Guides
Romestead Fishing Guide: Food, Routes, and Early Checks
Quick Answer
Romestead fishing is strongest when Fish or Eel feeds a repeatable route: Garum, Empty Pot planning, Bakery dishes, citizen food, trade support, or boss-prep meals. Fish near safety first, store first catches, and check pot supply before cooking every catch.
Fish And Food-Chain Database
Search Fish, Garum, Bakery Dishes, Pots, and Food Routes
Check whether a water route feeds Garum, Bakery dishes, pot-heavy food chains, citizen food, or boss-prep meals before spending a session on fishing.Search Food Buildings, Garum, Pots, And Fish Routes
Use these rows when fish, pots, Bakery work, Dolium chains, Garum, or citizen food decide the next settlement move.
Search and save the checks that matter to your current route.
Costs, footprints, workers, upgrades, town roles, and placement cautions.
Bosses, enemies, weaknesses, drop leads, and first-copy storage rules.
Shrines, quest gates, offerings, rare items, and routes that need save confirmation.
- Routenight defense
- RequirementLumber x1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffA target dummy that generates aggro
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / aggro / dummy / footprint / cost- Routenight defense
- RequirementLumber x1; Quest: Fueling the Fires
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 1
- PayoffA ballista that can be loaded with ammo to fire automatically on enemies.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / automatic / scorpio / fueling / fires / footprint / cost- Routenight defense
- RequirementLumber x1 Stone x2
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 2
- PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / automatic / scorpio / level / footprint / cost- Routenight defense
- RequirementLumber x1 Brick x2
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 3
- PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / automatic / scorpio / level / footprint / cost- Routenight defense
- RequirementLumber x1 Concrete x2
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 4
- PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / automatic / scorpio / level / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
- PayoffAutomatic Scorpio Enemy: build cost (1x Lumber), 2x2 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / automatic / scorpio / enemy / footprint / cost- 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- 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- 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- Routesettlement route
- RequirementLumber x8 Stone x6
- StatFootprint 12 x 6 tiles; Build progress 150; Needs town: No
- PayoffBarracks
- 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 / barracks / footprint / cost- Routenight defense
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffBarricade: build cost (free to build), 1x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / barricade / footprint- Routecitizen housing
- RequirementLumber x8 Stone x6
- StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No
- PayoffBathhouse
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / bathhouse / footprint / cost- Routecitizen housing
- RequirementFree — no materials required.
- StatFootprint 2 x 3 tiles; Needs town: No
- PayoffBed: build cost (free to build), 2x3 footprint in Romestead.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / bed / footprint- 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- Routestorage and hauling
- RequirementLumber x1 Ash x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Current Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffWooden Bucket (Ash): build cost (1x Lumber, 1x Ash), 1x1 footprint in Romestead.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / wooden / bucket / ash / footprint / cost- Routestorage and hauling
- RequirementLumber x1 Clay x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Current Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffWooden Bucket (Clay): build cost (1x Lumber, 1x Clay), 1x1 footprint in Romestead.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / wooden / bucket / clay / footprint / cost- Routestorage and hauling
- RequirementLumber x1 Concrete x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Current Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffWooden Bucket (Concrete): build cost (1x Lumber, 1x Concrete), 1x1 footprint in Romestead.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / wooden / bucket / concrete / footprint / cost- Routestorage and hauling
- RequirementLumber x1 Water x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Current Lumber x 1 Water x 1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffWooden Bucket (Water): build cost (1x Lumber, 1x Water), 1x1 footprint in Romestead.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / wooden / bucket / water / footprint / cost- Routestorage and hauling
- RequirementLumber x1 Variants Other versions of this building you can place instead. Wooden Bucket Current Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffUsed to carry water, clay and other liquids.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / wooden / bucket / footprint / cost- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 2 x 1 tiles; Needs town: No
- PayoffCamerabench: build cost (free to build), 2x1 footprint in Romestead.
- 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 / camerabench / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffCampfire: build cost (free to build), 1x1 footprint in Romestead.
- 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 / campfire / footprint- Routestorage and hauling
- RequirementLumber x3 Variants Other versions of this building you can place instead. Bronze Cart Lumber x 3 Wooden Cart Current Lumber x 3
- StatFootprint 3 x 2 tiles; Build progress 90; Needs town: No
- PayoffHolds up to 4 resources. Can be connected into a chain with other carts.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / wooden / cart / footprint / cost- Routestorage and hauling
- RequirementLumber x3 Variants Other versions of this building you can place instead. Bronze Cart Current Lumber x 3 Wooden Cart Lumber x 3
- StatFootprint 3 x 2 tiles; Build progress 200; Needs town: No
- PayoffBronze Cart: build cost (3x Lumber), 3x2 footprint in Romestead.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / bronze / cart / footprint / cost- Routenight defense
- RequirementLumber x1 Stone x2 Clay x1
- StatFootprint 3 x 3 tiles; Build progress 70; Needs town: No; Tier 2
- PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / stationary / catapult / level / footprint / cost- Routenight defense
- RequirementLumber x2 Brick x3
- StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 3
- PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / stationary / catapult / level / footprint / cost- Routenight defense
- RequirementLumber x1 Stone x1
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: No; Tier 1
- PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / stationary / catapult / footprint / cost- 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- Routesettlement route
- RequirementStone x2
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
- PayoffDeals fire damage to all creatures standing on it. Also emits light.
- 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 / coal / trap / footprint / cost- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 3 x 3 tiles; Needs town: No
- PayoffWar Table: build cost (free to build), 3x3 footprint in Romestead.
- 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 / war / table / footprint- Routesettlement route
- RequirementLumber x4
- StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
- PayoffProvides light
- 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 / bonfire / footprint / cost- Routesettlement route
- RequirementLumber x4
- StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
- PayoffProvides light
- 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 / bonfire / footprint / cost- Routesettlement route
- RequirementLumber x4
- StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
- PayoffProvides light
- 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 / bonfire / footprint / cost- Routesettlement route
- RequirementLumber x4
- StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
- PayoffProvides light
- 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 / bonfire / footprint / cost- Routesettlement route
- RequirementLumber x1
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 1
- PayoffProvides light
- 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 / brazier / footprint / cost- Routesettlement route
- RequirementBrick x1 Stone x1
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 2
- PayoffProvides light
- 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 / brazier / level / footprint / cost- Routesettlement route
- RequirementConcrete x1
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 3
- PayoffProvides light
- 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 / brazier / level / footprint / cost- Routelate layout
- RequirementStone x8
- StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 1
- PayoffFountain: build cost (8x Stone), 3x3 footprint in Romestead.
- 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 / decoration / late / layout / fountain / footprint / cost- Routelate layout
- RequirementStone x8
- StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 2
- PayoffFountain - Level 2: build cost (8x Stone), 3x3 footprint in Romestead.
- 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 / decoration / late / layout / fountain / level / footprint / cost- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffIncreases movement speed by 15%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / road / footprint- 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- 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- 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- 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- 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- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffExplosive Pot: build cost (free to build), 1x1 footprint in Romestead.
