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Kingdoms and Castles
**Kingdoms and Castles** ist ein Spiel, das vom Team um Peter Angstadt und Michael Peddicord von Lionshield Studios entwickelt wird. Dieses Spiel ist inspiriert von *Simcity,* *Banished* und *Stronghold.* In Kingdoms and Castles gründen Sie ein kleines Dorf, mit der Aufgabe, es zu einer aufblühenden Stadt heranwachsen zu lassen.

Ihr Königreich muss einer lebhaften, aber auch gefährlichen Welt trotzen. Werden einfallende Wikinger Ihr ruhiges Weiler brandschatzen, oder werden Sie sie an Ihren Burgtoren abschmettern können? Wird ein Drache Ihren gesamten Nahrungsvorräte in Feuer aufgehen lassen, sodass Ihre Bevölkerung im Winter am Hungertod nagt oder werden Sie es schaffen, das Biest zu vertreiben? Der Erfolg Ihres Königreiches liegt einzig und allein in Ihren Fähigkeiten als Herrscher und Architekt. [weiterlesen...]

Das Spiel

* Gebäude
* Ressourcen
* Landwirtschaft

* FAQs
* Entwickler
* Systemvoraussetzungen

Bilder
mw.loader.load('ext.slideboxlightshow');*

Videos

*Siehe weitere Videos*

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Kingdoms and Castles Wiki/Section 1/fr

Bienvenue sur le Wiki de Kingdoms and CastlesWelcome to the Kingdoms and Castles WikiLa référence Kingdoms and Castles écrit et maintenue par les joueurs.N'hésitez pas à contribuer en créant de nouveaux articles ou en développant ceux qui existent déjà.Nous maintenons actuellement 814 pages (167 articles).Kingdoms and Castles**"Kingdoms and Castles**" est un jeu développé par l'équipe de Peter Angstadt et de Michael Peddicord de Lionshield Studios. Le jeu est sortie le 20 Juillet 2017. Ce jeu est inspiré par *Simcity,* *Banished,* and *Stronghold.* Dans "Kingdoms and Castles", les joueurs se concentrent sur la croissance d'un royaume à partir d'un petit village à une ville géante avec un imposant château.
Votre royaume doit survivre à un monde vivant et dangereux. Est-ce que les pirates viking s'enfuient avec vos villageois? Ou sont-ils arrêtés, pleins de flèches, aux portes du château? Est-ce qu'un dragon brûle votre grenier, votre peuple meurt de faim en hiver, ou êtes-vous capable de retourner la bête? Le succès de votre royaume dépend uniquement de votre compétence en tant que planificateur de ville et de château. [[[Kingdoms and Castles/fr | En savoir plus...]]]
Granary

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

The Granary is the largest building that stores Food grown on Farms and Orchards holding up to 450  Food.

The Small Granary holds 200  Food in half the space.

Granaries should be built between where Food is grown and where Food is used (houses, Bakers, Taverns, and Markets).

If a Granary 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 the Granary is manually demolished the food will be placed on the ground and the peasants will move it to another storage area. Currently, the food placed on the ground this way will not spoil.
Ogres

Ogres will begin to appear in invasions when the population exceeds 150 in easy mode and 100 in hard mode. Additionally, if you have fully walled off every building on your island, the vikings will come to invade, then leave due to being unable to attack any buildings, and then bring ogres on the next wave no matter your population. Their appearance in each invasion is random. The ogres first target walls and archer towers, then next targeting granaries and stockpiles, after there are none nearby it will attack any building.

Given the fact that ogres are massive beasts, ogres destroys the trees where they walk past. (Notes: Trees fallen by ogres' march does not yield any resources.)

Usually if players managed to kill all the ogres in an invasion before they breach your defenses, other vikings will retreat - Vikings are helpless when all buildings they can pillage hide behind the walls, without any ogres they are not able to get through the walls.
Kingdoms and Castles/fr

**"Kingdoms and Castles**" est un jeu développé par l'équipe de Peter Angstadt et de Michael Peddicord de Lionshield Studios. Le jeu est sortie le 20 Juillet 2017. Ce jeu est inspiré par *Simcity,* *Banished,* and *Stronghold.* Dans "Kingdoms and Castles", les joueurs se concentrent sur la croissance d'un royaume à partir d'un petit village à une ville géante avec un imposant château.

## Description

Votre royaume doit survivre à un monde vivant et dangereux. Est-ce que les pirates viking s'enfuient avec vos villageois? Ou sont-ils arrêtés, pleins de flèches, aux portes du château? Est-ce qu'un dragon brûle votre grenier, votre peuple meurt de faim en hiver, ou êtes-vous capable de retourner la bête? Le succès de votre royaume dépend uniquement de votre compétence en tant que planificateur de ville et de château.

## Caractéristiques

* **Conception de la ville**: - Il est impératif de concevoir parfaitement de votre ville d'une manière qui augmente vos habitants et le bonheur, mais qui vous permet également de taxer comme vous le voulez.
* **Fortifier**: - Votre terre est toujours en danger et se cache toujours juste autour du coin. Soyez à l'affût des invasions Viking.
* **Monde vivant** - Le monde contient un cycle de saisons et un système de nuages procéduraux.

