Guides

Romestead Best Seeds: Food, Routes, and Current-Build Checks

GuidesRomesteadSeedsFarmingCrops

Quick Answer

For crop seeds, start with Wheat because it supports Bread, Beer, Flour and Dough chains, and the Farmstead route. For world seed or map seed questions, treat the number as a start-layout check, not a crop ranking: inspect nearby food, water, roads, storage space, and early biome access before committing to the save. Protect Coriander, Ember Orchid, Apricot, Grapes, Pine Nuts, Mint, Bay Leaf, and Ceres crops until your own farm panel confirms their role.

Version focus Romestead Early Access seed, crop, Farm Land, and Ceres offering checks

Seed Database

Search Seeds By Biome, Crop Use, and Next Route

Filter current seed and crop data by biome and purpose, then save the crop checks your settlement still needs.
Romestead Hub
farm unlock rows

Check Farm Unlocks And Crop Routes Before Planting

Search farm buildings, crop quests, Ceres pressure, and food-chain unlocks before the last seed or harvest leaves storage.

Open Tools Board
Lookup Rows42

Search and save the checks that matter to your current route.

Buildings28

Costs, footprints, workers, upgrades, town roles, and placement cautions.

Combat Leads0

Bosses, enemies, weaknesses, drop leads, and first-copy storage rules.

Unlock Leads14

Shrines, quest gates, offerings, rare items, and routes that need save confirmation.

42farm unlock rows
building - food - Current build
Bakery
  • Routefood chain
  • RequirementLumber x5 Stone x2 Clay x3; Quest: Fruits of the Harvest; Worker: Baker
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a baker who can make various breads from grains.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / fruits / harvest / baker / footprint / cost
building - food - Current build
Bakery - Level 2
  • Routefood chain
  • RequirementLumber x5 Stone x5 Brick x5; Worker: Baker Upgrade level 1
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a baker who can make various breads from grains. Max baker rank increased to 7.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / level / baker / upgrade / footprint / cost
building - food - Current build
Bakery - Level 3
  • Routefood chain
  • RequirementLumber x2 Stone x2 Brick x5 Concrete x3; Worker: Baker Upgrade level 2
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a baker who can make various breads from grains. Max baker rank increased to 10.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / level / baker / upgrade / footprint / cost
building - food - Current build
Beehive
  • Routefood chain
  • RequirementClay x3
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: Yes
  • PayoffGenerates honeycombs.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / beehive / footprint / cost
building - food - Current build
Cauldron
  • Routefood chain
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffCauldron: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / cauldron / footprint
building - food - Current build
Beer Dolium
  • Routefood chain
  • RequirementClay x3; Quest: The Scent of Memory
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create beer from wheat.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / beer / dolium / scent / memory / footprint / cost
building - food - Current build
Garum Dolium
  • Routefood chain
  • RequirementClay x3; Quest: Honoring the Art
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create garum from fish.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / garum / dolium / honoring / art / footprint / cost
building - food - Current build
Mead Dolium
  • Routefood chain
  • RequirementClay x3; Research: 20 x Research Paper
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create mead from honey.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / mead / dolium / research / paper / footprint / cost
building - food - Current build
Olive Oil Dolium
  • Routefood chain
  • RequirementClay x3 Worship upgrades Higher tiers of Olive Oil Dolium are unlocked by spending worship points in a god's tree, not built directly. Olive Oil Dolium Ceres · 1 p
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create olive oil from olive paste.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / olive / oil / dolium / footprint / cost
building - food - Current build
Wine Dolium
  • Routefood chain
  • RequirementClay x3; Quest: In vino veritas
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create wine from grape paste.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / wine / dolium / vino / veritas / footprint / cost
building - food - Current build
Giant's Farm Land
  • Routefood chain
  • RequirementFree — no materials required.
  • StatFootprint 256 x 256 tiles; Build progress 80; Needs town: No
  • PayoffGiant's Farm Land: build cost (free to build), 256x256 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / giant / farm / land / footprint
building - food - Current build
Farm Land
  • Routefood chain
  • RequirementFree — no materials required.
  • StatFootprint 2 x 2 tiles; Build progress 80; Needs town: No
  • PayoffPrepares the ground for planting seeds.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farm / land / footprint
building - food - Current build
Farmstead
  • Routefood chain
  • RequirementLumber x7 Stone x5; Quest: Honoring the Soil; Worker: Farmer
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a farmer who can farm nearby crops.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / honoring / soil / farmer / footprint / cost
building - food - Current build
Farmstead - Level 2
  • Routefood chain
  • RequirementLumber x4 Stone x4 Clay x4; Worker: Farmer Upgrade level 1
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a farmer who can farm nearby crops. Max farmer rank increased to 7.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / level / farmer / upgrade / footprint / cost
building - food - Current build
Farmstead - Level 3
  • Routefood chain
  • RequirementLumber x4 Stone x4 Brick x5; Worker: Farmer Upgrade level 2
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a farmer who can farm nearby crops. Max farmer rank increased to 10.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / level / farmer / upgrade / footprint / cost
building - food - Current build
Food Storage
  • Routefood chain
  • RequirementLumber x4
  • StatFootprint 4 x 3 tiles; Build progress 150; Needs town: Yes
  • PayoffCan store food and make it available for citizens in the town to consume.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / storage / footprint / cost
building - food - Current build
Manual Mill
  • Routefood chain
  • RequirementStone x4
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create flour from wheat and grind olives and grapes into paste.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / manual / mill / footprint / cost
building - building - Current build
Remove Crop
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffRemoves a planted crop or seed. WARNING: this will destroy the crop, not harvest it.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / remove / crop / footprint
building - food - Current build
Tavern
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 12 x 6 tiles; Build progress 150; Needs town: No
  • PayoffTavern
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / tavern / footprint / cost
building - food - Current build
Watermill (East)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / east / footprint / cost
building - food - Current build
Watermill (North)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / north / footprint / cost
building - food - Current build
Watermill (South)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / south / footprint / cost
building - food - Current build
Watermill (West)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / west / footprint / cost
building - food - Current build
Watermill
  • Routefood chain
  • RequirementLumber x8 Stone x6; Quest: Honoring the Craft
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / honoring / craft / footprint / cost
building - food - Current build
Watermill - Level 2 (East)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (East): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / east / footprint / cost
building - food - Current build
Watermill - Level 2 (North)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (North): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / north / footprint / cost
building - food - Current build
Watermill - Level 2 (South)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (South): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / south / footprint / cost
building - food - Current build
Watermill - Level 2 (West)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (West): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / west / footprint / cost
quest - story rewards barricade furniture - Current build
Populating Your Town I
  • Routefood and Ceres route
  • Requirement1 Construct a Leatherworker 2 Interact with the Food Storage
  • StatStory Rewards Barricade Furniture
  • PayoffBefore bringing citizens to your town, you must provide a place for them to live, a Food Storage for them to eat, and a place for them to work - like a Leatherworker. It...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Check storage, food, road access, and worker jobs before placing the required building.