- 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 / explosive / pot / footprint- 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- 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- 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- 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- 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- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffA decorative path for your town
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / flagstone / path / footprint- 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- Routenight defense
- RequirementLumber x1
- StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
- PayoffWood Gate Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / wood / gate / horizontal / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 1 x 3 tiles; Build progress 30; Needs town: No
- PayoffWood Gate Vertical: build cost (1x Lumber), 1x3 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / wood / gate / vertical / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
- PayoffWood Gate: build cost (1x Lumber), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / wood / gate / footprint / cost- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffIncendiary Pot: build cost (free to build), 1x1 footprint in Romestead.
- 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 / incendiary / pot / footprint- Routecitizen housing
- RequirementLumber x2 Stone x3; Worker: Otiosus
- StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
- PayoffA home for your jobless citizens.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / insula / otiosus / footprint / cost- Routecitizen housing
- RequirementBrick x4; Quest: Virgil's Poem; Worker: Otiosus Upgrade level 1
- StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
- PayoffA home for your jobless citizens. Increased space for each upgrade.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / insula / virgil / poem / otiosus / upgrade / level / footprint / cost- Routecitizen housing
- RequirementConcrete x4; Worker: Otiosus Upgrade level 2
- StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
- PayoffA home for your jobless citizens. Increased space for each upgrade.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / insula / otiosus / upgrade / level / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffAn invisible dummy for specific uses.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / invisible / dummy / footprint / cost- Routecitizen housing
- RequirementFree — no materials required.
- StatFootprint 2 x 3 tiles; Needs town: No
- PayoffLeather Bedroll: build cost (free to build), 2x3 footprint in Romestead.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / leather / bedroll / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffLightning Pot: build cost (free to build), 1x1 footprint in Romestead.
- 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 / lightning / pot / footprint- 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- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
- PayoffIncreases movement speed by 75%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / marble / road / upgrade / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 2 x 2 tiles; Build progress 150; Needs town: No
- PayoffMassive Pot: build cost (free to build), 2x2 footprint in Romestead.
- 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 / massive / pot / footprint- Routestorage and hauling
- RequirementLumber x8 Clay x1; Quest: The Giant Owl
- StatFootprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 1
- PayoffCan hold resources and items.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / material / giant / owl / footprint / cost- Routestorage and hauling
- RequirementStone x6 Clay x1; Quest: The Giant Owl
- StatFootprint 9 x 6 tiles; Build progress 250; Needs town: No; Tier 2
- PayoffCan hold more resources and items.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / material / level / giant / owl / footprint / cost- Routestorage and hauling
- RequirementBrick x10; Research: 30 x Research Paper
- StatFootprint 9 x 6 tiles; Build progress 350; Needs town: No; Tier 3
- PayoffCan hold even more resources and items.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / material / level / research / paper / footprint / cost- Routestorage and hauling
- RequirementMarble x10 Concrete x2; Research: 30 x Research Paper
- StatFootprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 4
- PayoffCan hold very many resources and items.
- ProtectFirst-copy rare goods and current build materials.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Place it near the production core and split food, build goods, rare goods, and trade surplus.
building / storage / hauling / material / level / research / paper / footprint / cost- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 2 x 1 tiles; Needs town: No
- PayoffChest: build cost (free to build), 2x1 footprint in Romestead.
- 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 / chest / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffDrum: build cost (free to build), 1x1 footprint in Romestead.
- 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 / drum / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffLyre: build cost (free to build), 1x1 footprint in Romestead.
- 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 / lyre / footprint- Routecitizen housing
- RequirementLumber x2 Stone x2
- StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 1
- PayoffYour own home to furnish and decorate.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / empty / house / footprint / cost- Routecitizen housing
- RequirementLumber x4 Stone x2 Clay x2; Quest: The Giant Owl
- StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 2
- PayoffYour own home to furnish and decorate.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / empty / house / level / giant / owl / footprint / cost- Routecitizen housing
- RequirementLumber x4 Stone x2 Concrete x6 Brick x8; Research: 20 x Research Paper
- StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 3
- PayoffYour own home to furnish and decorate.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / empty / house / level / research / paper / footprint / cost- Routecitizen housing
- RequirementLumber x4 Stone x2 Marble x6; Research: 30 x Research Paper
- StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 4
- PayoffYour own home to furnish and decorate.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / empty / house / level / research / paper / footprint / cost- Routecitizen housing
- RequirementFree — no materials required.
- StatFootprint 2 x 3 tiles; Needs town: No
- PayoffCamping Tent: build cost (free to build), 2x3 footprint in Romestead.
- 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.
Build housing before recruiting more citizens, then check food storage and jobs before expanding again.
building / housing / citizen / camping / tent / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
- PayoffPoison Pot: build cost (free to build), 1x1 footprint in Romestead.
- 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 / poison / pot / footprint- Routestation unlock
- RequirementLumber x3 Stone x3 Clay x4; Quest: Declaration of War; Worker: Potter
- StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
- PayoffHouses a potter who can produce various goods with clay.
- ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.
building / crafting / station / unlock / pottery / declaration / war / potter / footprint / cost- Routestation unlock
- RequirementStone x4 Brick x3; Worker: Potter Upgrade level 1
- StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
- PayoffHouses a potter who can produce various goods with clay. Max potter rank increased to 10.
- ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
- CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.
Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.
building / crafting / station / unlock / pottery / level / potter / upgrade / footprint / cost- Routesettlement route
- RequirementLumber x8 Stone x6; Research: 30 x Research Paper; Worker: Sculptor
- StatFootprint 8 x 7 tiles; Build progress 200; Needs town: No
- PayoffA workshop where a Sculptor can create various artistic goods from stone and marble.
- 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 / sculptor / research / paper / footprint / cost- Routelate layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffDestroys a building or decoration and leaves some materials behind.
- 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 / decoration / late / layout / demolish / construction / footprint- Routenight defense
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffSelect a wall tile to be removed
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / remove / walls / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffRemove a construction site
- 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 / site / footprint- 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- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffSelect a road tile to be removed
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / remove / footprint- Routelate layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Needs town: No
- PayoffRemove a tree stub
- 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 / decoration / late / layout / remove / tree / stub / footprint- Routesettlement route
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffSmall Pot: build cost (free to build), 1x1 footprint in Romestead.
- 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 / small / pot / footprint- Routesettlement route
- RequirementStone x2
- StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
- PayoffA sharp surprise.
- 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 / spike / trap / footprint / cost- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffIncreases movement speed by 30%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / stone / road / upgrade / footprint- Routenight defense
- RequirementLumber x1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffA target dummy to test attacks against.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / target / dummy / footprint / cost- 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- Routelate layout
- RequirementStone x1
- StatFootprint 2 x 2 tiles; Needs town: No
- PayoffTest Decoration: build cost (1x Stone), 2x2 footprint in Romestead.