## Liens externes

* Official site
* Facebook
* Fig Campaign
* Steam Profile
* Twitter
Windmill Efficiency

Windmill efficiency can be stated as Food per tile by dividing the maximum amount of food divided by all the tiles in a group.

We can take the cost of Windmills into account by dividing the Food per tile by the number of Windmills.

A Farm can produce 9  Food per year with Fertile Soil, irrigation from a Reservoir, a Master worker, and being next to a single Windmill.

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

The Giant Pacific Octopus (abbreviated as GPO by the community) is a tier 10 animal. It is based on its real-life counterpart, the North Pacific giant octopus, *Enteroctopus dofleini.*

## Mechanics

* Humboldt squid can evolve into giant pacific octopuses.
	+ 48,000 XP is required for a Humboldt squid to evolve into a giant pacific octopus.
* Giant pacific octopuses do not evolve into any other animals, as they are a tier 10 animal.
* Giant pacific octopuses drop meat upon death.
* As a giant pacific octopus, friendly fire is turned off for all tier 1 animals, meaning you can't damage them nor be damaged by them.
	+ Despite this, you can still damage them with your dash.

## Suitable Biomes

* The suitable biomes for the giant pacific octopus are the arctic and the deeeep (cold, shallow/deeeep, and salt biomes in beta)
	+ If a giant pacific octopus enters the ocean, it will lose temperature.
	+ If a giant pacific octopus enters the ocean surface, it will lose temperature and oxygen.
	+ If a giant pacific octopus enters the arctic surface, it will lose oxygen.
	+ If a giant pacific octopus enters the swamp, it will lose salinity and temperature.
	+ If a giant pacific octopus enters the swamp surface, it will lose temperature, and it will not regenerate its salinity.

## Diet

This is a complete list of food that Giant Pacific Octopus can eat.

## Hiding Places

This is a complete list of the terrain that giant pacific octopuses can hide in.

## Strategy

* Remember that your boost does not let you easily hit your opponents, and that face-tanking, and only face-tanking to deal damage, won't work, due to your low health.
* A stun-lock done by a Sleeper Shark will put you in lots of damage.
* If your opponent is low on health, try to prevent them from running. Your ability to "teleport" in front of them works well for this.
* Poison can be used to prevent your target from healing up as much, or to finish them off. Hiding in it will not work on experienced players, or just casual players. You can also use your poison for extra damage.
* If you are low on health, you can boost to hide. Your opponent will likely not know where you are, and leave. This may not work on experienced players.
* Your teleport does minuscule damage, but can be fine to use when your opponent is low, as it might kill them, though the chance of this is low.
* In PD, you can teleport past the remoras and damage the clam, then teleport away safely. This works better if poor placement of sand-blocks from a Napoleon Wrasse are nearby, since they will reduce recoil and let you damage the clam faster.

## Skins

The Giant Pacific Octopus does have skins. One that is highly recommended is the Southern Pacific Octopus Skin. I forgot the others.

## Trivia

* The GPO is currently tied with the Shark for the most base damage.
Church

Happiness | +6  Happiness (Base)

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

## Description

Churches give +4  Happiness in a 11 tile radius from the edge of the building. This effect reduces at 5 tiles away.

The church gives it bonus, even if no-one is currently working as a priest or if it is closed. A reason to keep it opened is that master priests add an additional +2  Happiness in its coverage area for a total of +6  Happiness.

Churches do not have an upkeep, however Churches accept donations of 10  Gold.

Donations have no in-game effect. The player will only receive a message of thanks for the donation.

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

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

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

A Church has to be built before building a Cathedral.

## History

* Retuned church happiness bonus/radius, added a coverage overlay
Stone Bridge

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

Added in the Infrastructure II Update, Stone Bridges allow Peasants to quickly walk over  Fresh Water instead of swimming and wading through shallow water at a much slower pace.

Stone Bridges can be built on any  Fresh Water tile and can be connected to an existing Bridge, Stone Bridge, Drawbridge, Pier, Road, or Stone Road.

Stone Bridges, like Bridges and Piers, also block the passage of Merchants, Transport Ships, and Viking ships.

A Drawbridge built across the gap in a series of Bridges or Stone Bridges acts like a gate that only allows friendly ships through.

### Placement

Stone Bridges can only be placed in shallow water.

When stone bridges are placed next to other stone bridges or bridges they form junctions.
Farm

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

Farms are operated by peasants to produce  Food. A farm can be flooded by heavy rain, which destroys all the food it produces temporarily.

Farms can only be built on clear  Fertile Land or  Very Fertile Land. However, irrigation from a Reservoir allows building Farms on  Barren Land although the Barren land tile does not provide any Food bonus like Fertile or Very Fertile land.

## Efficiency

A Farm has a base output of 4  Food per year. Final output can be increased by:

+1  Food when placed on  Fertile Land (green).

