block will have a life of 10 and then each block placed on top of it will add 5 additional health to the stack. Wood Castle Blocks can't be stacked with Stone Castle Blocks.

Note that towers and walls constructed from Castle Blocks don't themselves require any manpower, however the Archer Tower and Ballista (which are built on top of your walls and towers) do.
Stone Road

The **Stone Road** is a type of Town building in *Kingdoms and Castles*.

Added in the Infrastructure Update, Stone Roads are an upgrade from regular Roads and allow for 50% faster travel.

Stone Roads can be built directly on top of existing Roads, but Roads can't be built on top of existing Stone Roads.

## The Road Network

Stone Roads must initially connect to the Keep or Outpost and can be built on any clear  Land tile or Pier.

Stone Roads must have a direct connection to another Road, **Stone Road**, or Bridge.

Stone Roads are required for initially placing buildings on the map and facilitate faster travel speed for the Peasants.

Stone Roads create a buildable area that extends for 3 tiles from either side or the end of the road.

All buildings aside from the Keep, Outposts, Castle Blocks, Wood Castle Blocks, Piers, Norias, and Aqueducts have to built in this buildable area.

Technically, since Archer Towers and Ballistas have to be built on top of Castle Blocks (wood or stone), they can be built away from Stone Roads .

The Hovel, Cottage, and Manor get +5  Happiness for being adjacent to a Stone Road, including if a Stone Road touches the corner of the residence. At the same time, residences lose 5  Happiness if they are not adjacent to a Stone Road.

Stone Roads can be destroyed after buildings are completed to allow for greater building density.

Aqueducts can cross over or be built on top of Stone Roads .

Bridges are equivalent to Stone Roads , except Bridges can be built over  Fresh Water tiles.
Moat

The **Moat** is a type of Castle building in *Kingdoms and Castles*.

Moats can be built after building the Chamber of War.

A Moat (temporarily) converts a clear  Land tile to a  Fresh Water tile. Moats cannot be built on Piers or existing  Water tiles, but Piers can be built on top of Moat tiles.

Most importantly a Moat slows down Ogres during a Viking raid, so use moats to slow down Ogres from attacking walls and towers. Build moats along the outer sides of walls and around the bases of towers.

A Moat has the same properties as  Fresh Water, meaning it provides the same +5  Happiness to houses and can be used by a Noria to provide  Fresh Water to Bath Houses or Reservoirs via Aqueducts.

Moats can be used to build canals and larger artificial bodies of water. For example, a one tile canal can be built from an existing lake to open water and blocked by a Drawbridge allowing Trading Ships a safe harbor at a Dock built on the normally inaccessible lake.

The Moat can be destroyed like any other building. When it is destroyed, the  Land tile returns.

Merchants may require that Docks be built on naturally occurring  Water tiles.

Moats behave like  Water tiles during rain when the world-wide water level is raised up to the edge of  Land tiles. This effect is purely aesthetic.
Large Fountain

The **Large Fountain** is a type of Town building in *Kingdoms and Castles*.

Added in the Beautification Update, Large Fountains provide up to +10  Happiness in a radius of 9 tiles, decreasing in effect after 3 tiles. They are more effective than Fountains at every equal range but are larger.

Large Fountains must be built on irrigated land, and cannot be built on water tiles.
Hovel

The **Hovel** is a type of Town building in *Kingdoms and Castles*.

The Hovel is the first and most basic type of residence in Kingdoms and Castles being half the size of a Cottage and one quarter the size of a Manor.

A Hovel houses 5 Peasants and costs 5  Wood to build. It has one Head of Household who goes around to fetch Food and Charcoal for the residence. This is the least efficient number of Heads of Household Workers to Peasants and Peasants per square of the residence types.

When a Treasure Room exists on the island, a Hovel may generate gold through taxes.

* A **Hovel** generates 1.25  Gold per 5% tax rate (0, 1.25, 2.5, 3.75, 5, 6.25, or 7.5 gold per year)

### Efficiency

The Hovel is most cost efficient home to build. It costs only 1  Wood per Peasant.