quest / populating / your / town / story / rewards / barricade / furniture / before / bringing / citizens / you
quest - world rewards farmstead building - Current build
Honoring the Soil
  • Routefood and Ceres route
  • Requirement1 Offer 20x Wheat
  • StatWorld Rewards Farmstead Building
  • PayoffMy child, I have awoken in large measure due to your kindness, your devotion has done much but I would ask more of you. To everything a time and season, and the land must...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / soil / world / rewards / farmstead / building / child / have / awoken / large / measure
quest - world rewards bakery building - Current build
Fruits of the Harvest
  • Routefood and Ceres route
  • Requirement1 Offer 5x Olives 2 Offer 5x Pine Nuts 3 Offer 2x Cabbage
  • StatWorld Rewards Bakery Building
  • PayoffYou have done well my child and I would ask for your service once more. I once taught Romans how to cultivate wheat, but many are the treasures that the land shall yield with...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / fruits / harvest / world / rewards / bakery / building / you / have / done / well / child
quest - world rewards watermill building - Current build
Honoring the Craft
  • Routefood and Ceres route
  • Requirement1 Offer Emperor's Salad 2 Offer Mushroom Skewer 3 Offer 5x Bread
  • StatWorld Rewards Watermill Building
  • PayoffYou have seen to it that the people shall survive, my child, but that is not the same as living. My gifts may be turned into food that is fit for the people, true...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / craft / world / rewards / watermill / building / you / have / seen / that / people
quest - world rewards garum dolium building - Current build
Honoring the Art
  • Routefood and Ceres route
  • Requirement1 Offer 2x Scorpion Skewers 2 Offer 2x Moretum and Bread
  • StatWorld Rewards Garum Dolium Building
  • PayoffI am glad to call upon you once more, favoured child, now venture into lands blessed by the ash of Vulcan's fires that leave it fertile and ripe. Offer to me the fruits of...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / art / world / rewards / garum / dolium / building / glad / call / upon / you
quest - story - Current build
Town Core and Altar
  • Routefood and Ceres route
  • Requirement1 Interact with the Town Core 2 Interact with an Altar
  • StatStory
  • PayoffIn order to start crafting items, you need to create a town. Interact with the workbench to get started. Interact with both buildings once constructed:
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / town / core / altar / story / order / start / crafting / items / you / need / create
quest - world kind fetch quest rewards well building - Current build
The Moonstring
  • Routefood and Ceres route
  • Requirement1 Offer The Moonstring
  • StatWorld Kind Fetch quest Rewards Well Building
  • PayoffYou've proven yourself a true hunter, you act rather than wait. I have a hunt worthy of you. In a dungeon nearby, the Moonstring is hidden. Part of an artefact crafted by Vulcan's hands....
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / moonstring / world / kind / fetch / rewards / well / building / you / proven / yourself / true
quest - story rewards wooden shield weapon wooden bow weapon wooden arcuballista weapon flint arrow ammunition - Current build
Weapons and tools
  • Routefood and Ceres route
  • Requirement1 Equip a Pickaxe 2 Equip a Lumber Axe 3 Equip a Weapon
  • StatStory Rewards Wooden Shield Weapon Wooden Bow Weapon Wooden Arcuballista Weapon Flint Arrow Ammunition
  • PayoffUse the sticks and the flint shards to craft tools and weapons. The player crafting menu can be found in the inventory view. Equip items with or by dragging and dropping the item into...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / weapons / tools / story / rewards / wooden / shield / weapon / bow / arcuballista / flint / arrow
quest - world rewards market building - Current build
Art of Trade
  • Routefood and Ceres route
  • Requirement1 Offer Denarius
  • StatWorld Rewards Market Building
  • PayoffThis is a disaster! People are surviving when they need to be living. We need to fix this and you will help. You can't have Rome without coin, and I need a coin to...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / art / trade / world / rewards / market / building / this / disaster / people / are / surviving
quest - world rewards temple building carpenter s workshop level 3 building flamen volcanalis hood armor flamen volcanalis robes armor flamen volcanalis boots armor flamen volcanalis bow weapon malleus mechanicus weapon flamen volcanalis spellblade weapon declaration of war the burning fallen war declaration declaration of war the cyclopelli war declaration - Current build
Profane Artifice
  • Routefood and Ceres route
  • Requirement1 Offer Core Vessel
  • StatWorld Rewards Temple Building Carpenter's Workshop - Level 3 Building Flamen Volcanalis Hood Armor Flamen Volcanalis Robes Armor Flamen Volcanalis Boots Armor Flamen Volcanalis Bow Weapon Malleus Mechanicus Weapon Flamen Volcanalis Spellblade Weapon Declaration of War - The Burning Fallen War Declaration Declaration of War - The Cyclopelli War Declaration
  • PayoffI am renewed with every offering, you have my gratitude young mortal. A darkness obscures my vision, hiding in the shadows of the volcano that has burned and scarred the land. Thousands of souls...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / profane / artifice / world / rewards / temple / building / carpenter / workshop / level / flamen / volcanalis
quest - story rewards campfire placeable - Current build
The Workbench
  • Routefood and Ceres route
  • Requirement1 Place a Workbench
  • StatStory Rewards Campfire Placeable
  • PayoffCraft a Workbench Place the workbench on the ground to start constructing your town. To place objects in the world you can either place them in your hotbar, or to begin placing in the...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Check storage, food, road access, and worker jobs before placing the required building.