+2  Food when placed on  Very Fertile Land (saturated green).

+3  Food when next to a Windmill. Multiple Windmills don't stack.

+1  Food when worked by Master workers.

+1  Food when receiving irrigation. Multiple Reservoirs don't stack.

## Notes

Food produced by the Farm is informally referred to as Wheat.

The majority of a Farm's time will be spent with a Master worker, just make sure to account for basic workers when starting. It currently takes approximately 3 years for a Farm worker to become a Master Farm worker.

It is always more efficient to have another Windmill when 3 or more Farms are adjacent and would benefit, regardless of fertility, for food production per square. For food production per Peasant turned worker, Windmills are beneficial as follows: irrigated barren land or nonirrigated Fertile land becomes more efficient at the 4th Farm, irrigated Fertile land or nonirrigated Very Fertile land becomes more efficient at the 5th Farm, and irrigated Very Fertile land becomes more efficient at the 6th Farm.

8 Farms surrounding a Windmill in a 3x3 square produce 9 to 11  Food per Farm square each for a total of 72 to 88  Food for 7.2 to 8.8  Food per worker or 8 to 9.77  Food per square.

9 Farms in a 3x3 square produce 6 to 8  Food per Farm square for a total of 54 to 72  Food for 6 to 8  Food per worker.

Compare this to an Orchard which produces up to a maximum of 34  Food which is up to 8.5  Food per square or up to 11.33  Food per worker. 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 a big 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.

As of version 106b2s, food efficiency rates have all been changed.

As of the January 23, 2019 update, Windmills no longer provide a stacking +2 bonus but rather a flat +3 bonus.
Keep

Storage | 50  Food
36  Wood

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

The Keep is your castle, it is your home. Protect it at all costs.

It houses your Advisors and is the very first building you start the game with. Left clicking the Keep will bring up your kingdoms Advisor Panel with new notifications (If there are any).

Choosing where to build your Keep will drastically affect how well and how fast your Kingdom develops. It is recommended to scout the map you have selected to pick a position within reasonable distance to:

* Trees for  Wood
* Stone Deposit for  Stone
* Fertile Land /  Very Fertile Land to grow  Food

Placing the Keep starts you out with 5 Peasants, 15  Wood, and 35  Food. The Keep requires 1 worker.

The appearance for the Keep changes whenever the Treasure Room, Chamber of War or Great Hall is built, in no specified order. The Keep will increase in size as this is done, however only vertically.

The Keep also serves as a beginning storage facility and holds 50  Food, 36  Wood, and 36  Stone.

The Keep has the ability to defend itself, starting with one archer tower with the first castle building, three with the second, and four with the third. This also increases its range.

## Gallery

* Upgraded Keep
Frogfish

The **Frogfish** is a tier 7 animal.

## Mechanics

* Rays, pufferfish, goliath bullfrogs, lobsters, archerfish, pelicans and bobbit worms can evolve into frogfish.
	+ 30,000 XP is required for any of those animals to evolve into a frogfish.
* Frogfish evolve into barracudas, octopuses, sea lions, mahi mahis, snapping turtles, and dragonfish (player-determined).
	+ 36,000 XP is required for a Frogfish to evolve into any of those animals.
* Frogfish drop meat upon death.

## Abilities

### Passive Abilitys

* You can walk.
* You slowly sink
* Stand still on the ocean floor to become a coral.

### Active Abilities

* Charge boost while in water to suck food and animals to you, however you also swallow lower tiers.
	+ Standing on the ground while using this ability will cause the suck to go towards your pointer.

## Suitable Biomes

* The only suitable biomes for the frogfish is the ocean.
	+ If a frogfish enters the arctic, it will lose temperature and salinity.
	+ If a frogfish enters the arctic surface, it will lose temperature and will not regenerate salinity.
	+ If a frogfish enters the deeeep, it will lose pressure.
	+ If a frogfish enters the swamp, it will lose salinity.
	+ If a frogfish enter the swamp surface, it will lose oxygen and will not regenerate salinity.
	+ If a frogfish enters the ocean surface, it will lose oxygen.

## Diet

This is a partly complete list of food that frogfish can eat.

## Hiding Places

This is a complete list of terrain that frogfish can hide in.
Dock

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

Added in the Merchants and Ports Update, the Dock enables visiting Merchants and the use of Cargo Ships to travel to different islands.

The Dock can store a total of 630 Resources (food, wood, stone, charcoal, iron ore, tools, and armaments).

### Uses

Building one Dock allows selling and buying resources with foreign Merchants.

Merchants sometimes have special "items" that can be purchased to add permanent bonuses or "decorations".

Cargo Ships can be unlocked by having at least two Docks. Cargo Ships can pick up and drop off Resources between Docks allowing you to move Resources between distant areas of the map or islands. Transport Ships are the only way to cross  Deep Water. Cargo Ships can hold up to a total of 270 Resources.