- 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 / decoration / late / layout / test / footprint / cost- Routelate layout
- RequirementStone x1
- StatFootprint 2 x 2 tiles; Needs town: No
- PayoffTest Decoration: build cost (1x Stone), 2x2 footprint in Romestead.
- 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 / decoration / late / layout / test / footprint / cost- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Current Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / dirt / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Current Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / grass / dry / plains / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Current Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / grass / plains / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Current Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / sand / desert / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Current Free Placeable Tall Grass - Plains Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / tall / grass / dry / plains / footprint- Routesettlement route
- RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Current Free
- StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
- PayoffChanges the grounds appearance
- 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 / placeable / tall / grass / plains / footprint- Routesettlement route
- RequirementStone x1 Lumber x1
- StatFootprint 2 x 2 tiles; Build progress 60; Needs town: No
- PayoffThe starting point for any new settlement.
- 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 / town / core / footprint / cost- Routeroads and layout
- RequirementFree — no materials required.
- StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
- PayoffIncreases movement speed by 30%
- 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.
Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.
building / decoration / roads / layout / town / stone / road / upgrade / footprint- Routenight defense
- RequirementConcrete x1
- StatFootprint 1 x 1 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall Corner: build cost (1x Concrete), 1x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / concrete / wall / corner / footprint / cost- Routenight defense
- RequirementConcrete x1
- StatFootprint 3 x 1 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall Horizontal: build cost (1x Concrete), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / concrete / wall / horizontal / footprint / cost- Routenight defense
- RequirementConcrete x1
- StatFootprint 1 x 3 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall Vertical: build cost (1x Concrete), 1x3 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / concrete / wall / vertical / footprint / cost- Routenight defense
- RequirementConcrete x1
- StatFootprint 3 x 1 tiles; Build progress 40; Needs town: No
- PayoffConcrete Wall: build cost (1x Concrete), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / concrete / wall / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall Corner: build cost (1x Marble), 1x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / marble / wall / corner / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 3 x 1 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall Horizontal: build cost (1x Marble), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / marble / wall / horizontal / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 1 x 3 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall Vertical: build cost (1x Marble), 1x3 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / marble / wall / vertical / footprint / cost- Routenight defense
- RequirementMarble x1
- StatFootprint 3 x 1 tiles; Build progress 50; Needs town: No
- PayoffMarble Wall: build cost (1x Marble), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / marble / wall / footprint / cost- Routenight defense
- RequirementStone x1
- StatFootprint 1 x 1 tiles; Build progress 30; Needs town: No
- PayoffStone Wall Corner: build cost (1x Stone), 1x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / stone / wall / corner / footprint / cost- Routenight defense
- RequirementStone x1
- StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
- PayoffStone Wall Horizontal: build cost (1x Stone), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / stone / wall / horizontal / footprint / cost- Routenight defense
- RequirementStone x1
- StatFootprint 1 x 3 tiles; Build progress 30; Needs town: No
- PayoffStone Wall Vertical: build cost (1x Stone), 1x3 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / stone / wall / vertical / footprint / cost- Routenight defense
- RequirementStone x1 Worship upgrades Higher tiers of Stone Wall are unlocked by spending worship points in a god's tree, not built directly. Stone Wall Vulcan · 1 p
- StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
- PayoffStone Wall: build cost (1x Stone), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / stone / wall / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 1 x 1 tiles; Build progress 24; Needs town: No
- PayoffWood Wall Corner: build cost (1x Lumber), 1x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / wood / wall / corner / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 3 x 1 tiles; Build progress 24; Needs town: No
- PayoffWood Wall Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / wood / wall / horizontal / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 1 x 3 tiles; Build progress 24; Needs town: No
- PayoffWood Wall Vertical: build cost (1x Lumber), 1x3 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / wood / wall / vertical / footprint / cost- Routenight defense
- RequirementLumber x1
- StatFootprint 3 x 1 tiles; Build progress 24; Needs town: No
- PayoffWood Wall: build cost (1x Lumber), 3x1 footprint in Romestead.
- 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 where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.
building / defense / night / wood / wall / footprint / cost- 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- 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- 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- 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- 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- 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- 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- 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- 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- Routesettlement route
- RequirementStone x4; Quest: The Moonstring
- StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
- PayoffA reusable water source, conveniently located wherever you want.
- 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 / well / moonstring / footprint / cost- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather x 1–2 Leather 20 % x 1 Raw Meat Cut x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / boar / check / weapon / match / leather / raw / meat / cut- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / deer / female / check / weapon / match / leather / cured / hide / raw- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / deer / male / check / weapon / match / leather / cured / hide / raw- Routedesert combat
- RequirementWeak to: —
- Stat35 HP; 3 armor
- PayoffDrop leads: Quadrans x 1–2 Flint Arrow 10 % x 1–10 Food Nuts 10 % x 2–3
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / grey / satyr / tiny / quadrans / flint / arrow / food / nuts- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat80 HP; 10 armor
- PayoffDrop leads: Mystic Potion 5 % x 1 Denarius 60 % x 1 Ember Cloth x 1–2
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / ceres / check / weapon / match / mystic / potion / denarius / ember- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat30 HP; 3 armor
- PayoffDrop leads: Mystic Potion 1 % x 1 Wool x 1–3
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / diana / check / weapon / match / mystic / potion / wool- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat55 HP; 3 armor
- PayoffDrop leads: Mystic Potion 4 % x 1 Linen x 1–2
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / mars / check / weapon / match / mystic / potion / linen- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat55 HP; 3 armor
- PayoffDrop leads: Mystic Potion 4 % x 1 Linen x 1–2
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / mercury / check / weapon / match / mystic / potion / linen- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat30 HP; 3 armor
- PayoffDrop leads: Mystic Potion 1 % x 1 Wool x 1–3
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / minerva / check / weapon / match / mystic / potion / wool- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat100 HP; 13 armor
- PayoffDrop leads: Mystic Potion 5 % x 1 Denarius 60 % x 2–4 Ethereal Fabric 0 % x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / orcus / check / weapon / match / mystic / potion / denarius / ethereal- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat100 HP; 13 armor
- PayoffDrop leads: Mystic Potion 6 % x 1 Denarius 60 % x 2–4 Ethereal Fabric 0 % x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / venus / check / weapon / match / mystic / potion / denarius / ethereal- Routecombat drop route
- RequirementWeak to: Check weapon match
- Stat80 HP; 10 armor
- PayoffDrop leads: Mystic Potion 5 % x 1 Denarius 60 % x 1 Ember Cloth x 1–2
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / magus / vulcan / check / weapon / match / mystic / potion / denarius / ember- Routevolcanic combat
- RequirementWeak to: Slashing & Piercing & Bludgeoning
- Stat10 HP; 0 armor
- PayoffUse this as a combat-read row before pushing the route.