quest / workbench / story / rewards / campfire / placeable / craft / place / ground / start / constructing / your
quest - story - Current build
Acquiring Materials
  • Routefood and Ceres route
  • Requirement1 Collect 6x Flint Shard
  • StatStory
  • PayoffTo craft your first set of tools you will need Flint Shards. Pick up some Flint with and throw it using the on a Rock to generate some shards. Flint is usually found near...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / acquiring / materials / story / craft / your / first / set / tools / you / will / need
quest - world rewards blacksmith level 2 building - Current build
Proving your worth
  • Routefood and Ceres route
  • Requirement1 Offer Bronze Helmet 2 Offer Bronze Chestplate 3 Offer Bronze Greaves 4 Offer Bronze Cart
  • StatWorld Rewards Blacksmith - Level 2 Building
  • PayoffYou fed the flame, but a flame must have purpose and so must you. The flame can help shape, mould and temper metals. Use the flame and offer me proof of your craft, if...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / proving / your / worth / world / rewards / blacksmith / level / building / you / fed / flame
item - material - Current build
Honeycomb
  • Routematerial route
  • RequirementBeehive route
  • StatTier 1; Stack 60; Sell 10 Quadrans; Offering Ceres + 10
  • PayoffKnown use: Honey
  • ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
  • CheckUse this as an added lookup row and confirm exact behavior in your save.

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

item / material / honeycomb / beehive / honey / ceres
First Farm1

Start here when food, Bread, Beer, and the first Ceres Wheat check are still open.

Ceres Set4

Protect these crops before cooking, trading, or expanding a mixed farm.

Desert Route5

Use after the Plains food loop can support longer biome trips.

40 seed and harvest checks
food - first - Plains
Wheat Seeds -> Wheat
  • SourceWheat Crop cultivated 1-1 100%; Wheat Crop wild 1-2 100%
  • ReserveKeep a dedicated Farmstead wheat stack before spending harvests
  • RouteFirst farm / Ceres / Bread and Beer base
  • Seed statsTier 1; Stack 100; Seed Value: 10; Sell: 2
  • Harvest useUsed to make: Beehive, Target Dummy, Leather Bedroll +2 more
  • Harvest statsTier 1; Stack 100; Material Value: 25; Sell: 5
  • DetailSeed price: 10
  • DetailCrop: Wheat
  • DetailPlanted in: Plains
  • DetailConfirmed uses: Bread, Beer, Flour/Dough routes
  • DetailUnlock route: Honoring the Soil -> Farmstead
  • DetailCeres value: check at altar before spending

Bread, Beer, Flour/Dough routes, and Ceres' Honoring the Soil offering.

Plant early in Plains and reserve enough Wheat before turning all harvest into food.Your save may show a different Honoring the Soil wheat count; check the altar objective before spending the stack.
offering - ceres - Plains
Cabbage Seeds -> Cabbage
  • SourceCabbage Crop cultivated 1-1 100%; Cabbage Crop wild 1-1 25%
  • ReserveStore Cabbage before Bakery offering checks
  • RouteCeres harvest set
  • Seed statsTier 1; Stack 100; Seed Value: 10; Sell: 2
  • Harvest useUsed to make: Emperor's Salad
  • Harvest statsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 10; Sell: 2
  • DetailSeed price: 10
  • DetailConsume: restores 5 health
  • DetailCitizen food: 1
  • DetailSell price: 2
  • DetailSource: Cabbage Seeds in Plains
  • DetailFruits of the Harvest: check altar count before spending

Ceres' Fruits of the Harvest offering and early food checks.

Keep a Cabbage stack safe before treating it as ordinary food, especially if Bakery or Ceres objectives are active.Exact offering count can vary by objective state; check the altar before spending the last Cabbage.
offering - unknown - Plains, Swamp
Bay Seeds -> Bay Leaf
  • SourceBay Leaf Crop cultivated 1-1 100%; Bay Leaf Crop wild 1-1 15%
  • ReserveFirst Bay Leaf until your altar or recipe panel confirms a use
  • RouteHerb route check
  • Seed statsTier 1; Stack 100; Seed Value: 10; Sell: 2
  • Harvest useUsed to make: Libum, Minutal Ex Praecoquis
  • Harvest statsTier 1; Stack 60; Material Value: 5; Sell: 1
  • DetailSeed price: 10
  • DetailPlanting: Plains or Swamp
  • DetailCeres value: check at altar before spending
  • DetailStatus: altar and recipe check first
  • DetailBest use now: first-copy storage
  • DetailDo not spend: before altar and recipe checks

Possible herb-style recipe or offering route; treat as unconfirmed until it appears in your current build.