As stated before, the Dock lets you use Cargo ships to two different Docks. This allows, say, a colony on the other side of the map to benefit from your industry on a different side of the map. In some cases, the island you desire to colonize has a shallow water connection. This makes it where your citizens will build the Dock, even if they have to travel across the world.

A Dock can also be used as Food storage since it can hold more Food (630  Food max) than the Granary (450  Food) or the Small Granary (200  Food). Such a Dock can be protected from Vikings by using Piers or Bridges to create a seawall and a Drawbridge to restrict access to just friendly ships.
Lord Nextraztus

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

Added in the Beautification Update, the Lord Nextraztus statue grants +3  Happiness to all residences in a 13 tile radius.

Dragons flying near Lord Nextraztus will stop and circle the statue a few times before moving on.

The rulers of AI kingdoms may see this as "honouring such horrible creatures", instructing you to "take it down", giving you the option to keep them up, losing relationship points, or destroying all of them, which takes effect immediately.
Kingdoms and Castles Wiki/es/Section 4

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Twitch integration

**Twitch integration** is an option in the Menu if the player is streaming on Twitch. It will let the viewers to vote in the chat and be able to vote on options in the game. If there are a few votes, the most votes option will be selected.

There are up to more than 30 voting options. The streamer can set how many options will show up each time. The streamer can also choose how much time you can vote until the votes as been counted. The minimum time is 30 seconds.

It was added in the Infrastructure II Update.
Cottage

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

The Cottage is the second type of housing in Kingdoms and Castles, bigger than a Hovel and smaller than a Manor.

The Cottage houses 12 Peasants and has 2 Heads of Household. The Head of Household is a type of worker that keeps the housing stocked with Food and Charcoal. This is more efficient for the number of Heads of Household Workers to Peasants and Peasants per square of the residence types than a Hovel, but slightly less efficient than a Manor.

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

* A **Cottage** generates 2.5  Gold per 5% tax rate (0, 2.5, 5, 7.5, 10, 12.5, or 15 gold per year)

### Efficiency

The Cottage is less cost-efficient than a Hovel but requires less space per Peasant (6 per tile). A Cottage is less square-efficient than a Manor per peasant. A Cottage is less tax-efficient than both a Hovel and a Manor per peasant, though tax rates usually are not a problem.

### 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
Gold

**Gold** is one of the Resources in the game *Kingdoms and Castles*.

Treasure Rooms enable the collection of  Gold by taxing the households in the Kingdom at a tax rate of between 0% to 60%, in increments of 10%.

Gold is collected from each household each year as long as a Treasure Room is present.

### Trade

With the release of version 109 ( "Merchants and Ports" ) it is now possible to earn gold through trade. The player can now build a Dock which can store resources. Every now and then a foreign merchant will visit the dock and the player can sell resources to the merchant. A notification at the top of the screen informs the player when a merchant has arrived at the dock and the player must manually sell the resources to the merchant.

## Storage of Gold

Each Treasure Room stores 1,000  Gold.

Building additional Treasure Rooms adds +1,000  Gold storage.

If a Treasure Room is destroyed by a fire, Dragons, or Vikings the stored Gold is also destroyed.

## Uses For Gold

This resource has a variety of uses including building new structures, paying soldiers to protect your kingdom, and throwing festivals in town square to attract visitors.

### Defenses

All manned defensive structures (such as archer towers) require gold to begin construction. After construction is complete, any soldiers who occupy them will require routine payment in gold. If you are in a time of peace, you can temporarily close your defenses and relocate the workers to jobs that don't require payment.

### Other Structures

Gold may also be used as a resource for some other structures, such as the Manor.

### Festivals

If you have a town square in your kingdom, you can pay some gold to host a festival. Festivals attract visitors who may be inclined to join your kingdom and work for you. This is a great way to accelerate your population growth in a time of need. However, it appears that the cost of festivals can increase. (IDK why, could someone look into this?)

### Spells

If you have befriended the Witch, you can pay her gold to cast spells, which can be very useful during particularly bad raids, plagues and famines.
Barracks

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

 Description | *"Embolden your unproductive peasants with the promise of glorious battles in the name of the homeland!*
Create squads of soldiers using idle peasants, gold and armaments."

## Overview

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

The Barracks trains Swordsmen Squads to defend the kingdom. A Swordsmen Squad is composed of 1 leader and 16 troops. Multiple squads can be queued up for production.

It costs 2  Gold and 1  Armaments to train one Swordsmen and thus a full Swordsmen Squad costs 34  Gold and 17  Armaments.

Maintaining a Swordsmen Squad requires 7  Gold in wages per year. Swordsmen do not count towards the kingdom's population.

## Swordsmen

A Swordsmen Squad has a total of 130 hit points: 50 for the leader and 5 for each soldier. Swordsmen have an attack range of 1 tile (melee).

