buildingStats vanill_value > modded_value manor_solo_lv1 manor maxHp 200>300 construction: logs 5>20 stone 15>48 planks 20>56 clay 0>20 (12+8for the fireplace//chimney) wooden_parts 0>20 (better furnitures//chests//woodworking) tools 0>6 (houshold tools) iron_parts 0>20 (for locks and various metal items and decorations) pottery 0>8 storage (generic) 250>1000 Mano_Keep_LV1 garrison tower maxHp 200>600 construction: logs 10>32 stone 10>32 planks 15>220 iron_parts 0>16 (for locks and hinges) maxInRegion 1>4 Tax Collector maxHp 100>400 construction: logs 4>8 stone 0>60 planks 0>40 clay 0>14 (6+8for the fireplace//chimney) iron_parts 0>6 (for locks and various metal items) manor_outertower_lv1 tower construction: logs 10>6 stone 5>4 planks 0>50 Manor_Gate_lv1 construction: logs 2>4 planks 0>16 residentialPlot_lv1 construction: logs 2>6 stone 0>12 planks 0>20 #clay 0>0 (use mud instead of clay) wooden_parts 0>4 (for houshold tools and containers) tools 0>1 (for houshold tools) storage (generic) 15>50 storage (pantry) 25>30 spoilageRateReduction 0.05000000074505806>0.1 residentialPlot_lv2 storage (generic) 30>100 storage (pantry) 50>50 spoilageRateReduction 0.05000000074505806>0.1 upgrade to lvl 2 (peasant house), cost: *(base + for expanded living space) logs 4>8 *(6+2) planks 0>40 *(30+10) (interior included) clay 0>8 *(8+0) (8 for the fireplace//chimney) wooden_parts 0>6 *(6+0)(better furnitures//chests) tools 0>1 *(1+0) (for houshold tools) iron_parts 0>6 *(6+0) (for locks and various metal items) pottery 0>4 woolen_cloth 0>2 linen 0>1 leather 0>1 residentialPlot_lv3 maxHp 100>300 occupantTypes 2>3 storage (generic) 150>250 storage (pantry) 150>100 spoilageRateReduction 0.05000000074505806>0.1 upgrade to lvl 3 (townhouse), cost: *(base + for expanded living space)(structure changes in lvl3) logs 3>40 *(25+15) stone 0>36 *(24+12) planks 12>50 *(20+30)(interior included) clay 0>54 *(34+20)(8 for the fireplace//chimney) Rooftiles 4>72 *(60+12) wooden_parts 0>36 (better furnitures//chests//woodworking) tools 0>2 (for houshold tools) iron_parts 0>12 (for locks and various metal items and decorations) pottery 0>8 cloaks 0>2 clothes 0>4 shoes 0>2 regionalWealth 25>100 StoneWell construction: stone 10>10 planks 4>4 upgrade to (stone_well), cost: stone 10>10 planks 4>4 bandit_tents uses worker_camp model HomelessTents uses empty model canRelocate (bug: if relocatred, tents wont dissapear after you reach small village level) upgrades: added 20 (can upgrade to worker_camp) worker_camp provides shelter for 5 families // IMPORTANT! UPGRADE ONLY IF THERE IS AT LEAST 1 HOMELESS FAMILY! IT WILL CRASH OTHERWISE. canRelocate flammable construction: logs 1>3 upgrade to (upg_to_work_camp), cost: logs 1>3 foodStall construction: planks 0>1 spoilageRateReduction 1>0.05 clothingStall construction: planks 0>1 spoilageRateReduction 0.05000000074505806>0 hitching_post uses a square border now so it's possible to place after destruction in the same spot without the need to remove roads can't have assigned workers - needs to be upgraged first max workers 2>0 upgrades: 13 only (can no longer order horses) maxHp 55>5 small_stable uses pack_station model (uses a square border now so it's possible to place after destruction in the same spot without the need to remove roads) max workers 2>1 upgrades: 13 only (can no longer order horses) construction: (to get refound upon destruction) logs 0>2 planks 0>8 upgrade to (upg to small stable), cost: logs 0>2 planks 4>8 mule_shed_pack_station uses small_stable model maxHp 100>55 upgrades: added 19 (can order horses as well) construction: logs 1>6 planks 0>20 storage (generic) 0>25 GranarySmol max workers 3>2 construction: logs 2>4 stone 10>24 planks 0>36 wooden_parts 0>3 (for 1 cart) storage (generic) 0>50 (to prevent weather destroying construction materials) spoilageRateReduction 0.07000000029802322>0.07 Granary