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / potman / slashing / piercing / bludgeoning- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather x 2–5 Cured Hide x 1–2 Raw Meat Haunch x 2 Torn Pelts x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / white / deer / female / check / weapon / match / leather / cured / hide- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Leather x 2–4 Cured Hide x 1–3 Raw Meat Haunch x 2 Torn Pelts x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / white / deer / male / check / weapon / match / leather / cured / hide- Routeforest food and hide route
- RequirementWeak to: Check weapon match
- Stat20 HP; 0 armor
- PayoffDrop leads: Cured Hide x 1 Material Venison x 1
- ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
- CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.
Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.
creature / combat / drops / white / deer / check / weapon / match / cured / hide / material / venison- RouteMars and boss route
- Requirement1 Defeat Medusa
- StatNPC Rewards Aegis Weapon
- PayoffA blacksmith has warned you of the danger posed by Medusa, hiding somewhere in the desert. Slaying it is no simple challenge due to her stony gaze, a way to protect yourself from her...
- 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.
Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.
quest / medusa / lair / npc / rewards / aegis / weapon / blacksmith / has / warned / you / danger- 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- 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- 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- 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- 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- 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- 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- 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- Routecitizen settlement route
- Requirement1 Interact with a Citizen
- StatStory
- PayoffMost buildings require a citizen assigned to them in order to be able to do their jobs. Citizens can be found all across the world in some kind of shelter, or at the end...
- 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 / most / buildings / require / citizen / assigned / them / order- RouteMars and boss route
- Requirement1 Win a raid
- StatWorld Rewards Pottery Building
- PayoffYou've survived, warrior! Now you must seek true conquest, and you must instigate a battle. Use a Declaration of War and emerge victorious, and I shall know you are ready for the campaigns ahead.
- 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.
Use the quest as a route checkpoint, gather only what the panel asks for, and return before spending rare goods.
quest / declaration / war / world / rewards / pottery / building / you / survived / warrior / now / must- 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- RouteMinerva and altar route
- Requirement1 Offer Guardian's Eye
- StatWorld Rewards Logistics Tent Building Material Storage Building Blacksmith Building Carpenter's Workshop Building Empty House - Level 2 Building Material Storage - Level 2 Building Altar - Level 2 Building Feathered Hood Armor Feathered Armor Armor Feathered Boots Armor Feathered Effigy Consumable Cooked Scorpion Meat Food
- PayoffYou have been asked to slay the Giant Owl that circles above. Once this is done, take one of its eyes and offer it upon an altar. The altar you can make yourself 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 / giant / owl / world / rewards / logistics / tent / building / material / storage / blacksmith / carpenter- RouteMinerva and altar route
- Requirement1 Offer Granite Tooth
- StatWorld Rewards Brick Oven Building Carpenter's Workshop - Level 2 Building Altar - Level 3 Building Insula Building Tectonic Helmet Armor Tectonic Armor Armor Tectonic Boots Armor Tectonic Maul Weapon Tectonic Arcuballista Weapon Granite Effigy Consumable Declaration of War - The Gorgons War Declaration Salamander Jerky Food Phoenix Wing Food
- PayoffAs my memories return, so do my powers. I sense that an ancient creature long buried has awoken, hidden beneath the desert sands. It is familiar yet I cannot place it, yet even in...
- 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 / virgil / poem / world / rewards / brick / oven / building / carpenter / workshop / level / altar- 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- 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- 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- Routeboss route
- Requirement1 Hand in Phoenix Ash Sample
- StatNPC
- PayoffMy hunt for the Phoenix of Arabia has led me to you and this volcano. It has come to lay its egg which means it shall stay in this place until the egg hatches...
- 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.
Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.
quest / phoenix / arabia / npc / hunt / for / has / led / you / this / volcano / come- RouteVenus and food route
- Requirement1 Offer Amor Redivivus
- StatWorld Kind Fetch quest Rewards Beer Dolium Building
- PayoffWhile many thought only of their own survival, it was you that saved me from oblivion. I owe you a debt, darling, but I would impose on your generous nature once more. I have...
- 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 / scent / memory / world / kind / fetch / rewards / beer / dolium / building / while / many- RouteVenus and food route
- Requirement1 Offer 10x Grapes 2 Offer 5x Beer 3 Offer Drum 4 Offer Lyre
- StatWorld Rewards Wine Dolium Building
- PayoffWhere there is no wine, there is no love. I would share the former so the latter may blossom, but you must do something for me first. Offer to me grapes from the vine...
- 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 / vino / veritas / world / rewards / wine / dolium / building / where / there / love / would- 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- Routegear route
- RequirementSearch the full item database before spending.
- StatTier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 62.5
- PayoffA simple roman tunic.
- 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 / armor / civilian / tunic / vulcan- Routegear route
- RequirementSearch the full item database before spending.
- StatTier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 52.5
- PayoffSandals — Armor in Romestead.
- 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 / armor / sandals / vulcan- 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- Routegear route
- RequirementSearch the full item database before spending.
- StatTier 2; Stack 1; Sell 50 Quadrans; Offering Mercury + 42
- PayoffDecayed Pinecone — Trinket in Romestead, tier 2.
- 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 / trinket / decayed / pinecone / mercuryNo matching lookup row. Clear search, widen filters, or turn off saved-only.
Store the first Fish and Eel copies before cooking or selling the route.
Search food, Garum, Empty Pot, Olive Oil, Flour, source clues, recipes, and known food-chain uses.
Pot supply can decide whether fish becomes useful food or a stalled recipe chain.
- InputsCatch route or 150-coin market buy listing
- KeepStore first Fish before Garum, Bakery, or boss food
- StationGarum Dolium / Bakery route
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 1 50; Sell: 30
- SourcesPlains Merchant level 2; Forest Merchant level 2
- Used to makeDeep Fried Fish, Minutal Ex Praecoquis, Garum
- DetailUsed in: Garum
- DetailUsed in: Deep Fried Fish
- DetailUsed in: Minutal Ex Praecoquis
- DetailStill needs in-save check: spot, bait, catch rate
Garum, Deep Fried Fish, Minutal Ex Praecoquis, and emergency food checks.
Use the 150-coin market listing as a buy-price check, not a guaranteed sell value.Confirm the sell value and water spot in your build before planning a profit route.- InputsCatch route or 150-coin market buy listing
- KeepStore first Eel until recipes and trade value are checked
- StationFood storage / cooking tests
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 1 50; Sell: 30
- SourcesPlains Merchant level 3; Forest Merchant level 3
- Used to makeNo known recipe use
- DetailBest use now: first-copy storage
- DetailStill needs in-save check: spot, bait, catch rate, recipe use
- DetailDo not export: before a current-build recipe check
Food, recipe, or trade check after first copy is stored.
Use the 150-coin market listing as a buy-price check until your save confirms trade value.Exact catch spot and recipe use need current-build verification.- Inputs3 Clay station cost
- KeepBuild after Fish and Empty Pot supply are repeatable
- StationCosts 3 Clay
- DetailPurpose: create Garum from fish
- DetailInput pressure: Fish and Empty Pot
- DetailSupport resource: Clay for pot supply
- DetailRoute lead: after Cyclops, Ceres quest, 5 Scorpion Skewers, 5 Mortuum Sauce with Bread
Turns Fish and Empty Pot into Garum.