### Usage

* Left-clicking selects a unit. Left-click again to deselect. Drag, Ctrl+Left-click, or Shift+Left-click to select multiple units.
* Right-click a location to move there. The Swordsmen will hold position and engage enemies that move into range. They will not pursue if their opponents move out of range.
* Alternatively, right-click a target to have the Swordsmen pursue until it is destroyed. They will then default to holding position.
* Swordsmen cannot attack flying enemies such as Dragons.
* An Ogre will ignore the Swordsmen and keep moving. Order the Swordsmen to pursue and whittle the Ogre down as it lumbers around.

* Leaders and soldiers will gradually recover lost hit points automatically, but dead soldiers must be replaced with fresh recruits. Select a depleted Swordsmen Squad and choose "Replenish" from the unit pop-up box to have it return to the nearest Barracks for replenishment.
* Select a unit and choose "Disband" from the unit pop-up box to delete the unit, leaving behind 16 Peasants and 16  Armaments.

### History

* Barracks no longer deploy troops to generals, instead General recruit troops using the new UI.

Beta Version 3 - June 16th, 2017

* Added barracks, which takes a person, armaments, and some gold and trains a soldier
Well

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

Wells can only be built on clear Land tiles. Wells can not be built on Piers or water tiles.

Wells provide +5  Happiness in a radius of 5 tiles.

All households demand that a Well is nearby. If any Hovel, Cottage, or Manor is not within the radius of a Well there is a penalty of 8  Happiness.

## Fire Risk

Wells also reduce fire risk within its radius. Fire risk can be rated on a scale of 1 to 5 with 1 being the lowest fire risk and 5 being the highest fire risk.

* Fire Risk is 1 within 2 tiles of the Well
* Fire Risk is a 2 when 3 tiles from a Well
* Fire Risk is a 3 when 4 tiles from a Well
* Fire Risk is a 4 when 5 tiles from a Well
* Fire Risk is a 5 when 6 or more tiles from a Well
	+ (5-4-3-2-1-1-W-1-1-2-3-4-5)

The reduction in Fire Risk from Wells overlaps with other Wells. For example:

* If two Wells are built seven or fewer tiles apart, any buildings in the overlapping radius between the pair of Wells will have a Fire Risk of 1, or very close to 1, since the area of effect from the two Wells overlap and amplify each other.
	+ (W-1-1-1-1-1-1-1-W) instead of (W-1-1-2-3-4-5)
* If the Wells are 8 tiles apart, the four buildings in the middle have a fire risk of around 2 while the two closest buildings to each Well have a fire risk of 1.
	+ (W-1-1-2-2-2-2-1-1-W) instead of (W-1-1-2-3-4-5)
* With Wells that are 9 tiles apart, the 3 buildings in the middle have a fire risk of around 3
	+ (W-1-1-2-3-3-3-2-1-1-W) instead of (W-1-1-2-3-4-5)
* At 10 tiles apart, the fire risk for the two buildings in the middle is 4
	+ (W-1-1-2-3-4-4-3-2-1-1-W) instead of (W-1-1-2-3-4-5)
* At 11 or more tiles apart, the fire risk reduction of a pair of wells no longer overlap
	+ (W-1-1-2-3-4-5-4-3-2-1-1-W)
Village Guide

A Village is a Kingdom with 25 to 49 Peasants in *Kingdoms and Castles*.

A Village is established by reaching a population of at least 25 Peasants.

## Existing Buildings

* Keep (1 worker)
* Quarry (4 workers)
* Forester (2 workers)
* Charcoal Maker (3 workers)
* Housing
	+ 5 Hovels or 3 Cottages
* Well
* Food production
	+ Farms / Orchards
Great Hall

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

When first added in August 2021, the Great Hall served no purpose in the game, other than that placing one on the map upgrade the look of your Keep, making it taller and more imposing. This change is purely aesthetic and in 2017 one of the developers said that in the future it would "host feasts for AI controlled visiting nobles".

As of May 2022, Great Hall allows player to host "Great Feast", that for a quite high cost of Wheat and Apples give a temporary popularity bonus of **+20** for all housing in its area of influence. Cost of it depends on size of the population [For example; 353 wheat , 132 apples at 1000 citizens).
Baker

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

 Storage | 6  Food
6  Charcoal

## Description

### "Residents enjoy the smell of fresh baked bread. \*sniff\*"

Bakers turn 1  Food and 1  Charcoal into 5 pieces of bread. It can do this about 10 times each year (8 times before version 106b2s). Peasants working at the Baker will bring charcoal and food to the Baker automatically.
You can do research in the great library or buy a special item from a Merchant "improved bakeries" that improves bakery production speed by 25%, increasing it to 12.5 rounds of baking per year.

The Baker can store up to 18 bread for an indefinite amount of time and peasants will come and pick it up from the Baker to use for Food.

The Baker adds +3  Happiness to nearby homes in a 3 tile radius.

## Guide

The baker is a late-game gem for any kingdom. Not only does it triple your wheat/food production, it also gives nearby homes a happiness boost. Because of this, it is better to construct Bakers in residential areas rather than farmland.
Witch

Please help improve this if you can. The Discussion page may contain suggestions.

