Buildings which have special functionality, by adding or expanding features, are facilities. Access to their abilities is decided by leadership, and can used by everyone, citizens, or just leadership. You can see what access levels are set to what buildings under the Benefits section in a town menu.
Room destruction uses engineering and can be started at any time by a person older than 13, if you have a battering ram and it can be done inside and outside. When starting the project, a message is sent into the room to make those inside aware. If destruction completes, all items and people within will be exposed to the outside area and the room will be permanently removed along with any locks inside. Any rooms connected to the one which was destroyed will have outside exposure.
For example, say there is a building which looks like this: Entrance -> Living Room -> Kitchen. If you destroy the entrance, you will expose the living room . If you destroy the living room you will expose the kitchen. It takes half the amount of time to destroy a room as it does to build one. When a room has been destroyed, events will show who was revealed from the room and what items were inside.
See Crafting Recipes for requirements to build and Items for amount of effort required. Note: There is no total building limit per tile.
There is no limit to these structures. No town hall required.
- Residence (wood or stone): Average furniture quality helps you recover from damage more quickly, but you must have at least 5 pieces.
- Room (wood or stone): Must be built inside a building. Average furniture quality helps you recover from damage more quickly, but you must have at least 5 pieces.
- Monument: A highly visible large structure that cannot be entered. The original description can never be changed.
One of any of these per location. No town hall required.
- Mine: Increases the production of all ore by 50%. Can only be built on location with access to ore.
- Farm: Increases the production of all ingredients by 50%. Can only be built on location with access to crops.
- Garden: Increases the production of all herbs by 50%. Can only be built on location with access to herbs.
- Barn: Increases production from domesticated animals by 50%. Increases regen of tamed animals from +6 health per real day to +12.
- Lumber Mill: Increases production from wood harvesting by 50%. Can only be built on location with access to wood.
- Dock: Increases production from fishing by 50%. Can only be built on location with access to fish.
- Quarry: Increases production from stone harvesting by 50%. Can only be built on location with access to stone.
One of any of these per location. No town hall required.
- Factory: Efficiency booster. Allows the creation of multiple crafts on one project at once so that you don't have to craft them one at a time., for a specific item category. Types include: food, weapons, armor, alchemy, clothing, jewelry, furniture, tools, and machines.
One of each type per location. Town hall required
- Workshop: Allows the creation of furniture.
- Apothecary: Allows creation of alchemical equipment.
- Library: Allows the creation of books.
- Mint: Allows the conversion of gold to currency in towns with a gold resource. Minting uses the manufacturing skill. 22 coins are produced per ingot of gold used. Each coin is worth, by standard of max labor hours required for anyone to produce it, 1 hour of labor.
Except the town hall, a town hall is required and only one is allowed per location.
- Town Hall: Allows for town establishment, which gives access to the political menu. It also improves the travel time of all the roads connected to it by a rounded 20%. It cannot be built on a tile adjacent to another tile with a town hall on it, or on a tile with a ruin biome on it.
- Walls: Significantly reduces the risk of animal attacks and spawning. It reduces attacks to 1% chance per tick. It eliminates attacks on tamed animals altogether.
- Bank: Allows employers to pay employees without being on site. Access to bank accounts which keep their money, enabling inheritance. You may have up to 10 separate accounts with different heirs. To set someone as an heir to an account, the person must be with you in the bank when you want to create it. If there is no heir listed, or if the heir is not alive either, then the money will be moved to the treasury of the town.
- Watchtower: Allows town residents to see people on an adjacent tile. When inside the building, you can click on a map tile to see if there are people present on it, and if anyone is on the adjacent roads. You will also get a personal event inside a watchtower any time someone arrives at a map tile adjacent to town if present in the watchtower during arrival. If the building functionality has been restricted, you will be temporarily blinded when trying to look out from the watch tower. Watchtowers do not notify when someone leaves a tile, only why they arrive.
- Warehouse: Massive initial capacity for storage. Can hold up to 50000 weight in goods. Requires 150 wood, 150 stone, and a hammer. One per location. Town hall required.
- Market: Marketplaces allow towns to set up areas where others can freely trade with the town supply without leaders having to necessarily be present. The marketplace requires a warehouse to be built first, which will hold the inventory of goods intended for trade. While in a marketplace, leadership can set prices of buy and sell for the goods in the warehouse. Only goods in the warehouse entrance will be able to be priced, but extra rooms can be added onto the storage to house items that are not for sale. For non-leadership, the marketplace will show the list of available goods for sale, and a list of goods with a price the town is willing to buy. If a non-leadership character has an item the town has listed as an offer, they will be able to sell it for the stated price automatically. You cannot sell what you cannot carry. Only works with coins. Buying and selling from the town in this manner is automatic, with the movement of goods carried out by numerous small creatures that seem to live in every warehouse.
- Guard Barracks: Allows leaders to manage guards which allow an area to have some extra amount of protection even if the players are not online.
- Castle: A huge fortification that is completely resistant to crowbar and lockpick break-ins. It can be forcefully entered only by siege. Acts as a residence.