maxHp 100>200 storage (generic) 0>150 (to prevent weather destroying construction materials) spoilageRateReduction 0.07999999821186066>0.07 upgrade to granary_lv2 cost: logs 2>14 (18) stone 5>12 (36) planks 12>24 (60) clay 0>22 (22) wooden_parts 0>12 (15) (for pulleys and 3 additional carts) Storehouse max workers 3>2 construction: logs 2>6 wooden_parts 0>6 (for 2 carts) Storehouse_lv2 maxHp 60>200 upgrade to Storehouse lv2 cost: logs 5>6 (12) stone 0>8 (8) planks 10>46 (46) clay 0>20 wooden_parts 0>15 (21) (for additional 5 carts) wooden_church construction: logs 5>6 stone 10>16 planks 20>60 wooden_parts 0>24 (for interior decorations) iron_parts 0>6 (for the bell) storage (generic) 0>100 (to prevent weather destroying construction materials) stone_church max workers 3>1 maxHp 400>600 storage (generic) 0>250 (to prevent weather destroying construction materials) upgrade to stone_church cost: logs 5>18 stone 20>120 planks 10>0 Rooftiles 10>48 clay 0>16 wooden_parts 0>12 (for interior decorations) iron_parts 0>10 (for various metal items and decorations) regionalWealth 0>700 (for the bell and frescos) Mining pit max workers 4>2 maxHp 55>20 construction: planks 4>14 wooden_parts 0>2 (for tools) deep mine / deep_mine max workers 4>6 maxHp 100>50 only essentials and some planks are retriven upon demolishing. the rest is buried under the ground storage (generic) 50>250 upgrade to (deep_mine) cost: logs 0>8 planks 10>100 wooden_parts 0>8 tools 0>12 iron_parts 0>8 (for pulleys) regionalWealth 50>200 Tavern construction: logs 3>28 stone 0>20 planks 4>60 clay 0>16 iron_parts 0>2 (for locks and various metal items) pottery 0>12 storage (generic) 0>150 (to prevent weather destroying construction materials) storage (pantry) 15>50 spoilageRateReduction 0.05999999865889549>0.1 Tavern_LV2 max workers 3>2 storage (generic) 0>200 storage (pantry) 50>100 spoilageRateReduction 0.05999999865889549>0.1 upgrade to (tavern_lv2) cost: logs 2>6 stone 10>0 planks 8>22 clay 0>10 wooden_parts 0>12 (better furnitures//woodworking) iron_parts 0>8 (for locks and various metal items and decorations) pottery 0>24 logging_camp uses worker_camp model construction: logs 2>3 tools 0>3 storage (large) 28>100 trading_post max workers 4>2 maxHp 100>200 construction: logs 4>32 stone 0>20 planks 0>70 clay 0>22 wooden_parts 0>19 (for 3 carts and 2 big carts) storage (generic) 500>1000 spoilageRateReduction 0.07000000029802322>0.07 Hunting camp max workers 2>1 construction: linen 0>8 warbows 0>2 tools 0>1 maxInRegion 0>1 (Hunting is for nobility, not for bloody peasants. Any poacher cought will be hanged!) buildingsConstructed: manor_solo_lv1 (after a manor is build) settlementLevel 0>1 (at least small village) storage (generic) 12>20 storage (pantry) 36>10 spoilageRateReduction 0.05000000074505806>0.05 sawpit max workers 2>1 maxHp 100>55 can chooseProducedGood can produce wooden parts construction: logs 2>8 planks 2>20 tools 0>4 storage (generic) 50>200 storage (large) 5>20 Windmill max workers 3>2 can chooseProducedGood construction: logs 4>14 stone 0>4 (for the milestones) planks 0>80 wooden_parts 0>30 iron_parts 0>12 linen 0>4 storage (generic) 0>150 (to prevent weather destroying construction materials) storage (pantry) 250>100 spoilageRateReduction 0.05000000074505806>0.1 Smithy maxHp 22>200 can chooseProducedGood can produce spears construction: *(4+6) stone 6>36 planks 4>36 wooden_parts 0>4 tools 0>14 storage (generic) 50>100 Bakery (communal oven) max workers 3>2 can chooseProducedGood can produce groats from grain (actually bread, but at a lower efficiency) construction: logs 2>6 stone 0>4 planks 0>14 clay 0>4 storage (generic) 12>20 (to prevent weather destroying construction materials) spoilageRateReduction 0.05000000074505806>0.1 tannery max workers 3>2 can chooseProducedGood construction: logs 4>6 planks 0>10 tools 0>1 wooden_parts 0>6 (for tubs and