Added in the Halloween Update, the Witch is an non-player character who can be interacted with by clicking on the Witch Hut structure.
When interacted with for the first time, a prompt is brought up to knock on the door or not.

If the player knocks on the door, she will ask for resources from the player, and will in return grant one time spells with powerful effects that recharge over time.

The witch hut can be destroyed by confronting the witch with your soldiers, in which you the witch says "You dare attack me with troops? Leave or you will regret this!", giving you the option to confront or not, as well as a confirmation saying that "The witch will retaliate", however if you confront them, the witch will "curse" your village in return, causing a large pentagram of green fire to appear in the centre of your village. It will also leave a permanent -5 Happiness Modifier.

"How dare you! I'll leave your kingdom but have this curse!"
## Requests

The witch's relationship when the player first knocks on the door is 'Feels ambiguous'. If the player refuses the first request, the witch's relationship is 'Dislikes You'.
If all requests are completed, no more requests are given.

* Note: The amount of resources and time remaining appears to be dependent on time or kingdom size and not difficulty level.

## Available Spells

 Plague Cure | 1455  Gold | 35 | "Suddenly, everyone is feeling quite well! Was that terrible cough just a dream?"

```
All peasants are cured

 Dragon Smite | 1855  Gold |  | All dragons killed with lightning

Bear in mind that using spells will apply a temporary Happiness modifier of -15 if churches are present in your kingdom.

* Note: Tree Double Yield's timer does not stop when the game is paused and does not speed up at faster game speeds.
Troop Transport Ship

The **Troop Transport Ship** is a type of ship in Kingdoms and Castles.

Added in the Warfare Update, it is used to transport envoys, catapults, and soldiers. AI Kingdoms make use of these to send envoys to player Keeps. It is built in Shallow Water for 60 wood and 150 gold. Before the A.I. Rivals update, it cost 80 wood, 30 iron, and 150 gold.
Soldier

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

Guards are a type of defense for your town along with archers and balistas with guards being mainly for defending against viking attacks. In order to train guards you need the barracks. Training guards requires people, gold, and armaments where if you have the nessicary materials the guards will be trained.
Guards stuff
Reminder to add

* Proficiency
* Training
* Recruitment
Fish and Pigs Update

The **Fish and Pigs** Update, sometimes called the **Health** Update, is a major update released on **November 5, 2019**

It adds a new dimension to the farming system by adding two new types of food, **fish** and **pork**, and associated buildings.

It was released as **Version 116**.

## Additions and Changes

### New Features

* Added fish resource tiles.
* Added Fishing Huts which send out a Fishing Boats.
* Added Fishmongers who use tools to prepare fish for consumption.
* Added Produce Storages to store apples.
* Added Small Markets to complement the existing large (2×2) Markets.
* Added Swineherds to rear pigs who consume wheat.
* Added Butchers who use tools to prepare pigs for consumption as pork.
* Added the health summary.
Wood Gate

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

Added in the Infrastructure II Update as a cheaper alternative to Stone Gates, Wood Gates form part of the wall building system in the game. A visible portcullis allows Peasants to pass freely in and out of a walled area, while keeping Vikings out.

Wood Gates are the same height as three Wood Castle Blocks. Unlike Stone Gates, they cannot have additional Wood Castle Blocks or Stone Castle Blocks placed above them to increase their integrity, as they are already considered of the maximum height for wooden wall structures.

Compared to Stone Gates which cost 40 Stone and 15 Wood, Wood Gates are a fantastic option for early-game locations or quick expansions. However, because Stone Gates can be strengthened by building further Castle Blocks above them, Wood Gates should not be used as primary defenses after a reasonable supply of stone is available.
Infrastructure Update

The **Infrastructure Update** was a major update released on **September 15, 2017.**

It was released as **Version 106**.

## Additions and Changes

### UI Changes

* Building information UI is now docked at the left corner of the screen.
* Speed controls are moved to the top left.
* Fire Risk of a building now update if something is burning nearby.
* Added a list of everyone living and working in the building.

### Functionality Changes

* Only buildings with fireplaces can spontaneously catch on fire.
* Increased length of in-game year by 50%.
* Re-tuned food production and consumption rates. Allowing more time to transport food.

### New Features

* Added Wooden Walls.
* Added Stone Roads.
* Added Queen Barbara.
* Added Norias, Aqueducts, and Reservoirs.
* Added the concept of irrigation.
* Made a the distinction between saltwater and fresh water.
* Pressing **Z** and **S** now pans the camera down.

* Town Squares count as roads for house happiness bonus
* Pressing Escape closes and visible UI
* You can now see and edit your map generator seeds.
* Added expanded tooltip info for all resources.
* Added New Hotkeys (**Del** for demolish, and **C** for chop).

* Houses now count neighbors across the street.
* Generals can now regenerate health out of combat.
* Ogres can now disembark their ships and attack even if your land is completely walled off.