Useful after fish supply and Empty Pot supply are stable; the later Fish Sauce Vat route should be checked after Cyclops and Ceres progress.Build it only if fish is repeatable enough to feed the chain; confirm Fish Sauce Vat naming and unlock steps in your current build.- Inputs1 Fish Empty Pot
- KeepKeep a small citizen-food buffer before exporting
- StationCitizen Work Order; level 1; 1 progress; yields 1
- StatsTier 2; Stack 60; Material Value: 2 50; Sell: 50
- SourcesRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeIsicia Marina, Gustum de Praecoquis, Isicia Omentata +6 more
- DetailRecipe: 1 Fish + 1 Empty Pot
- DetailStation: Garum Dolium
- DetailCitizen food: 2
Material and citizen food route.
Citizen Food 2.Check whether your town needs citizen food more than raw emergency food.- Inputs1 Flour
- KeepKeep a citizen-food buffer before spending Bread on quests or trade
- StationBakery; level 1; 30 progress; 3 XP; yields 1
- StatsRestores 15 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 1; Stack 40; Food Value: 40; Sell: 8
- SourcesRecipe via Bakery, worker level 1, yields 1
- Used to makeMoretum and Bread, Isicia Omentata
- DetailConsume: restores 15 health
- DetailWell Fed: heals 60 health over 10 minutes
- DetailCitizen food: 6
- DetailSell price: 8
Core citizen food and stable settlement food route that supports longer fishing or boss sessions.
Restores 15 health, Well Fed, Citizen Food 6, Sell Price 8.Bread is not a fishing output, but it is the baseline food route fish dishes should beat before they take pots or Bakery time.- Inputs1 Wheat Empty Pot
- KeepDo not drain Empty Pots if Garum, Olive Oil, or Wine are higher priority
- StationCitizen Work Order; level 1; 1 progress; yields 1
- StatsRestores 20 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 50; Sell: 10
- SourcesRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeNo known recipe use
- DetailRecipe: 1 Wheat + 1 Empty Pot
- DetailConsume: restores 20 health
- DetailWell Fed: heals 60 health over 10 minutes
- DetailCitizen food: 1
- DetailSell price: 50
Pot-competing food and drink route that can affect whether fish processing is worth starting.
Sell Price 50, restores 20 health, Well Fed, Citizen Food 1.Beer competes with Garum and Olive Oil for Empty Pots, so use it as a bottleneck check in the fish-food chain.- Inputs1 Olive Paste Empty Pot
- KeepKeep enough Olive Oil for Deep Fried Fish only after pot supply is stable
- StationCitizen Work Order; level 1; 1 progress; yields 1
- StatsTier 1; Stack 60; Material Value: 2 50; Sell: 50
- SourcesRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeGlobi, Deep Fried Fish, Moretum and Bread +5 more
- DetailRecipe: 1 Olive Paste + 1 Empty Pot
- DetailUsed in: Deep Fried Fish
- DetailUsed in: Globi
- DetailCompetes for: Empty Pot
Support ingredient for Deep Fried Fish and other Bakery recipes.
Material price 250; made through a pot-based oil route.Olive Oil can look like a profit route, but it can also block Garum, Beer, or Wine if pots are scarce.- InputsGrapes
- KeepHold paste until Wine, Bakery, or trade needs are clear
- StationManual Mill or Watermill
- DetailCrafted at: Manual Mill
- DetailCrafted at: Watermill
- DetailUsed in: Wine
- DetailSell price: 7
Support material for Wine and mid-game food economy routes.
Sell Price 7.Grape Paste supports food economy, but it should not take priority over Wheat and Bread while citizens are unstable.- Inputs1 Grape Paste Empty Pot
- KeepSave first Wine before gifting, trade, or food experiments
- StationCitizen Work Order; level 1; 1 progress; yields 1
- StatsRestores 25 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 1; Sell: 20
- SourcesRecipe via Citizen Work Order, worker level 1, yields 1; Pyzifax World drop
- Used to makeIsicia Omentata, Patina de Malis
- DetailInput pressure: Grapes and Empty Pot
- DetailGift effect to verify: +2 happiness
- DetailLoyalty effect to verify: +5%
- DetailWork tradeoff to verify: -1 efficiency
Food-economy and happiness route that competes for Grapes and Empty Pots.
Gift route to test: +2 happiness, +5% loyalty gain, and -1 efficiency.Use Wine as a support route, not a first food solution; confirm unlock and gift behavior in your current build.- Inputs1 Fish; 2 Olive Oil
- KeepUse only after Fish, Olive Oil, pots, and Bakery access are stable
- StationBakery; level 2; 25 progress; 12 XP; yields 1
- StatsRestores 10 health Heals 15 health over 5 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 2, yields 1
- Used to makeNo known recipe use
- DetailRecipe: 1 Fish + 2 Olive Oil
- DetailConsume: restores 10 health
- DetailBuff: Crit Chance +4%
- DetailCitizen food: 10
Cooked fish route with crit chance and strong citizen-food value.
Restores 10 health, Crit Chance +4%, Citizen Food 10.Olive Oil competes for Empty Pot supply, so this can starve Garum, Wine, or other pot routes.- Inputs1 Dates Garum; 4 Strange crab Meat Honey
- KeepSave for stronger sessions only after Garum and Bakery routing are stable
- StationBakery; level 3; 60 progress; 25 XP; yields 1
- StatsRestores 25 health Heals 10 health over 5 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 3, yields 1; Pyzifax World drop 400 HP
- Used to makeNo known recipe use
- DetailBakery listing: Job Lv.3
- DetailHeal: 25
- DetailEat time: 160s
- DetailPrice: 250
- DetailDescription: crab cakes with salad and garum dressing
Garum-linked Bakery dish and higher-value cooked route.
25 heal, 160s eat time, price 250, crafted at Bakery.Stats and description are useful for planning, but exact ingredient quantities still need work-order confirmation.- Inputs5 Apricot Honey Mint Garum
- KeepUse after Apricot, Mint, Honey, and Garum are repeatable
- StationBakery; level 3; 60 progress; 22 XP; yields 1
- StatsRestores 10 health Heals 15 health over 10 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 3, yields 1
- Used to makeNo known recipe use
- DetailHeal: 10
- DetailEat time: 170s
- DetailPrice: 250
- DetailIngredients named in description: apricot, mint, garum, honey
Garum-linked Bakery dish that connects seed planning to fish-sauce routing.
10 heal, 170s eat time, price 250, crafted at Bakery.Treat ingredient wording as a planning guide until the Bakery work order confirms exact quantities.- Inputs2 Raw Meat Haunch Garum Wine Bread
- KeepPlan only after Wine, Bread, Garum, and meat supply are stable
- StationBakery; level 4; 60 progress; 24 XP; yields 1
- StatsRestores 10 health Heals 60 health over 10 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 4, yields 1
- Used to makeNo known recipe use
- DetailHeal: 10
- DetailEat time: 170s
- DetailPrice: 250
- DetailDescription: meat, wine-soaked bread, and garum, rolled up and fried
Late Bakery dish that links fish sauce, wine, bread, and meat routes.