Plant in Plains or Swamp, then store first harvests near recipe and offering goods.Do not count Bay Leaf as required unless your altar or recipe panel asks for it.
offering - unknown - Plains, Forest, Swamp
Mint Seeds -> Mint
  • SourceMint Crop cultivated 1-1 100%; Mint Crop wild 1-1 15%
  • ReserveFirst Mint until your altar or recipe panel confirms a use
  • RouteHerb route check
  • Seed statsTier 1; Stack 100; Seed Value: 10; Sell: 2
  • Harvest useUsed to make: Gustum de Praecoquis, Minutal Matianum, Phoenix And Olives
  • Harvest statsTier 1; Stack 60; Material Value: 5; Sell: 1
  • DetailSeed price: 10
  • DetailPlanting: Plains, Forest, or Swamp
  • DetailStatus: altar and recipe check first
  • DetailBest use now: first-copy storage
  • DetailDo not spend: before altar and recipe checks

Possible herb-style recipe or offering route; treat as unconfirmed until it appears in your current build.

Good flexible test crop only if your Farm Land panel lists it for the biome you are using.Do not count Mint as required unless your altar or recipe panel asks for it.
crafting - ceres - Plains
Olive Seeds -> Olives
  • SourceOlives Crop cultivated 1-1 10%; Olive Tree World drop drops 3-4
  • Reserve5 Olives for Fruits of the Harvest
  • RouteCeres harvest set / oil chain
  • Seed statsTier 1; Stack 100; Seed Value: 10; Sell: 2
  • Harvest useUsed to make: Emperor's Salad, Pinsa, Phoenix And Olives +1 more
  • Harvest statsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
  • DetailSeed price: 10
  • DetailConsume: restores 3 health
  • DetailCitizen food: 0
  • DetailSell price: 1
  • DetailOil chain: Olive Paste + Empty Pot -> Olive Oil
  • DetailFruits of the Harvest: save 5 Olives if your altar asks

Ceres' Fruits of the Harvest offering and Olive Paste / Olive Oil chain.

Store five Olives for Ceres before expanding oil production.Olives can help in a pinch, but save the Ceres and oil stack before treating them as routine citizen food.
crafting - support - Plains, Desert, Swamp
Grape Seeds -> Grapes
  • SourceGrapes Crop cultivated 1-1 10%; Grapes Crop wild 0-2 100%
  • ReserveFirst Grapes before Wine or trade
  • RouteWine / paste / Pyzifax drop overlap
  • Seed statsTier 1; Stack 100; Seed Value: 25; Sell: 5
  • Harvest useUsed to make: Bedouin Cloak, Grape Paste
  • Harvest statsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 8; Sell: 2
  • DetailSeed price: 25
  • DetailPlanting: Plains, Desert, or Swamp
  • DetailMust be watered
  • DetailCeres value: check at altar before spending
  • DetailBest timing: after Wheat and Bread are stable
  • DetailMain route: Wine and broader food economy
  • DetailStorage note: keep drink, food, and trade goods separate

Grape Paste, Wine, trade checks, and Pyzifax-route surplus notes.

Use as a mid-game crop once storage can separate food, drink, and trade goods.Wine and paste routes should wait until food reserves are stable; Grape patches also need water planning.
healing - desert - Desert
Aloe Seeds -> Aloe Vera
  • SourceAloe Vera Crop cultivated 1-1 100%; Aloe Vera Crop wild 1-1 20%
  • ReserveFirst Aloe Vera for salve and route testing
  • RouteDesert recovery
  • Seed statsTier 1; Stack 100; Seed Value: 50; Sell: 10
  • Harvest useUsed to make: Mirage Laurels, Mirage's Tunic, Mirage's Boots +2 more
  • Harvest statsTier 1; Stack 60; Material Value: 1; Sell: 20
  • DetailSeed price: 50
  • DetailCrop: Aloe Vera
  • DetailPlanted in: Desert
  • DetailConfirmed use: Aloe Salve

Aloe Salve brewing and desert-route recovery.

Plant once Desert Farm Land is safe and the route home is repeatable.Use for healing prep, not general food.
recipe - desert - Desert
Coriander Seeds -> Coriander
  • SourceCoriander Crop cultivated 1-1 100%; Coriander Crop wild 2-3 100%
  • ReserveFirst harvest until recipes are checked
  • RouteDesert recipe test
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • Harvest useUsed to make: Scorpion Skewers, Salamander Skewer, Minutal Vulcanum
  • Harvest statsTier 2; Stack 60; Material Value: 1; Sell: 0
  • DetailSeed price: 5
  • DetailPlanting: Desert
  • DetailGrows into: Coriander

Desert crop and recipe testing.

Keep first harvests until current recipes are checked.Treat as a test row until your save confirms the route, value, and best use.
recipe - unknown - Unknown
Cumin Seed -> Cumin
  • SourceCheck current save
  • ReserveFirst Cumin and seed copies until the current build reveals the location
  • RouteLate or hidden spice route
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • DetailSeed value: 5
  • DetailSell price: 1
  • DetailMax stack: 100
  • DetailGrows into: Cumin

Recipe and spice-route testing after the planting source is clear.

Do not plan a normal farm patch around Cumin until your save confirms the planting area.Do not plan a normal farm patch around Cumin until your save confirms where it can be planted.
material - desert - Desert
Flax Seeds -> Flax
  • SourceLinen Crop cultivated 1-1 100%; Linen Crop wild 1-1 33%
  • ReserveFirst Flax for material routes
  • RouteTextile / crafting test
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • DetailSeed price: 5
  • DetailPlanting: Desert
  • DetailGrows into: Flax

Material and textile route checks.

Plant when crafting or gear paths need fiber-style materials.Do not expand if the town still lacks food.
recipe - late - Volcano
Pepper Seed -> Pepper / Pepper Corns
  • SourcePepper Corns Crop cultivated 1-1 100%; Pepper Corns Crop wild 1-1 100%
  • ReserveFirst Pepper Corns and Pepper Seed copies before cooking or trade
  • RouteVolcano spice and Bakery route
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • DetailSeed value: 5
  • DetailPlanting: volcano
  • DetailCultivated output: Pepper Corns and Pepper Seed
  • DetailMerchant lead: Volcano Merchant Lv.5

Pepper Corns for late food recipes and volcanic recipe checks.