It's the least space-efficient home since it houses 5 Peasants per tile, whereas the Cottage houses 6 Peasants per tile and the Manor houses 6.25 Peasants per tile.

They also require more roads since every house should be connected to a road.

However, they are the only home over which Aqueducts can be built.

### Upkeep

The hovel will use up 1 to 2 charcoal in a year. this seems to alternate between 1 and 2 yearly for an average of 1.5.

The hovels 5 residents will each eat 1 food for a total of 5 food eaten in a year. if all food types are available they will consume 2 wheat and 1 of everything else. Further research will need to done to determine how they prioritise their diet when certain foods are not available.

### History

* Decreased charcoal consumption for houses, and increased charcoal production at makers.

Beta Version 2 - May 16th, 2017

* Heads of household won't get charcoal until the food in the pantry is greater than 50% \*this along with the re-routing change should fix most food distribution issues
Orchard

The **Orchard** is a type of Food building in *Kingdoms and Castles*.

The Orchard produces Apples based on soil fertility.

Orchards will not flood and will provide a consistent output of food compared to its counterpart the Farm which can flood and disrupt the supply of food.

The Orchard has to be built on a 2x2 square of any combination of  Fertile Land and  Very Fertile Land. Orchards can't be built on any  Barren Land squares. However, irrigation from a Reservoir allows Orchards to be built on Barren land squares, although irrigated Barren land squares don't provide any bonus Food like Fertile or Very Fertile land.

### Efficiency

The Orchard has a base output of 18  Food per year.

It gains additional output based on the fertility of the 4 squares it's on, the experience of the workers, and squares of irrigation:

* +1  Food for every  Fertile Land square
* +2  Food for every  Very Fertile Land square
* +4  Food for Master workers (+1 per square)
* +1  Food for every irrigated square from a Noria / Aqueduct / Reservoir system, up to +4  Food

An Orchard built on all  Fertile Land squares produces 22  Food, 26  Food with Master workers or irrigation, and 30  Food with both Master workers and irrigation.

An Orchard built on all  Very Fertile Land squares with Master workers and irrigation produces a maximum of 34  Food or 8.5 Food per square and 11.33 Food per worker.

Compare this to a Farm which can produce a maximum of 11  Food each if built on  Very Fertile Land in a 3x3 shape while surrounding a Windmill. This produces 72 to 88  Food for 7.2 to 8.8  Food per worker or 8 to 9.77  Food per square. An Orchard is exactly 1  Food more efficient per square if there are exactly 4 irrigated squares available, and less efficient per square once more squares become available. An Orchard with Master workers is always more efficient per worker than an equivalent ratio of Farms and Windmills.

However, Farms occasionally flood and don't produce any Food. Actual flood rates are unknown at this time, but it can have an impact without adequate Food in storage. A combination of Orchards and Farms seems to be the best strategy now. As the developers have mentioned fishing will be added and Peasant health will require a varied diet, this mixture of Farms and orchards may be important to maintain.
Tiles

**Tiles** are what make up the entire play area in *Kingdoms and Castles*.

A seed is used to randomize tile generation.

## Resources

Trees will automatically be cut and replanted near a Forester.
(2  Wood per tree)
Each deposit supports up to two Quarries.
*(100 with two Quarries, each with access to tools and employing master workers)*
Each deposit supports up to two Iron Mines.
*(30 if there's two Iron Mines, each with access to tools and employing master workers)*
They were added to the game in the Fish and Pigs Update.

## Obstacles and other tiles

45  Gold
10  Tools
Since the Halloween Update, the further the cave is from the Keep, the higher the chance that the cave will be home to a Wolf Den.
Merchant Ships (Beyond The Sea)

*This article is a stub. You can help Kingdoms and Castles Wiki by expanding it.*

Added in the Merchants and Ports Update, **Merchant Ships** are ships that arrive to one of your Docks randomly. From there, you can buy and sell goods.