10 heal, 170s eat time, price 250, crafted at Bakery.Useful as a route connector, but exact work-order inputs still need current-build confirmation.- Inputs1 Pine Nuts Bread Cheese Olive Oil
- KeepCompare with plain Bread before spending Bakery time
- StationBakery; level 4; 60 progress; 23 XP; yields 1
- StatsRestores 15 health Heals 40 health over 8 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 4, yields 1
- Used to makeNo known recipe use
- DetailDescription: cheese spread eaten with Bread
- DetailCrafted at: Bakery
- DetailPrice: 250
- DetailLikely heal row: 15
Bread upgrade candidate when cheese and Bakery capacity are available.
Price 250, with a 15-heal Bakery row to verify in the work order.Use as a Bakery comparison row; exact ingredient quantities and final heal should be checked in the work order.- Inputs1 Wood Stick
- KeepKeep a small Cheese stack before spending it on Bakery tests
- StationBakery; level 1; 1 progress; 500 XP; yields 1
- StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 30; Sell: 6
- SourcesRecipe via Bakery, worker level 1, yields 1; Goat Female Creature
- Used to makeGlobi, Libum, Moretum and Bread +1 more
- DetailSource: Market
- DetailSource: Goats
- DetailConsume: restores 5 health
- DetailCitizen food: 2
- DetailSell price: 6
Support food, citizen food, and a Moretum and Bread ingredient route.
Restores 5 health, Citizen Food 2, Sell Price 6.Cheese is not a fishing output, but it supports the same food-chain decisions that compete with fish and Garum.- Inputs1 Raw Scorpion Meat Apricot Honey; 2 Coriander Wood Stick
- KeepReserve for food testing and Fish Sauce Vat unlock checks before routine feeding
- StationBakery; level 3; 80 progress; 36 XP; yields 1
- StatsRestores 30 health Heals 15 health over 5 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 3, yields 1
- Used to makeNo known recipe use
- DetailBakery listing: Job Lv.3
- DetailHeal: 30
- DetailEat time: 170s
- DetailPrice: 250
- DetailDescription: juicy scorpion meat glazed with apricots
Bakery food and possible Fish Sauce Vat unlock input after Cyclops.
30 heal, 170s eat time, price 250, crafted at Bakery.If Fish Sauce Vat or a Ceres objective asks for Scorpion Skewers, verify the count before cooking the last batch.- Inputs2 Apple; 2 Raw Meat Cut Honey Mint Garum
- KeepUse after Apple and meat routes are stable
- StationBakery; level 5; 80 progress; 32 XP; yields 1
- StatsRestores 20 health Heals 56 health over 8 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 5, yields 1
- Used to makeNo known recipe use
- DetailBakery listing: Job Lv.5
- DetailHeal: 20
- DetailEat time: 170s
- DetailPrice: 250
- DetailDescription: hearty stew made from pork and apples
Mid-late Bakery food that compares against fish and Garum-heavy boss food.
20 heal, 170s eat time, price 250, crafted at Bakery.This is not a fishing dish, but it belongs in the food-chain comparison because it can beat weak fish routes if meat and apples are easier.- Inputs4 Apple; 2 Egg Honey Wine Pine Nuts Garum
- KeepCompare with Bread, Cheese, and fish dishes before spending Bakery capacity
- StationBakery; level 5; 120 progress; 44 XP; yields 1
- StatsRestores 25 health Heals 70 health over 10 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- SourcesRecipe via Bakery, worker level 5, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP
- Used to makeNo known recipe use
- DetailBakery listing: Job Lv.5
- DetailHeal: 25
- DetailEat time: 170s
- DetailPrice: 250
- DetailDescription: sweet and sour spiced apple pudding
Apple-based Bakery food for comparing non-fish routes against Garum-heavy meals.
25 heal, 170s eat time, price 250, crafted at Bakery.Use as a food-chain comparison row; exact ingredient quantities need current-build confirmation.- Inputs5 Olives Olive Oil Cheese; 1 Flour; 2 Sausage
- KeepPlan only after Bread, Bakery, and ingredient storage are stable
- StationBakery; level 6; 80 progress; 32 XP; yields 1
- StatsRestores 10 health Heals 120 health over 8 seconds > Gain Well Fed; Tier 3; Stack 20; Food Value: 6; Sell: 1 20
- SourcesRecipe via Bakery, worker level 6, yields 1
- Used to makeNo known recipe use
- DetailBakery listing: Job Lv.6
- DetailHeal: 10
- DetailEat time: 170s
- DetailPrice: 600
- DetailDescription: variety of ingredients spread on dough and cooked in an oven
Late Bakery comparison row that helps decide whether fish routes are worth the same station time.
10 heal, 170s eat time, price 600, crafted at Bakery.Use the description for planning, then confirm exact work-order ingredients in-game.- Inputs2 Raw Meat Cut Fish Bay Leaf Garum; 2 Yellow Onion Apricot
- KeepReserve for boss attempts only if the ingredient chain is stable
- StationBakery; level 6; 120 progress; 42 XP; yields 1
- StatsRestores 25 health Heals 80 health over 8 seconds > Gain Well Fed; Tier 3; Stack 20; Food Value: 6; Sell: 1 20
- SourcesRecipe via Bakery, worker level 6, yields 1
- Used to makeNo known recipe use
- DetailConsume: restores 25 health
- DetailWell Fed: heals 60 health over 10 minutes
- DetailRegeneration: heals 80 over 8 seconds
- DetailResistance: +30% Necro and +100% Curse for 15 minutes
- DetailCitizen food: 10
Boss-prep food and citizen support.
Restores 25 health, Well Fed, Regeneration, Minor Necrotic Resistance, Citizen Food 10.Strong on paper, but it needs several ingredient routes to be practical.- Inputs5 Clay
- KeepKeep pots before starting Garum batches
- StationPottery; level 1; 40 progress; 30 XP; yields 5
- StatsTier 1; Stack 60; Material Value: 10; Sell: 2
- SourcesRecipe via Pottery, worker level 1, yields 5; Merchant level 2
- Used to makeBeer, Olive Oil, Garum +2 more
- DetailUsed in: Garum
- DetailUsed in: Olive Oil
- DetailCompetes with: Beer, Wine, oil, and fish processing
- DetailSell price: 2
Required with Fish for Garum.