* Viking ships now have catapults.
* Running multiple festivals at once yield diminishing returns with each stacked festival.

### Bug Fixes

* Fixed issue where Viking raid would always happen shortly after loading a save.
* Fixed bugs where Vikings could kidnap people on the other side of walls.
* Fixed bug where Generals could die before the rest of their army.
* Fixed bug where demolishing an in-progress wall section would cause walls below to have strange Health values.
Queen Barbara

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

Added in the Infrastructure Update to complement the Lord Levi statue in the original game, the Queen Barbara statue grants +3  Happiness to all residences in a 15 tile radius.
She also prevents Vikings from burning things in a certain radius
Bridge

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

Bridges allow Peasants to quickly walk over  Fresh Water instead of swimming and wading through shallow water at a much slower pace.

Bridges can be built on any  Fresh Water tile and can be connected to an existing Bridge, Stone Bridge, Drawbridge, Pier, Road, or Stone Road.

Bridges, like Stone Bridges and Piers, also block the passage of Merchants, Transport Ships, and Viking ships.

A Drawbridge built across the gap in a series of Bridges or Stone Bridges acts like a gate that only allows friendly ships through.

### Placement

Bridges can only be placed in shallow water.

When bridges are placed next to other bridges or stone bridges they form junctions.

### History

Bridges were originally a Town building.

* Fixed issue where bridges couldn’t be built sometimes.

Beta Version 2 - May 16th, 2017

* Bridges now turn corners and behave like normal roads
Manor

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

The Manor is the third and largest type of residence in Kingdoms and Castles being twice the size of a Cottage and four times the size of a Hovel.

The Manor houses up to 25 Peasants and has 4 Heads of Household to fetch Food and Charcoal for the residents. This is the most 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 Manor may generate gold through taxes.

* A **Manor** generates 6.25  Gold per 5% tax rate (0, 6.25, 12.5, 18.75, 25, 31.25, or 37.5 gold per year)

### Efficiency

The Manor is the most expensive housing district to build but houses the most Peasants per tile (6.25).

### 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
Kingdoms and Castles/de

**Kingdoms and Castles** ist ein Spiel, das von Peter Angstadt und Michael Peddicord von Lionshield Studios entwickelt wird. Das Spiel wurde am 20. Juli 2017 veröffentlicht. Es ist inspiriert von *Simcity,* *Banished,* und *Stronghold.* In Kingdoms and Castles steht ein Königreich im Mittelpunkt, das der Spieler von einem kleinen Gut zu einer großen Stadt mit einer imposanten Burg führt.

## Beschreibung

Ihr Königreich muss einer lebhaften, aber auch gefährlichen Welt trotzen. Werden einfallende Wikinger Ihr ruhiges Weiler brandschatzen, oder werden Sie sie an Ihren Burgtoren abschmettern können? Wird ein Drache Ihren gesamten Nahrungsvorräte in Feuer aufgehen lassen, sodass Ihre Bevölkerung im Winter am Hungertod nagt oder werden Sie es schaffen, das Biest zu vertreiben? Der Erfolg Ihres Königreiches liegt einzig und allein in Ihren Fähigkeiten als Herrscher und Architekt.

## Spielinhalte

* **Stadtplanung**: - Es ist von großer Bedeutung, die Stadt so zu planen, dass alle Einwohner zufrieden sind und gerne steuern zahlen.
* **Festung**: - Ihr Land ist stets von diversen Gefahren bedroht. Achten Sie auf einfallende Wikinger.
* **Lebendige Welt** - Die Welt folgt dem Wechsel der Jahreszeiten und hat ein prozedurales Wetter-/Wolkensystem.

## Externe Links

* Offizielle Seite
* Facebook
* Fig Kampagne
* Steam Profil
* Twitter
Charcoal Maker

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

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

Charcoal is used by households for heating, by Bakers for cooking bread, and by Blacksmiths to forge Tools and Armaments.

The Charcoal Maker makes 2  Charcoal from 1  Wood.

The Charcoal Maker should not be placed adjacent to a Hovel, Cottage, or Manor in a radius of 2 tiles as the smoke from the Charcoal Maker will decrease their Happiness.

It stores 6  Wood, ready to use.

As of version 117r7s, Charcoal Makers can do 7.5 cycles per day, producing 15  Charcoal per year.

## Version History

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

## Trivia

* Charcoal Makers used to only produce charcoal when it stored less than 3 charcoal and could do about 5 cycles per day.
Merchants and Ports Update

The **Merchants and Ports** Update is a major update released on **February 24, 2018**.

It was released as **Version 109.**

## Additions and Changes

### UI Changes

* Reworked UI a bit and how resource tooltips are accessed (now you click on them to view the info).
* Tax rates can now be set on the UI on the bottom left rather than in Treasure Rooms.

### New Features

* Added bigger maps (medium and large map sizes).
* Added Outposts.
* Added Docks.
* Added Merchant Ships.
* Added Transport Ships.
* Added Drawbridges.
* Added a new job priority system.
* Added the ability to rename any building.
* New sound effects
* Added the ability to pick specific desired amounts of resources per Stockpile.
* Granaries now employ more people that can carry twice as much as farmers.
* Library, Church, and Tavern provide bonus happiness in a radius as before, but you just need to build a certain amount of them rather than requiring you to provide total coverage.

