Stone Age buildings

Buildings occupy real tiles inside a city radius and pass through three visible construction stages before they work. Housing sets your population ceiling, storage sets per-resource capacity, and job slots are the only way to put population to work.

The city core

The Settlement Center is a 2×2 structure and the origin of your territory. It houses 8, grants 200 storage per resource and gives 6 tiles of permanent vision. Founding another city costs 120 wood, 60 stone and 100 food and must sit clear of existing centres.

Building table

BuildingCostBuild timeFootprintHousingStorageJobs
Hut Shelter20 Wood, 5 Fiber, 2 Hide20s1×15
Large Hut55 Wood, 15 Fiber, 8 Hide75s2×112
Storage Pit35 Wood, 15 Stone, 5 Fiber60s1×1600
Gatherer's Camp25 Wood, 5 Fiber30s1×14 workers
Farm Plot40 Wood, 10 Stone, 10 Fiber120s1×15 farmers
Quarry45 Wood, 15 Fiber150s1×14 workers
Training Camp100 Wood, 60 Stone, 20 Hide360s2×220 soldiers
Outpost Tower60 Wood, 20 Stone, 10 Fiber120s1×1
Shrine95 Stone, 45 Wood, 15 Fiber240s1×13 scholars
Palisade Wall20 Wood, 5 Stone30s1×1
Palisade Gate35 Wood, 10 Stone, 5 Fiber45s1×1

What each one is for

Hut Shelter
A compact hide-and-timber shelter that houses 5 people.
Large Hut
A larger clan dwelling spanning two tiles. Houses 12 people.
Storage Pit
Assign exactly one resource in this building menu. It adds 600 capacity only to that resource.
Gatherer's Camp
Organizes up to 4 workers into nearby natural-resource gathering parties.
Farm Plot
Supports 5 farmers who produce food independently of natural nodes.requires research
Quarry
Claims one exposed stone or ore deposit and extracts the material beneath it.requires research
Training Camp
A four-tile drill ground required to train and sustain up to 20 soldiers.requires research
Outpost Tower
A raised lookout that reveals nearby ground and extends its city's building reach by 2 tiles.
Shrine
A sacred place where up to 3 scholars generate research points.
Palisade Wall
A single-tile timber palisade. Segments knit into corners, junctions and crossings automatically, and nothing walks through them.
Palisade Gate
The way in and out of a walled compound. It stands open, and every scout, worker, army and visitor routes through it once an area is sealed.

Walls and gates

Palisade segments knit automatically to their neighbours, so a straight run, a corner and a junction all draw correctly. A closed perimeter is genuinely closed: workers, scouts, armies and NPC units route to the nearest open gate instead of walking through the wall. Leave at least one gate, or your own gatherers will stall.

Next: ages and progression.