Sell Price 2; buy prices may differ by market state.A fish route can stall if pots are not stocked, especially when Beer, Wine, or Olive Oil also need them.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 2; Stack 100; Food Value: 2 50; Sell: 50
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesPyzifax World drop 400 HP
- Used to makeNo known recipe use
- StatsTier 2; Stack 100; Food Value: 1 50; Sell: 30
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesPyzifax World drop 400 HP
- Used to makeNo known recipe use
- StatsTier 2; Stack 100; Food Value: 1 50; Sell: 30
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesVP Volcanic Phoenix Boss Creature 1000 HP
- Used to makeNo known recipe use
- StatsTier 3; Stack 100; Food Value: 6; Sell: 1 20
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesVP Volcanic Phoenix Boss Creature 1000 HP
- Used to makeNo known recipe use
- StatsTier 3; Stack 100; Food Value: 20; Sell: 4
- InputsCheck current save
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Blessed by the Nitrodi nymphs, the hot springs have the capability to mend wounds.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makePoisoned Arrow, Poison Pot
- StatsTier 2; Stack 100; Food Value: 1 50; Sell: 30
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 3; Stack 100; Food Value: 5; Sell: 1
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 3; Stack 100; Food Value: 6; Sell: 1 20
- InputsCheck current save
- Save checkUsable route lead
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Used by Venus to avoid conflicts, this perfume is so strong and delightful that no foe dare raise arms.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 30 health Heals 150 health over 10 seconds > Gain Well Fed; Tier 3; Stack 20; Food Value: 6; Sell: 1 20
- InputsCheck current save
- Save checkUsable route lead
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
This cloudlike food is consumed by the gods.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 70 health Heals 40 health over 5 seconds; Tier 2; Stack 40; Food Value: 6; Sell: 1 20
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeGustum de Praecoquis, Scorpion Skewers, Minutal Ex Praecoquis
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 50; Sell: 10
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeEmperor's Salad, Minutal Matianum, Patina de Malis
- StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 12; Sell: 2
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesBlackberry Crop cultivated 1-2 100%; Blackberry Crop wild 3-4 100%
- Used to makeBerry Crostata
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesWhite Currant Crop cultivated 1-2 100%; White Currant Crop wild 3-4 100%
- Used to makeBerry Crostata
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesRed Currant Crop cultivated 1-2 100%; Red Currant Crop wild 3-4 100%
- Used to makeBerry Crostata
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 3; Sell: 1
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCabbage Crop cultivated 1-1 100%; Cabbage Crop wild 1-1 100%
- Used to makeEmperor's Salad
- StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 10; Sell: 2
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesBush Crab Creature; Rock Crab Creature
- Used to makeIsicia Marina
- StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 50; Sell: 10
- InputsCheck current save
- Save checkUsable route lead
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Used as a material in potion-making.- RecipeNo recipe listed
- SourcesPlains Merchant level 1; Forest Merchant level 1
- Used to makeDulcia Domestica, Isicia Marina, Phoenix And Olives
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 50; Sell: 10
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeBakery; level 1; 60 progress; 20 XP; yields 1
- SourcesRecipe via Bakery, worker level 1, yields 1
- Used to makeNo known recipe use
- StatsRestores 15 health Heals 20 health over 5 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- Inputs2 White Currant; 2 Red Currant; 1 Flour; 2 Blackberry
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
A delightful tart, filled with creamy cheese and berries.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 20 health Heals 80 health over 8 seconds > Gain Well Fed; Tier 3; Stack 20; Food Value: 6; Sell: 1 20
- InputsCheck current save
- Save checkUsable route lead
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
A wide spread of the creatures of the world, grilled to perfection.- RecipeBakery; level 2; 40 progress; 17 XP; yields 1
- SourcesRecipe via Bakery, worker level 2, yields 1
- Used to makeNo known recipe use
- StatsRestores 20 health Heals 8 health over 4 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- Inputs1 Pine Nuts Honey Dates
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Sweet stuffed dates, filled with nuts and honey.- RecipeNo recipe listed
- SourcesVulture Creature; Bird Creature
- Used to makePatina de Malis, Patina de Piris
- StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 10; Sell: 2
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeBakery; level 1; 60 progress; 20 XP; yields 1
- SourcesRecipe via Bakery, worker level 1, yields 1
- Used to makeNo known recipe use
- StatsRestores 10 health Heals 30 health over 10 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- Inputs2 Apple; 3 Olives; 1 Cabbage; 3 Pine Nuts
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
A collection of nature's bounties.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 70 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 3; Stack 20; Food Value: 6; Sell: 1 20
- InputsCheck current save
- Save checkUsable route lead
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Like your journey, it is a mix of all experiences across the world, with a drizzle of garum on top.- RecipeBakery; level 1; 60 progress; 24 XP; yields 1
- SourcesRecipe via Bakery, worker level 1, yields 1
- Used to makeNo known recipe use
- StatsRestores 18 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- Inputs1 Flour Honey Cheese Olive Oil
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Fried dough balls from cheese and semolina, coated in honey.- RecipeNo recipe listed
- SourcesGrapes Crop cultivated 1-2 100%; Grapes Crop wild 1-1 100%
- Used to makeBedouin Cloak, Grape Paste
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 8; Sell: 2
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeBakery; level 2; 60 progress; 22 XP; yields 1
- SourcesRecipe via Bakery, worker level 2, yields 1
- Used to makeNo known recipe use
- StatsRestores 5 health Heals 40 health over 8 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- Inputs1 Flour Honey Cheese Bay Leaf
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
A sweet and soft cake served with a drizzle of honey.- RecipeCitizen Work Order; level 1; 1 progress; yields 1
- SourcesRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeNo known recipe use
- StatsRestores 40 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 1; Sell: 20
- Inputs1 Honey Empty Pot
- Save checkCheck exact current-save values
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.- RecipeBakery; level 1; 15 progress; 7 XP; yields 1
- SourcesRecipe via Bakery, worker level 1, yields 1
- Used to makeGlobi, Dulcia Domestica, Libum +8 more
- StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 40; Food Value: 1; Sell: 20
- Inputs3 Honey Comb
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 12 health Heals 24 health over 8 seconds > Gain Well Fed; Tier 1; Stack 100; Food Value: 1; Sell: 20
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesNeutral Satyr Creature; Grey Satyr Brute Creature
- Used to makeNo known recipe use
- StatsRestores 10 health Heals 15 health over 5 seconds > Gain Well Fed; Tier 1; Stack 100; Food Value: 80; Sell: 16
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesGrey Satyr Tent World drop
- Used to makeNo known recipe use
- StatsRestores 15 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 1; Stack 100; Food Value: 40; Sell: 8
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeBakery; level 7; 80 progress; 41 XP; yields 1
- SourcesRecipe via Bakery, worker level 7, yields 1
- Used to makeNo known recipe use
- StatsRestores 40 health Heals 20 health over 4 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- Inputs2 Raw Salamander Meat; 2 Raw Phoenix Wing; 2 Coriander Olive Oil Garum
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