Plant only after the Volcano route is safe enough to recover seeds and harvests.Verify the Volcano merchant level and planting route before counting Pepper as a stable crop.
material - late - Volcano
Ember Orchid Seeds -> Ember Orchid
  • SourceEmber Orchid Crop cultivated 1-1 100%; Ember Orchid Crop wild 1-1 20%
  • ReserveFirst Ember Orchid for cloth checks
  • RouteVolcano / Leatherworker route
  • Seed statsTier 1; Stack 100; Seed Value: 1; Sell: 20
  • Harvest useUsed to make: Ember Cloth, Pyroclast Mask, Pyroclast Armor +3 more
  • Harvest statsTier 1; Stack 60; Material Value: 2 50; Sell: 50
  • DetailSeed price: 1
  • DetailPlanting: Volcanic soil
  • DetailGrows into: Ember Orchid

Ember Cloth in the Leatherworker route.

Treat as a later volcanic route crop, not a first-settlement seed.Volcanic planting should be verified in the current Early Access build.
offering - ceres - Plains
Pinecone -> Pine Tree
  • SourceCheck current save
  • ReserveFirst Pinecone and Pine Nut route outputs before Bakery offering checks
  • RoutePine Nut / Ceres support route
  • Seed statsTier 1; Stack 100; Seed Value: 30; Sell: 6
  • DetailSeed value: 30
  • DetailPlanting: ground in Plains
  • DetailGrows into: Pine Tree
  • DetailRoute lead: Stone Pine drop

Pine tree route that may support Pine Nuts and Ceres' Fruits of the Harvest planning.

Plant one in Plains and confirm whether the tree route produces the Pine Nuts your altar needs.Use Pinecone as a Pine Nut route lead, not a guaranteed shortcut; confirm the output before relying on it.
food - support - Plains, Forest, Swamp
Blackberry Bush Seed -> Blackberry Bush
  • SourceBlackberry Crop cultivated 0-1 33%; Blackberry Crop wild 1-1 10%
  • ReserveFirst bush before routine food
  • RouteRepeatable food edge
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • DetailSeed price: 5
  • DetailPlanting: Plains, Forest, or Swamp
  • DetailGrows into: Blackberry Bush

Repeatable bush food and route support.

Use near roads or food storage if it fits the settlement loop.Exact yield and regrowth timing need current-build checks.
food - support - Plains, Forest, Swamp
Red Currant Bush Seed -> Redcurrant
  • SourceRed Currant Crop cultivated 0-1 33%; Red Currant Crop wild 1-1 10%
  • ReserveFirst Redcurrant before recipe testing
  • RouteBush food / market check
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • Harvest useUsed to make: Berry Crostata
  • Harvest statsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
  • DetailSeed price: 5
  • DetailPlanting: Plains, Forest, or Swamp
  • DetailGrows into: Red Currant Bush

Bush food, storage, and market-route checks.

Good candidate for a safe food edge once the road spine is clear.Keep first copies before recipe testing.
food - support - Plains, Forest, Swamp
White Currant Bush Seed -> White Currant
  • SourceWhite Currant Crop cultivated 0-1 33%; White Currant Crop wild 1-1 10%
  • ReserveFirst White Currant before recipe or market use
  • RouteBush food / market check
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • Harvest useUsed to make: Berry Crostata
  • Harvest statsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
  • DetailSeed price: 5
  • DetailPlanting: Plains, Forest, or Swamp
  • DetailGrows into: White Currant Bush

Bush food and market-route checks.

Test beside storage before expanding several bushes.Confirm price and source in your own save before treating it as better than other bush food.
food - support - Forest
Apple Tree Sapling -> Apple
  • SourceCheck current save
  • ReserveFirst Apple before selling
  • RouteLonger-term orchard food
  • Seed statsTier 1; Stack 100; Seed Value: 15; Sell: 3
  • DetailSapling price: 15
  • DetailPlanting: Forest
  • DetailConsume: restores 5 health
  • DetailCitizen food: 2
  • DetailSell price: 2
  • DetailWorship: Ceres +8

Tree fruit, Ceres worship value, and longer-term food route.

Plant when you can afford slower tree space and want a stronger citizen-food source than zero-food fruit.Do not use orchard land before first food and roads are stable.
recipe - desert - Desert
Apricot Tree Sapling -> Apricot
  • SourceCheck current save
  • ReserveApricot for Minutal Ex Praecoquis testing
  • RouteFish stew / boss-prep food
  • Seed statsTier 1; Stack 100; Seed Value: 30; Sell: 6
  • DetailSapling price: 30
  • DetailPlanting: Desert
  • DetailRecipe tie-in: Minutal Ex Praecoquis
  • DetailBest timing: after Bakery and fish routes are stable
  • DetailDo not spend: first Apricots before boss-food testing

Apricot and fish stew route, including Minutal Ex Praecoquis checks.

Hold apricots for recipe testing before selling.Pairs better with advanced food planning than first-night survival.
offering - ceres - Plains, Forest, Swamp
Tree Sapling -> Tree / Pine Nut route check
  • SourceStone Pine Tree World drop drops 3-4; Tree World drop
  • ReservePine Nuts x5 if your save produces them from this tree route
  • RouteCeres harvest set support
  • Seed statsTier 1; Stack 100; Seed Value: 15; Sell: 3
  • DetailSapling price: 15
  • DetailPlanting: Plains, Forest, or Swamp
  • DetailOffering route: Fruits of the Harvest lists Pine Nuts x5
  • DetailOutput: confirm Pine Nuts before relying on it
  • DetailBest use now: first-copy storage

Tree planting route to check before completing Ceres' Fruits of the Harvest set.

