Buildings

**Buildings** are structures that the player can construct. They are classified into six types each serving a different purpose, including houses, resource buildings, storage buildings, farming buildings, survival buildings and production buildings.

## Overview

### Construction

Buildings can be constructed from the building menu, which is Q (by default). There are many types of buildings, such as houses, extraction, hunting, farming, animal husbandry, production, services, and storage. These can be unlocked through gaining technology points, which are gathered through doing various tasks in Medieval Dynasty. The player must have the initial cost of the building in their inventory to place, the terrain must be flat enough, and there must be no obstacles in the area where the building will be placed. Once put down, the structure will require various materials to complete, which can be placed by equipping a hammer, highlighting the foundation which must first be built to then get access to the framing and after that to the walls and roof that must be built. Only once the building is 100% complete will the structure be usable.

### Repair

Buildings can be repaired if a section of a building's condition drops below 50%. Much like when initially constructing the a building, resources must be used to rebuild it, like logs, planks, straw or stone. To repair a structure, a hammer must be equipped, and the repair option must be selected by right-clicking (the hammer menu button by default with the hammer equipped) and opening the radial menu. Parts that can be repaired are highlighted in red. Once repaired, the section will be set to 100% once again. If the entire building breaks down, the building stops working / disappears.

### Add/Remove insulation

Buildings can be insulated (formerly known as upgrading), for example adding Daub to wattle walls to increase durability and insulation. To insulate a structure, equip a hammer, and select the "Add insulation" option by right-clicking and opening the radial menu. Parts that can be insulated are highlighted in cyan. Insulating worker buildings (e.g. animal husbandry, production, etc.) is mostly decorative.

Insulation can also be removed (formerly known as downgrading), and a portion of the insulation cost is retrieved (needs Master of Destruction skill).

**Note:** Insulating walls can only be done if the player has obtained the Handyman skill.

### Demolition

To deconstruct a building, the player must equip a hammer and select the destroy option from the radial menu (accessed by right-clicking by default with the hammer equipped). Each section of a structure must be destroyed before the frame of the building can be removed. Any inventory contained within the building must first be removed before the frame and foundation can be deconstructed.

## Building limit

The building limit in Medieval Dynasty can be increased by completing the Chapters quest line. It initially starts small with the player only being able to construct a few buildings, but gradually increases the more objectives the player completes. The building limit can also be increased or decreased through the customization option presented before the player begins their game, or through the in-game menu, up to 200%.

## Tiers

As you progress you will be able to unlock higher tier buildings. Tiers are indicated in Roman numerals after the name. Higher tiers use more durable materials and therefore need less repairing. Higher tiers also increase the number of workers for that building, which increases the output.

You can either build a new Tier II building leaving the existing one intact, or you can replace a Tier I building with a Tier II building. To do this, ensure you have enough logs for foundations in your inventory, then place the Tier II building highlight on top of the existing Tier I building. Since the foundations are already made, you won't use the logs for it. Build the rest (walls/roof) as usual.

**Note:** By replacing the lower tier building with the higher tier, you don't lose anything you had in the storage of the building and you don't need to reassign tasks. However, you will need to reassign the worker(s) as they are automatically unassigned from the building when it gets replaced.

## Types

### Houses

*Main article: House*
Houses are the dwelling places of villagers, including Small Simple Houses, Simple Houses and Houses. They are the only type of buildings whose walls and roofs can be customized by the player to use stone instead of the default of wood, and also the only one that can be upgraded with daub or limestone.

### Extraction buildings

Extraction buildings harvest raw resources from nearby deposits. Harvested resources are stored in the Resource Storage building; when all Resource Storages are full, they are instead stored in the resource buildings' own chest; when both storages are full, harvesting will cease. Production (firewood, planks, etc.) use materials from the resource buildings' own chest first, otherwise they take raw materials directly from the storage buildings instead. When no raw materials are available, production stops.

### Hunting buildings

Hunting buildings harvest resources, mostly food, from wild animals and vegetations.

### Farming buildings

Farming buildings produce and store farming-related resources, such as crops, seeds, animal products and fertilizer, among others.

### Animal husbandry buildings

Animal husbandry buildings harvest resources from farm animals.

### Production buildings

Production buildings use raw resources to produce tools, clothes, and meals.

### Service buildings

Service buildings provide services performed by their workers.

### Storage buildings

Storage buildings store the resources produced by all production buildings. Food Storage receives all the food-type (edible/cookable) resources, and Resource Storage receives all the non-food materials. All storage buildings of the same type, regardless of tiers, share the same inventory, ie. stored resources can be accessed through any resource building of the same type anywhere on the map. If more of the same storage type is built, their capacity also adds up, i.e. you build a tier 1 and a tier 2 Resource Storage, you'll have 3000kgs of total storage space (1000kg tier 1 + 2000kg tier 2 = 3000kg). Different types don't share storage, meaning Resource and Food storages have separate inventories.