
Here’s our model of a stone quarry—where a stone-cutter extracts rocks from a deep mine, thus raising the feed of both rocks and waste. Just like ore pits, stone-quarries are an upgrade for workshops and guildhalls.

An ore-pit is the working place of a miner, where ore is prospected for the related settlement. The steady mining of ore comes at the price of increased levels of waste though. Ore is of particular importance to keep advanced settlers like blacksmiths happy (a blacksmith uses ore to produce tools & weapons).
Ore pits are upgrades for workshops and guildhalls. More possible upgrades like stone quarries and masons’ lodges are coming soon.

A forest is the work-place of a wood-cutter. Forests are upgrades for farmsteads, used to produce Wood & Crop in exchange for higher levels of pollution.

In a papermill, paper & dye is manufactured by a papermaker. Paper & dye is an important good for advanced settlement, since it is necessary to keep settlers like Healers and Scholars happy. A papermill is another upgrade for farmsteads.

A herder drives and herds tamed bossies on a pasture and thus raises food-production for a settlement. A pasture is one of the possible upgrades of a farmstead—other options can be used to produce more wood & crop instead of food.

A minstrel works at a playhouse to provide entertainment for villagers and thus raises both community and folklore of a settlement.

Here come’s another upgrade of a tavern. A playhouse accommodates a minstrel (read more here) who provides entertainment for villagers. Thus, a settlements community and folklore are raised.

Starting with this piece, we will post about building-upgrades every now and then. We introduced you to the concept of building-blocks and -upgrades recently, read more about it here.
Let’s start off with upgrades you can enhance a tavern with. Typically, a tavern is used to generate community, one of the key-characteristics of a settlement. If the general level of community is high enough, and a settlement instead needs additional food-supplies, you can opt to upgrade a tavern with a cookshop. A cook running a cookshop needs community as a prerequisite and produces food.

A papermaker works at a farmstead and produces paper and dye, important goods for advanced settlements. Constant supply of paper and dye is key to keep several types of other settlers happy, e.g. masons and scholars.

Here’s the next type of settler to be introduced: masons. Masons are recruited at workshops to produce a steady output of prefabs, an important resource for almost any advanced structure—they also raise the level of waste, as well as both enlightenment and folklore of a settlement (pretty secretive types, those masons).