Use a small tree patch and confirm whether the current build gives Pine Nuts before relying on it.If your altar asks for Pine Nuts, confirm the tree output before relying on this route.
material - desert - Desert
Palm Tree Sapling -> Palm Tree
  • SourcePalm Tree World drop
  • ReserveFirst Palm output until use is clear
  • RouteDesert tree test
  • Seed statsTier 1; Stack 100; Seed Value: 30; Sell: 6
  • DetailSapling price: 30
  • DetailPlanting: Desert
  • DetailGrows into: Palm Tree

Desert tree route and later biome resource check.

Plant one first and check output, timing, and whether it helps Desert settlement support.Useful data is still thin, so do not spend scarce Desert space on a large palm patch early.
recipe - unknown - Forest, Swamp
Amanita Mycelium -> Poison Mushrooms
  • SourcePoison Mushroom Crop cultivated 1-1 100%; Poison Mushroom Crop wild 1-1 10%
  • ReserveFirst Amanita before any food use
  • RouteMushroom risk check
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • DetailSeed price: 5
  • DetailPlanting: Forest or Swamp
  • DetailGrows into: Poison Mushrooms

Poison mushroom route and risky food checks.

Store first mushrooms and confirm whether they are safe, useful, or poison-related.Do not feed poison mushrooms to the settlement without checking.
food - support - Forest, Swamp
Boletus Mycelium -> Boletus Mushroom
  • SourceBoletus Mushroom Crop cultivated 1-1 100%; Boletus Mushroom Crop wild 1-1 10%
  • ReserveFirst Boletus before routine cooking
  • RouteMushroom food test
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • Harvest useUsed to make: Mushroom Skewer
  • Harvest statsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
  • DetailSeed price: 5
  • DetailPlanting: Forest or Swamp
  • DetailGrows into: Boletus Mushrooms

Mushroom food and recipe checks.

Use small patches until cooking value is clear.Exact recipe output needs current-build verification.
food - support - Forest, Swamp
Chanterelle Mycelium -> Chanterelle Mushroom
  • SourceChanterelle Mushroom Crop cultivated 1-1 100%; Chanterelle Mushroom Crop wild 1-1 10%
  • ReserveFirst Chanterelle before routine cooking
  • RouteMushroom food test
  • Seed statsTier 1; Stack 100; Seed Value: 5; Sell: 1
  • Harvest useUsed to make: Mushroom Skewer
  • Harvest statsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
  • DetailSeed price: 5
  • DetailPlanting: Forest or Swamp
  • DetailGrows into: Chanterelle Mushrooms

Mushroom food and cooking tests.

Keep first copies in the recipe chest before using as routine food.Do not rank above reliable crops until growth and recipe value are checked.
food - harvest - item lead
Blackberry
  • SourceBlackberry Crop cultivated 1-2 100%; Blackberry Crop wild 3-4 100%
  • StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
  • Used to makeBerry Crostata

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
White Currant
  • SourceWhite Currant Crop cultivated 1-2 100%; White Currant Crop wild 3-4 100%
  • StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
  • Used to makeBerry Crostata

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
Red Currant
  • SourceRed Currant Crop cultivated 1-2 100%; Red Currant Crop wild 3-4 100%
  • StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
  • Used to makeBerry Crostata

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
Cabbage
  • SourceCabbage Crop cultivated 1-1 100%; Cabbage Crop wild 1-1 100%
  • StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 10; Sell: 2
  • Used to makeEmperor's Salad

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
Grapes
  • SourceGrapes Crop cultivated 1-2 100%; Grapes Crop wild 1-1 100%
  • StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 8; Sell: 2
  • Used to makeBedouin Cloak, Grape Paste

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
Chanterelle Mushroom
  • SourceChanterelle Mushroom Crop cultivated 1-1 100%; Chanterelle Mushroom Crop wild 2-3 100%
  • StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
  • Used to makeMushroom Skewer

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
Boletus Mushroom
  • SourceBoletus Mushroom Crop cultivated 1-1 100%; Boletus Mushroom Crop wild 2-3 100%
  • StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
  • Used to makeMushroom Skewer

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
Poison Mushroom
  • SourcePoison Mushroom Crop cultivated 1-1 100%; Poison Mushroom Crop wild 2-3 100%
  • StatsTier 1; Stack 100; Food Value: 1; Sell: 0
  • Used to makeNo known recipe use

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
food - harvest - item lead
Olives
  • SourceOlives Crop cultivated 1-3 100%
  • StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
  • Used to makeEmperor's Salad, Pinsa, Phoenix And Olives +1 more

Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.

For food or ingredients, compare recipe value, citizen use, and boss-prep value before spending.
material - harvest - item lead
Aloe Vera
  • SourceAloe Vera Crop cultivated 1-2 100%; Aloe Vera Crop wild 1-1 100%
  • StatsTier 1; Stack 60; Material Value: 1; Sell: 20
  • Used to makeMirage Laurels, Mirage's Tunic, Mirage's Boots +2 more

Protect it until you check 5 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
material - harvest - item lead
Ember Orchid
  • SourceEmber Orchid Crop cultivated 1-1 100%; Ember Orchid Crop wild 1-1 100%
  • StatsTier 1; Stack 60; Material Value: 2 50; Sell: 50
  • Used to makeEmber Cloth, Pyroclast Mask, Pyroclast Armor +3 more

Protect it until you check 6 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
material - harvest - item lead
Coriander
  • SourceCoriander Crop cultivated 1-2 100%; Coriander Crop wild 2-3 100%
  • StatsTier 2; Stack 60; Material Value: 1; Sell: 0
  • Used to makeScorpion Skewers, Salamander Skewer, Minutal Vulcanum

Protect it until you check 3 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
material - harvest - item lead
Mint
  • SourceMint Crop cultivated 1-1 100%; Mint Crop wild 2-3 100%
  • StatsTier 1; Stack 60; Material Value: 5; Sell: 1
  • Used to makeGustum de Praecoquis, Minutal Matianum, Phoenix And Olives