### Bug Fixes

* Small tweaks and tuning to worker counts and bonuses.
* Lots of other small fixes and tweaks
* Fixed bug where villagers would sometimes not collect bread from a Baker even if they were hungry.
* Fix for Gates not visually closing when Vikings are near.
* Optimizations to loading time for save games.
* Optimizations to many other game systems, most notably path-finding.
FAQ

*This page contains a list of questions which have frequently been asked within the community, you can find the official responses to these questions here. If you have a question which is not listed here, please ask in our discord community. If the question is asked more than once, the community teams may look to featuring your question here.*

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

## Frequently Asked Questions

*The FAQ is split into sections that best cover groups of questions, at current these two groups are split into general information about the game and features within the game.*

### About Kingdoms and Castles

*This section contains all of the questions relating to the development, availability and community aspects of the game.*

#### When was the game released?

Kingdoms and Castles was released on 20th July, 2017 for PC.

#### What requirements are necessary to play the game?

You'll need a PC running Windows, MacOS or SteamOS & Linux, with a dedicated graphics card.

The full information, including individual specifications per operating system, can be found on the System Requirements page.

#### **What Language/Engine/Tech are you using?**

C# and Unity with SourceTree + github for revision control.

#### Will the game ever be available on console or other platforms?

The game is on Xbox and will get Play Station and Nintendo support soon.

#### Can I stream/record the gameplay of beta releases?

Yes! Keep in mind they're not done though, so there will be bugs and some things will be pretty rough.

#### Will there be a multiplayer update?

Unfortunately, multiplayer isn't feasible. There is an enormous amount of work to make something work properly over the network. We would need to restructure a lot of the code to handle syncing the simulation state, set up proper handling for leaving/joining and being tolerant to latency, and any new feature we add would need extra care to make sure it worked in multiplayer. Making sure things were balanced gameplay-wise for multiplayer and testing for bugs in the network code would also be a big task (and one we'd have to repeat for every update). We'd need to expand the team far beyond the resources we currently have.

### Game Features & Functionality

*This section contains questions relating to the features and functionality of the game itself.*

#### My peasants are starving, what is the problem?

There are currently 2 known reasons for why your peasants are starving:

1. There is no food in your Granary/Market/keep, try increasing your output of available food.
2. The heads of each house can't bring the food to their houses fast enough, try improving your road network or reducing the distance between houses and food storage locations. ( *this is the same reason why it can take a while for peasants to become happy after a famine)*
Wheat

**Wheat** is a category of Food Resources in the game *Kingdoms and Castles*.

Wheat can be obtained by farmers at farms.

## Uses of Wheat

* Market workers move wheat from the nearest Granary to the Market
* Heads of Households take food from the nearest Food storage building to their homes
* Each Peasant eats one Food per year stored in their home
* Taverns use 14  Food per year
* Bakers use 1  Food and 1  Charcoal to bake 4  Food/Bread
Getting Started Guide

There are 3 starting regions of increasing difficulty

## Choose a land

Look for an area that is close to Trees, Stone (white rock), and Fertile land (light green or dark green).

The Keep, housing (Hovels, Cottages, and Manors), and most Town buildings should be built on Barren land as Fertile land can be somewhat scarce. However, it is now possible to irrigate and farm Barren land with Norias, Aqueducts, and Reservoirs. Irrigation is also expensive requiring a lot of Stone and Gold. You need at least one Farm per Hovel (6 people). An Orchard can just barely support one Manor (25 people). A 3x3 Farm plot with a Windmill in the center can support about 3 Manors (75 people).

Iron (brown rock) should also be nearby, but is not as important as Stone.

The first thing you'll need to do is cut down Trees so you can build Roads, Hovels, and a Quarry to collect Stone.

You need Stone to build a Forester, to automatically gather Wood, and a Treasure Room, to collect Gold.

### Size

* Small - about 45x45 tiles (around 2,025 tiles)
* Medium - about 65x65 tiles (around 4,225 tiles)
* Large - about 90x90 tiles (around 8,100 tiles)
* Random

In order to build a Kingdom of the Gods with a population of at least 5,000, you need a minimum of 800 tiles for housing and a little more than 800 tiles for farming.

### Type

* Land - mostly a single land mass surrounded by fresh water
* Island - two or more islands usually separated by deep water
* Random

### Terrain Generation Seed

The size and type of land are combined with a 10-digit number to create a Terrain Generation Seed.

* LSnnnnnnnnnn = Small Land
* ISnnnnnnnnnn = Small Island
* LMnnnnnnnnnn = Medium Land
* IMnnnnnnnnnn = Medium Island
* LLnnnnnnnnnn = Large Land
* ILnnnnnnnnnn = Large Island

Terrain Generation Seeds can be entered in manually allowing maps to be shared.

Write down the Terrain Generation Seed so you can share it or reference later.

## Customize Kingdom

* Name your Kingdom
* Choose a Banner