Upgrading Buildings

Buildings need to be upgraded. Some building upgrades allow access to more recipes, a higher max capacity in the building, and other benefits. Villager houses also need to be upgraded.

## Why

   Upgrading buildings is one of the focuses of the game. By upgrading a building, it opens new game content (recipes for crafting) or gives some kind of bonus.

The crafting recipes are not all created equal. Most people make 1 or 2 grindstones in the stonemason and then never make another since it is only needed for 1 or 2 quests. However, the average player might make iron bars every single time they play since those are needed in tons of item crafts and building/villager upgrades. When you upgrade a crafting building, if a new recipe becomes available, you must purchase the recipe once the building has finished upgrading. If you don't plan to make that recipe, don't buy the recipe.

Some upgrades to crafting buildings will give a chance to drop sesterce, drop an item, or reduce the craft time, rather than open new recipes.

Upgrading storage buildings gives that specific building +5 to its max capacity.

The resource-generating buildings (farm, quarry, lumberhut, etc.), need upgrades to expand their max capacities. The higher the building level, the more items it can store while you aren't playing and the more RP it will drop when you collect it. Note: The southern farm does not drop RP.

The sesterce-generating buildings (butcher, fish market, and tavern) have similar upgrade bonuses. Some upgrades expand how much sesterce the building will store when you are not collecting it. Some upgrades improve how much the building generates during each cycle (butcher's cycle is 3 minutes, fish market is 30 minutes, and tavern is 45 minutes). Some upgrades open merchandise slots with a max of 4 for each building. And some upgrades open new recipes that allow for cooking of food items to be sold in that specific building's merchandise slots.

To get all the benefits of these buildings, everything should be upgraded to max obviously. However, some upgrades are hardly worth the effort. See "Personal Recommendations" at the bottom of this page for a chart of the building recommendations from experienced players to find what level buildings should be:

* minimum efficiency for players that intend to trade more than craft
* moderate efficiency for players that want to be able to be self sufficient *(Read: the ideal goals for new players)*
* maximum efficiency for players that want the most out of their game without "upgrading everything" and potentially wasting sesterce and resources
* the max level of each building
* comments on how the "moderate efficiency" column was decided

Note: Upgrading villager houses works the same way as upgrading crafting and sesterce-generating buildings. It gives that villager +1 strength.

## How

Each building has an option to upgrade when you select it. For some buildings, the option to upgrade has the green UP arrow for buildings. For other buildings, clicking it takes you straight to their upgrade window.

The current upgrade is the blue box without a green check mark. Blue boxes with green check marks have already been completed. Grayed out boxes are unavailable due to the previous upgrade not being completed yet. Some upgrades will include a level requirement under them if your player level is not high enough level yet.

You cannot look back at previous upgrades or ahead at future upgrades to determine the materials you needed or will need. The only box you can click on is the one currently available. When you click that box, it will tell you the items you need and time required to complete the action.

Note: You can determine the level of your building by hovering the mouse over them. If you are in the upgrade window, remember that each building/villager started at level 1. So in the picture above, the butcher building is currently level 5. Do not count the green check marks as the current level as those are only the amount of upgrades completed. The first green check mark makes the building level 2, not level 1. This has confused many players early on.

## What

Upgrades require a combination of 4 things: 1-3 kinds of resources in varying amounts, 1-3 items in varying amounts (generally specific to that building so the leatherworker wants leather and the blacksmith wants iron bars), and sesterce. *Every upgrade requires sesterce.* Some may only want 3 different kinds of resources and no items. Some may want 1 kind of resource and 2 items. It depends on the building.

While upgrading a building, it becomes unavailable. If you have started items crafting before starting an upgrade on a building, those items will become available when their craft time completes. But you cannot start new crafts until the building has finished upgrading.

## Personal Recommendations

Over time, we have collected the following recommendations on what each building should be upgraded to if "upgrade everything to max" seems too daunting. For a new player, the "moderate efficiency" column should be the starting goal. After that goal is reached, obviously players should continue upgrading buildings to suit their play style, aiming for maximum efficiency. This data is subjective to the particular play style of any given player.

\*Minimum efficiency is built around the idea of what is needed for players to be barely self-sufficient and make the game playable. Storage minimums allow for the building/upgrading minimums to be reached at moderate levels. For a player that would rather trade than craft, the minimums for crafting buildings could be at level 1 instead of their respective levels, baring the requirements for quests that ask for the player to actually craft something themselves.

\*\*At this level, all crafting recipes in the building are available. This is the level that a player needs to reach in every building to be truly self-sufficient. However, some crafted items may not be attractive to a player for various reasons. In the blacksmith, if crafting the winged helmet isn't attractive, then the minimum efficiency drops to level 9. In the leatherworker, if crafting the quality shield isn't attractive, then the minimum efficiency drops to level 6.

\*\*\*The last upgrade gives a chance to drop 3 sesterce and is really unnecessary, hence why maximum efficiency stops to level 17 instead of level 18.

\*\*\*\*Beyond level 11, the upgrades only add to the sesterce capacity and sesterce per cycle of the building. Upgrading beyond Level 11 is not necessary but does help for the collection of sesterce over a long time. A *very* long time. We have determined the last instance of increasing the capacity of the building is more beneficial than increasing the sesterce per cycle so maximum efficiency stops at level 17 in stead of 18.