Protect it until you check 3 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
material - harvest - item lead
Bay Leaf
  • SourceBay Leaf Crop cultivated 1-1 100%; Bay Leaf Crop wild 2-3 100%
  • StatsTier 1; Stack 60; Material Value: 5; Sell: 1
  • Used to makeLibum, Minutal Ex Praecoquis

Protect it until you check 2 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
material - harvest - item lead
Pepper Corns
  • SourcePepper Corns Crop cultivated 1-2 100%; Pepper Corns Crop wild 2-3 100%
  • StatsTier 2; Stack 60; Material Value: 1; Sell: 0
  • Used to makePhoenix And Olives, Salamander Skewer

Protect it until you check 2 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
material - harvest - item lead
Linen
  • SourceLinen Crop cultivated 1-2 100%; Linen Crop wild 2-4 100%
  • StatsTier 1; Stack 100; Material Value: 1 50; Sell: 30
  • Used to makeOnager Scarf, Onager Sash, Onager Sandals +7 more

Protect it until you check 10 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
material - harvest - item lead
Wheat
  • SourceWheat Crop cultivated 1-3 100%; Wheat Crop wild 1-1 100%
  • StatsTier 1; Stack 100; Material Value: 25; Sell: 5
  • Used to makeBeehive, Target Dummy, Leather Bedroll +2 more

Protect it until you check 5 known uses.

For materials, check source, recipe chain, and known uses before exporting or crafting.
Romestead best seeds guide with crop and settlement route checks

Romestead best seed searches usually mean one of two different problems. If you mean crop seeds, choose the plant that fixes the next settlement blocker: food, Ceres, cooking, healing, trade, or boss-prep meals. If you mean a world seed or map seed, judge the start itself: nearby food, safe roads, storage space, water access, early biome pressure, and how quickly the town can reach useful resources.

Use the seed tool above to look up the crop name, then use the route boards below before you plant, sell, cook, or offer the last stack. Wheat Seeds are still the safest early Plains start because Wheat feeds Bread, Beer, Flour and Dough chains, and the Farmstead route. After that, protect Coriander, Ember Orchid, Apricot, Grapes, Pine Nuts, Mint, Bay Leaf, Ceres crops, and any unknown rare harvest until your save proves where the item belongs.

For the wider town plan, pair seed choices with Fishing for food pressure, Best Buildings for storage and farm placement, and Trading Post before surplus crops move between settlements. If you only know the item name, search the Romestead Item Database before planting or cooking the last stack.

Current-build note: Some altar counts, late planting routes, and rare crop roles can differ by objective state. Check the altar, farm panel, and recipe screen before spending the last stack.

Quick Answer

Plant small test patches, store extra seeds, and expand only after the crop proves its job. For most early saves, Wheat Seeds should be first because Wheat has food, drink, processing, and Farmstead value. Then protect the Ceres harvest items your altar actually asks for before turning the whole farm into trade crops.

For world seed or map seed checks, do not copy a number just because someone called it best. Load the start, inspect the first safe food route, check whether storage and roads fit near the Town Core, and decide whether the biome access helps your plan. A strong crop seed can still feel bad in a cramped or unsafe map start.

Crop Seeds vs World Seeds

If you searched…You probably needBest first action
romestead seedEither crop-seed advice or a start-layout numberDecide whether the problem is farming or map layout before changing saves
romestead seedsCrop priorityStart Wheat, then protect Ceres and rare recipe crops
romestead best seedEarly crop choicePick the crop that fixes food, Ceres, cooking, healing, or trade pressure
romestead world seedSave start qualityCheck nearby food, road space, water, storage room, and biome access
romestead map seedMap layoutWalk the first day route before committing to a long save
romestead corianderRare crop or recipe pressureStore the first stack and check recipes before selling or cooking it

How To Read The Seed Database

FieldWhat it means in a save
PriorityWhether the crop belongs to the first farm, Ceres set, Desert route, support food, late route, or a risky test
SourceThe current Farm Land biome or route where the seed is worth checking
ReserveWhat to keep before cooking, selling, offering, or expanding
RouteThe player problem the seed can solve: food, Ceres, oil, healing, mushrooms, tree output, or boss-prep meals
DetailFood value, health, recipe, offering caution, or route note

Use the priority filter first if the list feels too large. Ceres set is best when you are pushing Farmstead or Bakery checks, while Desert route is better after the first town can feed itself.

Seed Data To Check First

Seed or cropWhere it mattersWhy to store it
Wheat Seeds -> WheatPlainsWheat supports Bread, Beer, Flour/Dough routes, and the Farmstead route; check the Honoring the Soil count before spending the stack
Cabbage Seeds -> CabbagePlainsKeep a Cabbage stack safe for Fruits of the Harvest and early food checks before using it as ordinary food
Olive Seeds -> OlivesPlainsSave Olives for Ceres and oil before treating them as routine citizen food
CorianderDesert, food, and recipe route checkStore the first stack, then check Scorpion Skewers, Salamander Skewer, Minutal Vulcanum, and other food routes before selling it
GrapesWatering, wine, food, and route pressureKeep enough for Grape Paste, Wine, and recipe checks before scaling a vineyard
Apple Tree Sapling -> AppleForestUseful longer-term fruit, but do not spend orchard space before food and roads are stable
Tree Sapling -> Pine Nut route checkPlains, Forest, SwampFruits of the Harvest lists Pine Nuts x5, but the exact current Pine Nut source path still needs checking
Pinecone -> Pine TreePlainsUse it as a Pine Nut route lead until your save confirms the output
Mint / Bay LeafHerb route checksStore first copies, but do not count them as required unless your altar asks for them
Aloe Seeds -> Aloe VeraDesertAloe Vera supports Aloe Salve and desert recovery
Apricot Tree Sapling -> ApricotDesertHold Apricots for Minutal Ex Praecoquis and later fish-food planning
Ember OrchidVolcano or rare-flower checkDo not sell the first copy; hold it until a recipe, altar, or late route proves whether it is safe to spend
Cumin Seed / Pepper SeedHidden route / VolcanoTreat Cumin as a save-confirmed route and Pepper as a late Volcano crop

Seed Count And Price Check

The tool focuses on the seed set that can actually guide a save. The useful part is the spending decision: what to plant now, what to store, and what should wait for a recipe or altar check.