equipement) sheep_farm max workers 3>2 pastureSpace: 5>0 maxHp 75>20 construction: logs 1>0 planks 0>4 charcoal_kilns can chooseProducedGood construction: logs 1>3 storage (generic) 50>100 weaver_lv1 max workers 3>2 can chooseProducedGood construction: logs 4>12 planks 0>26 wooden_parts 0>8 (for weaving equipement) storage (generic) 50>150 spoilageRateReduction 0.05000000074505806>0.05 Forager maxHp 75>100 construction: logs 1>6 planks 0>24 storage (pantry) 50>200 spoilageRateReduction 0.05000000074505806>0.1 Stonecutter camp max workers 4>2 construction: logs 1>6 planks 4>24 tools 0>2 storage (generic) 50>250 bloomery max workers 2>2 can chooseProducedGood construction: logs 1>6 planks 6>24 clay 0>4 tools 0>2 Apiary max workers 4>1 maxHp 25>5 maxInRegion 0>2 spoilageRateReduction 0.05000000074505806>0.1 fishermans_hut max workers 3>2 maxHp 120>75 construction: logs 2>6 planks 0>16 spoilageRateReduction 0.05000000074505806>0.1 Malt house can chooseProducedGood can produce malt from grain (less efficient than grom barley) construction: logs 2>6 stone 12>18 planks 6>20 spoilageRateReduction 0.05000000074505806>0.1 Superfarm farmhouse max workers 8>4 maxHp 100>200 construction: logs 3>28 planks 0>20 wooden_parts 0>6 (for 2 carts) tools 0>4 spoilageRateReduction 0.05000000074505806>0.05 livestockTrader max workers 3>2 pastureSpace: 4>0 stableSpace: 2>0 construction: logs 2>6 planks 0>16 storage (generic) 0>50 (to prevent weather destroying construction materials) Forester max workers 2>1 construction: logs 2>12 maxInRegion 0>1 firewoodcutter max workers 3>2 maxHp 100>20 can chooseProducedGood can produce planks from small logs (less efficient than in a sawpit) construction: logs 1>1 tools 0>2 clay_furnace max workers 5>2 maxHp 100>55 can chooseProducedGood can produce pottery construction: logs 1>10 stone 8>12 planks 6>20 dyers_shop max workers 3>2 #maxHp 100>100 can chooseProducedGood construction: logs 2>12 planks 0>20 wooden_parts 0>6 (for equipement) spoilageRateReduction 0.05000000074505806>0.05 Shrine construction: stone 0>1 ############### UPGRADES order_oxen upgrade to, cost: regionalWealth 20>21 order_mule upgrade to, cost: regionalWealth 25>17 order_horse upgrade to, cost: regionalWealth 30>29 Ploughing_station upgrade to, cost: logs 1>6 planks 0>20 wooden_parts 0>7 (for 1 big cart and plows) tools 0>2 (for plows) BPart expand living space(residential) upgrade to, cost:: logs 2>4 planks 0>6 tools 0>1 vegetable_garden upgrade to, cost: planks 0>10 tools 0>1 regionalWealth 15>0 chicken coop upgrade to, cost: planks 0>14 regionalWealth 25>10 goat shed (animal pen) upgrade to, cost: logs 0>6 planks 2>30 order_pig upgrade to, cost: regionalWealth 20>15 order_goat upgrade to, cost: regionalWealth 20>15 orchard upgrade to, cost: regionalWealth 50>10 minimumHouseLv 1>2 herbs_garden upgrade to, cost: planks 2>0 regionalWealth 25>0 Rebuild cost: planks 0>20 smithy upgrade to, cost: logs 0>4 stone 0>36 planks 8>44 wooden_parts 0>4 tools 2>16 regionalWealth 20>100 bakery upgrade to, cost: logs 0>4 stone 0>20 planks 6>40 clay 0>4 wooden_parts 0>4 pottery 0>8 regionalWealth 10>25 requiresTech requirement removed brewery upgrade to, cost: logs 0>4 stone 0>20 planks 6>40 clay 0>4 wooden_parts 0>4 pottery 0>8 regionalWealth 10>25 tailor upgrade to, cost: logs 0>8 planks 6>36 clay 0>14 wooden_parts 0>4 tools 1>2 regionalWealth 10>50 cobbler upgrade to, cost: logs 0>8 planks 6>36 clay 0>14 wooden_parts 0>4 tools 1>2 regionalWealth 10>25 joiner upgrade to, cost: logs 0>8 planks 6>36 clay 0>14 wooden_parts 0>4 tools 1>5 regionalWealth 10>25 armorer upgrade to, cost: logs 0>4 stone 0>36 planks 8>24 tools 2>22 regionalWealth 20>100 bowyer upgrade to, cost: logs 0>8 planks 6>36 clay 0>14 wooden_parts 0>4 tools 0>2 regionalWealth 10>25 butcher upgrade to, cost: logs 0>8 planks 6>36 clay 0>14 wooden_parts 0>4 tools 1>2 regionalWealth 10>25