Occasionally they will sell special permanent upgrades that can help on your Kingdom. You need to have at least one Dock in order for them to show up.

## Buying and Selling

 1  Tools
 1  Armaments

Sometimes they sell 350 stone, allowing you to buy more stone than normal.

## Special Permanent Upgrades

* 25% archer damage bonus
* 25% ballista damage bonus
* 25% faster baking for bakery
* Small percentage reduction in wood(20%) and stone(10%) on building cost
* Tapestries (cosmetic)
* Rugs (cosmetic)
* ???

 Ballista damage
 Bakery speed
 Tapestries
 Rugs
 ???

## Gallery

* A merchant ship next to a Castle Block
* Promotional Image of two merchant ships

## Trivia

* When buying products from a merchant ship, the paid amount in gold is deducted from your tax revenue until the merchant ship leaves the map. The same goes when selling products from a merchant ship.
* If your kingdom has a dock in a lake, the merchant ship will instead sail to the closest location it can to the dock. After arriving there, you can begin trading goods. The merchant ship in gallery image 1 shows this.
Blind Cavefish

Credits

The **Blind Cavefish** is a tier 1 animal.

## Buffs

* You gain **+15% speed buff** if you are near **the seabed,** but it also deal a little damage ***(speed 115%)***.
* Immune to octopus´s inks.

## Mechanics

* There are no animals that evolve into blind cavefish, as they are a tier 1 animal.
* Blind cavefish evolve into climbing Cavefish.
	+ 4,000 XP is required for a blind cavefish to evolve into a climbing cavefish.
* Blind cavefish do not drop any meat, but instead yield 700 XP upon being eaten.
* As a blind cavefish, friendly fire is turned off for other blind cavefish, oarfish, and all tier 10 animals: meaning you cannot damage them nor be damaged by them.
	+ Despite friendly fire being turned off for tier 10 animals you can still be damaged and even killed by some of their abilities.
* Your best food sources are plankton, algae, and dam food

## Abilities

### Passive Abilities

* Detect nearby players.
* Severely lowered vision.
* Immune to any other form of lowered vision.
* Speeds up when near seabed (Speed +15%)

## Suitable Biomes

* The suitable biome for the blind cavefish is the swamp.
	+ If a blind cavefish enters the ocean, it will lose salinity.
	+ If a blind cavefish enters the ocean surface, it will lose oxygen and it will not regenerate salinity.
	+ If a blind cavefish enters the arctic, it will lose salinity.
	+ If a blind cavefish enters the arctic surface, it will lose oxygen, and it will not regenerate salinity.
	+ If a blind cavefish enters the deeeep, it will lose salinity.
	+ If a blind cavefish enters the swamp surface, it will lose oxygen.

## Diet

This is a complete list of food that blind cavefish can eat.

## Hiding Places

This is a complete list of terrain that clownfish can hide in.
Produce Storage

The **Produce Storage** is a type of Food building in *Kingdoms and Castles*.

Added in the Fish and Pigs Update, the Produce Storage building stores 125  Food (Fruit) from Orchards. It serves a similar to role to a Granary, but storing apples instead of wheat.

Storing Food prevents food from spoiling on the ground during winter.

If a Produce Storage building is burned down the food will be lost. Fires can be random, from Vikings raiding, or from Dragons. The statue of Queen Barbara seems to stop Vikings from burning buildings within its radius when possible.

If a Produce Storage building is manually demolished the food will be placed on the ground and the Peasants will move the Food to another storage area. Currently, the food placed on the ground this way will not spoil.
Garden

The **Garden** is a type of Town building in *Kingdoms and Castles*.

Added in the Beautification Update, Gardens provide +3  Happiness in a radius of 4 tiles.

Gardens gain a bonus of +1  Happiness for each cardinally adjacent Garden up to five Gardens in a plus shape, the center one providing the highest bonus.

Gardens provide +1  Happiness when irrigated. This is shown by flowers sprouting.

Gardens provide road access for houses. Units move through a Garden slower than a road, but faster than nothing.

## Gallery

* Garden Variations