Seed groupCurrent useful data
Common Plains cropsWheat, Cabbage, Bay, Mint, Olive, Pine, and Tree routes now include price and planting notes
Bushes and mushroomsBlackberry, Red Currant, White Currant, Boletus, Chanterelle, and Poison Mushroom rows now include price and biome limits
Desert cropsAloe, Coriander, Flax, Apricot, Palm, and Grape rows now separate food, recipe, and material roles
Late or hidden cropsCumin stays a save-confirmed route, Pepper stays a Volcano route, and Ember Orchid stays a volcanic soil check
Ceres offeringsTreat Ceres values as planning hints until your altar confirms the exact item and count

Seed Route Decision Table

Your current needStart hereKeep, plant, or wait
Food startWheat Seeds, then Cabbage or Olive if the farm can support themPlant a small Wheat patch first, store extra seeds, and expand only after food storage is safe
Ceres routeWheat, Cabbage, Olives, Pine Nuts, and any crop your altar namesKeep altar crops separate from ordinary cooking and trade goods
Coriander routeCoriander stack plus related food recipesStore the first stack, check recipe pressure, then plant or spend only after the food route is clear
World seed checkFirst-day food, water, roads, storage room, and safe walking pathsKeep the save only if the layout makes the first week easier, not just because the number is popular
Map seed checkTown Core space, farm edge, road spine, and biome exitsWalk the start before building heavily; a cramped map can ruin a strong crop plan
Rare crop holdEmber Orchid, Apricot, Grapes, Pine Nuts, Mint, Bay Leaf, Cumin, PepperDo not sell the first copy until the recipe, altar, or biome route proves it is surplus

First Patch Test

StepWhy
Plant one small patchLearns behavior without wasting land
Store extra seedsProtects recovery after a bad test
Record harvest useFood, recipe, trade, offering, or crafting
Compare time costA slow crop needs a strong payoff
Expand only after proofPrevents fields from taking over the town

Seed Mistakes

  • Planting every seed before storage is ready.
  • Selling first harvests before checking recipes.
  • Expanding a crop because it is rare, not because it solves a need.
  • Ignoring citizen food demand.
  • Treating old values as final proof instead of checking your altar, recipe screen, and farm panel.

Co-op Seed Rules

In co-op, pick one farm lead. Other players can gather seeds, but one player should decide which seed gets tested, which harvest is stored, and when the town can expand the field.

Co-op issueRule
Everyone plants random seedsFarm lead chooses test patches
Harvest disappearsStore first copies before cooking or trade
Food runs lowPause trade crops and grow food
New biome foundTest new seed in a small patch first

Seed Source Tracking

A seed is only “best” if you can get enough of it. Track the source before you rate it. A powerful crop from a rare drop may be worse than a common seed that keeps citizens fed every day.

Seed sourceWhat it means for planning
ForagingGood early if route is safe and repeatable
Vendor or Trading PostGood if coins or goods are stable
Biome routeStrong later, risky before roads and storage
Quest rewardStore first copies until use is clear
Enemy or boss dropDo not spend until crafting and shrine checks are done

Crop Role Table

Crop roleWhat makes it good
Emergency foodFast growth or easy raw use
Citizen foodReliable supply and easy storage
Cooking baseImproves into stronger meals or buffs
Trade cropSurplus value after food reserves
Boss prep cropHealing or buff recipes
Offering cropShrine or god use without draining food

When To Expand A Seed

Expand only after the seed passes three checks: you can get more, the crop has a clear use, and the town can support the field. A crop that takes the best land but does not solve a current need should stay small.

Pass conditionExpand?
Source is repeatableYes, if use is strong
One-time reward seedNo, store or test carefully
Food reserve still weakExpand food crop first
Crop sells wellExpand only after food and buildings are safe
Crop makes boss foodGrow enough for attempts, not a huge field

Seed Storage Rules

Keep seeds separate from food and trade goods. If a co-op teammate sells or cooks the last seed by mistake, the farm loses flexibility. Put unknown seeds in a first-copy chest until the farm lead decides what they do.

Storage labelGoes inside
Test seedsOne or two of each unknown seed
Food seedsReliable early food
Recipe seedsCrops tied to cooking
Trade seedsSurplus only
Do not spendRare, quest, boss, or unknown source

Best Seed Changes Over Time

The best seed on day two may not be best after citizens arrive, after a boss unlock, or after a biome route opens. Recheck the farm whenever the settlement changes. A good farm evolves from survival food to citizen support, cooking, trade, and boss prep.

Next Pages To Open

FAQ

What is the best seed in Romestead?

Start with Wheat Seeds in the Plains because Wheat supports Bread, Beer, Flour/Dough routes, and the Farmstead route. After that, filter by biome and protect Cabbage, Olives, Pine Nuts, and recipe crops before expanding.

Should I plant every seed I find?

Plant one test patch first, store extras, and check growth time, harvest use, recipe value, and citizen need before expanding.

Are Romestead seed rankings final?

No. Treat any seed list as current-build information until exact seed names, yields, values, and recipes are verified.

Do seeds matter for co-op?

Yes. Co-op groups need more food and clearer storage rules, so one player should own seed tests and farm expansion.

What should I do with Coriander in Romestead?

Store the first Coriander stack, search the item database, and check whether your current food, recipe, or seed route needs it before selling or cooking the last copy.