## FANDOM

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Buildings boost your settlement in many ways: some improve survivability of villagers in Ostoja, others help with attracting more people to your cause, or simply buff villagers with certain attributes.

There are fourteen buildings in Thea. You can have ten buildings in your settlement at any time, and you can always deconstruct a building to make room for another. You can have more than one building of the same type at once, but some effects do not stack.

At the beginning of the game, there are no buildings built in the settlement, and only one (the Pasture) is unlocked. Additional buildings are unlocked through research.

Once a building has been unlocked, it is built from the Construction tab in the settlement management screen. Just like with crafting, there are many possible combinations of materials that can be used to construct each building. Buildings, constructed from rarer primary and secondary materials, provide greater bonuses. Some materials, in addition to improving the basic abilities of the building, may improve the chance to attract certain characters to the village. Unlike with crafting, the choice of a catalyst does not affect construction.

## List of buildings Edit

Name Research Primary bonuses Additional benefits
Cabbage Field 1 AP  Attract Children
Herbalist's Hut 1 AP  Add Healing
• Produces Herbs each turn equal to healing bonus
• Unlocks the Medic class
Well 1 AP  Add Random Resource
Meeting Hall 1 AP, Well  Will Bonus
Speech Bonus
Intelligence Bonus
Manger 1 AP, Well  Animal Kinship Bonus
Attract Beast
Watchtower 1 AP  Vision
Palisade 2 AP, Watchtower  Shielding Bonus
• Faster movement within gathering radius
Barracks 1 AP, Watchtower  Damage Bonus
Archery Range 1 AP, Watchtower, Barracks  Ranged Damage Bonus
Smithy 1 AP  Crafting Bonus
• Unlocks crafting good quality items
• Children are better Crafters
Totem 1 AP, Smithy  Magic Bonus
Blessed Tree Symbol 2 AP, Smithy  Permanent Bless
Remove Curse

## Attraction bonuses Edit

Attraction bonuses represent the chance, that a character of a certain race will join your settlement at the beginning of the turn. Each point provides 0.5% chance to attract a character, which is further modified by total population and current turn. Basically, the more population you have, the harder it is to attract more heroes[1].

The attraction bonuses from buildings appear, if certain materials are used in construction. The bonus directly depends on the volume of used material (that's why buildings which require more resources tend to produce better attraction bonuses). The manger is the only building, which has intrinsic  Attract Beast bonus. It does not depend on attraction materials, but rather scales as all other primary attributes - based on the rarity of the materials used in construction.

The same attraction bonuses from different buildings stack.

The following materials grant attraction bonuses, when used in construction:

Attraction Materials Units per attraction point
Attract Beast 1 attraction per ~8 monster bones.
1 attraction per 40 clay.
1 attraction per 40 sandstone.
Attract Demon 1 attraction per ~13 dragon bones.
1 attraction per 20-27 enchanted bones.
Attract Dwarf 1 attraction per 20-25 gold.
Attract Elven 1 attraction per 40 elven wood.
Attract Goblin 1 attraction per ~13 obsidian.
1 attraction per 40 dark wood.
Attract Human 1 attraction per ~8 grain.
1 attraction per ~13 vegetables, mushrooms or fruits.
1 attraction per 13-20 moonstone.
1 attraction per 20 fish, seaweed or meat.
1 attraction per 20-25 nuts.
Attract Orc 1 attraction per 20-25 steel.

The list of maximum attraction bonuses from buildings is as follows:

Building Beast

Demon

Dwarf

Elven

Goblin

Human

Orc

Archery Range 10 6 2 2
Barracks 5 3 1 1 5 4 1
Blessed Tree Symbol 1 4 3
Cabbage Field 2 4
Herbalists Hut 1 1
Manger 5 3
Meeting Hall 6 3 2 1 3 7 2
Palisade 6 3 2 2 6 5 2
Pasture 2 4
Smithy 4 2 1 1 4 3 1
Totem 6 3 2 6 5
Watchtower 4 2 1 1 4 3 1
Well 2 2

## Notes Edit

1. According to the developers the general attraction formula may be represented like that (the divisor does not go below 1): $\frac{0.5% * Building Attract Value} {(Current Population / Starting Population)}$ The chance to attract is further throttled if your population is bigger than $Starting Population + Turn / 15$