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.
A full list of buildings with construction options and their effects can be found here.
List of buildings[]
Name | Research | Primary bonuses | Additional benefits | ||
---|---|---|---|---|---|
Pasture | Add Food | ||||
Cabbage Field | 1 AP | Attract Children | |||
Herbalist's Hut | 1 AP | Add Healing | |||
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 | |||
Blessed Paths | 1 AP, Watchtower, Palisade | Gathering Radius |
| ||
Barracks | 1 AP, Watchtower | Damage Bonus |
| ||
Archery Range | 1 AP, Watchtower, Barracks | Ranged Damage Bonus |
| ||
Smithy | 1 AP | Crafting Bonus |
| ||
Totem | 1 AP, Smithy | Magic Bonus |
|
||
Blessed Tree Symbol | 2 AP, Smithy | Permanent Bless | |||
Remove Curse |
Attraction bonuses[]
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. 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 that 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:
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[]
- ā According to the developers the general attraction formula may be represented as follows (the divisor does not go below 1):
The chance to attract is further throttled if your population is larger than the following: