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Buildings reference

Buildings are how a settlement turns terrain into an economy. This reference groups the buildings observed in the County of Fortune demo by role, with their inputs, outputs and practical notes. Early Access adds more than 40 production buildings, so treat this as a working catalogue rather than a final list.

Building roles

01

Food & agriculture

Farms, pastures, orchards, apiaries and fisheries. They produce the raw food that keeps settlements alive and supplies processed food chains.

02

Extraction & construction

Logging camps, quarries, clay pits and the guilds that turn wood and stone into construction points. These buildings decide how fast you can build.

03

Processing & workshops

Mills, bakeries, potteries, foundries and luxury workshops. They turn raw goods into higher-value products and unlock social-class progression.

04

Trade & services

Markets, raft ports, harbors and taverns. They move goods, connect regions and shape culture. Without them, a productive settlement can still stagnate.

Building list

The table is sorted by role and tier. “Input” and “Output” describe the building’s main production role; some buildings have multiple recipes or service effects that are better explained in their tooltip.

Buildings observed in the County of Fortune demo
BuildingRoleTierInput → OutputNotes
Bean Farm Food Peasant — → Beans Reliable early food; soil and climate matter.
Turnip Farm Food Peasant — → Turnips Early vegetable food; pairs with cabbages.
Cabbage Farm Food Peasant — → Cabbage Common early food in fertile regions.
Wheat Farm Food Peasant — → Grain Feeds the flour and bread chain.
Rye Farm Food Peasant — → Grain Alternative grain farm for bread and flour.
Lentil Farm Food Peasant — → Lentils Food variety; seen in the demo trade list.
Buckwheat Farm Food Peasant — → Buckwheat Another food crop; placement depends on soil.
Chestnut Orchard Food Peasant — → Chestnuts Feeds chestnut oil and Artisan food.
Cattle Farm Food Peasant — → Beef High-value food; part of composite dishes.
Sheep Farm Food / fibre Peasant — → Wool Wool feeds the wool tunic chain.
Apiary Food Peasant — → Honey Food and trade good; low infrastructure.
Fishery Food Peasant — → Fish Coastal or river food source.
Logging Camp Raw material Peasant — → Logs Feeds carpentry, chests and construction.
Stone Quarry Raw material Peasant — → Stone Required for masonry and stone roads.
Clay Pit Raw material Peasant — → Clay Feeds pottery and brickmaking.
Carpenter’s Guild Construction Infrastructure Logs → Carpentry points Maintains buildings and roads; keep it staffed.
Mason’s Guild Construction Infrastructure Stone → Masonry points Needed for stone buildings and road upgrades.
Wooden Chest Workshop Equipment Peasant Logs → Wooden Chests Unlocks building slots; early equipment good.
Wool Tunic Workshop Equipment Peasant Wool → Wool Tunics Alternative equipment chain; useful for later needs.
Water Mill Processing Commoner Grain → Flour Required for bread production.
Bakery Food processing Commoner Flour → Bread Higher-value food for Commoners and above.
Cheesery Food processing Commoner Dairy → Cheese Food variety; confirm the dairy input in your build.
Butter Workshop Food processing Commoner Dairy → Butter Food variety; mayor bonuses can target it.
Venison Workshop Food processing Commoner Venison → Prepared venison Hunting-chain food; exact recipe varies by build.
Brickmaker Construction Commoner Clay → Bricks Construction good for higher-tier buildings.
Pottery Craft Commoner Clay → Pottery Feeds ceramic tableware and trade.
Small Market Trade Commoner Goods → Regional distribution Enables land trade and raft-port receiving.
Raft Port Trade Commoner Goods → Downstream river trade Must be on a navigable river, not a fork.
Tavern Service Commoner Beer → Worker efficiency + culture conversion Can change the dominant culture over time.
Chestnut Oil Press Processing Artisan Chestnuts → Chestnut Oil Used in Artisan composite food.
Foundry Metal / glass Artisan Ore / metal → Metal goods Part of the clay, metal and glass production group.
Glassworks Metal / glass Artisan Sand → Glassware Feeds glass tableware and precision goods.
Glassware Workshop Craft Artisan Glassware → Glass Tableware High-value luxury good.
Steelworks Metal Artisan Iron → Steel Supports precision components and tools.
Precision Component Workshop Craft Artisan Steel / glass → Precision Components High-tier input for astrolabes and luxury goods.
Astrolabe Workshop Luxury Artisan Precision Components → Astrolabes Example of a deep luxury chain.
Market Trade Trade Goods → Regional distribution Larger trade building; check capacity in-game.
Harbor Trade Trade Goods → Water trade Seen in the demo; supports larger river or coastal trade.
Port Trade Trade Goods → Bidirectional water trade Early Access adds ports and sailboats.
Names and tiers can change

Early Access adds new buildings and may move some existing ones between social classes. If a building is not where you expect, check the current in-game build menu rather than relying on a video from the June demo.

Tiers and unlock rules

Buildings are gated by social class and, for trade and infrastructure, by settlement level or region rules. The general pattern is:

Social class and building access
ClassSettlement levelTypical buildings
PeasantsHamlet (1)Basic farms, logging, quarry, clay pit, pastures, carpenter’s guild, wooden chest and wool tunic workshops
CommonersVillage (2)Mill, bakery, cheesery, small market, raft port, tavern, masonry buildings
ArtisansTown (3)Foundry, glassworks, steelworks, precision components, luxury workshops
PatriciansCity (4)High-tier luxury goods, ports and the most advanced production chains

Building slots are per class. Supplying equipment unlocks the next slot in that class; at level two and above, more equipment also increases the maximum worker count. The social classes guide explains the full progression.

Placement principles

  • Put extraction near the deposit. A quarry or clay pit belongs on the resource, not in the capital for convenience.
  • Cluster inputs and processors. A mill next to grain farms and a bakery saves road capacity and travel time.
  • Keep guilds central. Carpenter’s and mason’s guilds serve the whole region; place them where workers and inputs are reliable.
  • Put markets and ports on the network. A market in a backwater with no road is a warehouse, not a trade hub.
  • Do not build a port at a river fork. Choose a clear channel for raft ports.
  • Leave room for the next tier. A settlement packed with peasant buildings may have no space for the workshops it needs later.

Key chains to know

Common building chains
ChainBuildingsWhy it matters
BreadWheat/Rye Farm → Water Mill → BakeryHigher-value food for Commoners and above
Wool clothingSheep Farm → Wool Tunic WorkshopEquipment, building slots and later needs
TimberLogging Camp → Carpenter’s Guild / Wooden Chest WorkshopConstruction points and early equipment
StoneStone Quarry → Mason’s GuildMasonry points, stone buildings and roads
ClayClay Pit → Brickmaker / PotteryConstruction goods and ceramic products
Artisan foodChestnut Orchard → Chestnut Oil Press + Grain → Mill → Bakery + Cattle FarmComposite dishes for Artisans
Luxury glassSand → Glassworks → Glassware WorkshopHigh-value goods for Patricians and trade

What is not listed

This page does not claim to be the final building list. The Early Access version adds more than 40 production buildings, including ports, and some demo buildings may change tier or recipe. The safest source for your current build is the in-game building menu and tooltip.

For the goods these buildings produce, see the resources reference. For the economy that connects them, read the production chains guide.

Quick answers

County of Fortune building questions

How many buildings are in County of Fortune?

The demo includes the opening set of farms, extraction buildings, guilds, workshops, markets and ports. Early Access adds more than 40 new production buildings. A complete final count has not been published.

Early Access content

What is the difference between a small market and a market?

A small market is a Commoner-tier building used for land trade between regions and for receiving goods at a raft port. A larger market serves a similar trade role at a higher tier. The tooltips in your build show the exact capacity and requirements.

Trade routes guide

What do carpenter’s and mason’s guilds do?

They produce carpentry and masonry points, the construction currencies used to build and maintain infrastructure. Without enough guild capacity, construction stalls and roads degrade.

Construction points

Why is a building missing from this list?

This reference covers buildings observed in the public demo and named in official material. Early Access adds 40+ production buildings, and some names may change during development. Check the in-game build menu for the current roster.

Can I demolish a building?

Yes. Individual buildings can be demolished and replaced, including starting buildings. This is the intended way to change a settlement’s production without founding a new town.

Settlement management