A spicy stew, filled with the bounty of the volcano.- RecipeNo recipe listed
- SourcesChanterelle Mushroom Crop cultivated 1-1 100%; Chanterelle Mushroom Crop wild 2-3 100%
- Used to makeMushroom Skewer
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesBoletus Mushroom Crop cultivated 1-1 100%; Boletus Mushroom Crop wild 2-3 100%
- Used to makeMushroom Skewer
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesPoison Mushroom Crop cultivated 1-1 100%; Poison Mushroom Crop wild 2-3 100%
- Used to makeNo known recipe use
- StatsTier 1; Stack 100; Food Value: 1; Sell: 0
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeBakery; level 1; 40 progress; 15 XP; yields 1
- SourcesRecipe via Bakery, worker level 1, yields 1
- Used to makeNo known recipe use
- StatsRestores 16 health Heals 8 health over 4 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 2 50; Sell: 50
- Inputs2 Boletus Mushroom; 1 Wood Stick; 2 Chanterelle Mushroom
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Perfectly grilled mushrooms, served on a spit.- RecipeNo recipe listed
- SourcesPlains Merchant level 1; Forest Merchant level 1
- Used to makeSausage, Minutal Ex Praecoquis
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 50; Sell: 10
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 35 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 1; Stack 40; Food Value: 40; Sell: 8
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 35 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 1; Stack 40; Food Value: 40; Sell: 8
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesOlives Crop cultivated 1-3 100%
- Used to makeEmperor's Salad, Pinsa, Phoenix And Olives +1 more
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 5; Sell: 1
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 35 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 1; Stack 40; Food Value: 40; Sell: 8
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeBakery; level 9; 120 progress; 47 XP; yields 1
- SourcesRecipe via Bakery, worker level 9, yields 1
- Used to makeNo known recipe use
- StatsRestores 50 health Heals 20 health over 4 seconds > Gain Well Fed; Tier 3; Stack 20; Food Value: 6; Sell: 1 20
- Inputs4 Pear Garum; 2 Egg Honey Cumin Piracium
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
A fresh pear pudding, topped with pepper corns.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makePatina de Piris
- StatsRestores 5 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 8; Sell: 2
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 35 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 2; Stack 40; Food Value: 7; Sell: 1 40
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeBakery; level 7; 175 progress; 72 XP; yields 1
- SourcesRecipe via Bakery, worker level 7, yields 1
- Used to makeNo known recipe use
- StatsRestores 36 health Heals 24 health over 8 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 3 50; Sell: 70
- Inputs10 Olives Pepper Corns Mint
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Phoenix meat fried with olives in a sauce of spices, honey, dates, and garum.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeEmperor's Salad, Dulcia Domestica, Moretum and Bread +1 more
- StatsRestores 3 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 10; Sell: 2
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesPlains Merchant level 3; Forest Merchant level 3
- Used to makeNo known recipe use
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 100; Food Value: 2; Sell: 40
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makePatina de Piris
- StatsRestores 50 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 2 50; Sell: 50
- InputsCheck current save
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesEngineer Creature; Master Engineer Creature
- Used to makeNo known recipe use
- StatsRestores 20 health Heals 32 health over 8 seconds > Gain Well Fed; Tier 2; Stack 40; Food Value: 3 50; Sell: 70
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeBakery; level 7; 60 progress; 24 XP; yields 1
- SourcesRecipe via Bakery, worker level 7, yields 1
- Used to makeNo known recipe use
- StatsRestores 40 health Heals 60 health over 10 seconds > Gain Well Fed; Tier 2; Stack 20; Food Value: 3 50; Sell: 70
- Inputs1 Raw Salamander Meat; 2 Coriander Pepper Corns Olive Oil
- Save checkCheck exact current-save values
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
Spicy Salamander cooked with herbs, roasted over lava.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 16 health Heals 24 health over 8 seconds > Gain Well Fed; Tier 2; Stack 40; Food Value: 2 50; Sell: 50
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 40; Food Value: 10; Sell: 2
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesPyzifax World drop 400 HP; Merchant level 6
- Used to makeNo known recipe use
- StatsTier 2; Stack 100; Food Value: 10; Sell: 2
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeBakery; level 1; 20 progress; 4 XP; yields 1
- SourcesRecipe via Bakery, worker level 1, yields 1
- Used to makePinsa
- StatsRestores 18 health Heals 0 health over 0 seconds > Gain Well Fed; Tier 1; Stack 40; Food Value: 1 50; Sell: 30
- Inputs1 Raw Small Game Meat Yellow Onion
- Save checkUsable route lead
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 2; Stack 100; Food Value: 12; Sell: 2 40
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesVP Volcanic Phoenix Boss Creature 1000 HP
- Used to makeNo known recipe use
- StatsTier 3; Stack 100; Food Value: 18; Sell: 3 60
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 2; Stack 100; Food Value: 14; Sell: 2 80
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 3; Stack 100; Food Value: 21; Sell: 4 20
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesMerchant level 4
- Used to makeNo known recipe use
- StatsTier 1; Stack 100; Food Value: 3; Sell: 60
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 3; Stack 100; Food Value: 24; Sell: 4 80
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 1; Stack 100; Food Value: 3 60; Sell: 72
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 4; Stack 100; Food Value: 30; Sell: 6
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 1; Stack 100; Food Value: 4 20; Sell: 84
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 4; Stack 100; Food Value: 42; Sell: 8 40
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 5; Stack 100; Food Value: 60; Sell: 12
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 4; Stack 100; Food Value: 36; Sell: 7 20
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 5; Stack 100; Food Value: 72; Sell: 14 40
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 5; Stack 100; Food Value: 84; Sell: 16 80
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesMinerva Projection Creature 9999 HP
- Used to makeNo known recipe use
- StatsTier 4; Stack 100; Food Value: 7; Sell: 1 40
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesVP Volcanic Phoenix Boss Creature 1000 HP
- Used to makeNo known recipe use
- StatsTier 4; Stack 100; Food Value: 7; Sell: 1 40
- InputsCheck current save
- Save checkCheck exact current-save values
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.- RecipeNo recipe listed
- SourcesCheck current save
- Used to makeNo known recipe use
- StatsTier 2; Stack 100; Food Value: 2 50; Sell: 50
- InputsCheck current save
- Save checkUsable route lead
Use for food-chain planning: recipe value, citizen support, travel food, or boss prep.
A vile concoction brewed by cultists of Orcus to protect themselves against The Fallen hordes.- RecipeCitizen Work Order; level 1; 4 progress; yields 1
- SourcesRecipe via Citizen Work Order, worker level 1, yields 1; Recipe via Citizen Work Order, worker level 1, yields 1
- Used to makeBread, Berry Crostata, Globi +2 more
- StatsTier 1; Stack 60; Material Value: 15; Sell: 3
- Inputs1 Wheat
- Save checkUsable route lead
Protect it until you check 5 known uses.
For materials, check source, recipe chain, and known uses before exporting or crafting.No matching fish or food row. Clear search or widen the filter.
Romestead fishing should support the settlement, not distract from it. If you searched for Romestead fish or Romestead fishing, start with one question: does this catch feed players, feed citizens, unlock Garum or Bakery food, support boss prep, or create safe trade goods? Use the table below before turning every Fish, Eel, or Empty Pot into food.
For the wider food loop, use Best Seeds for crop pressure, Crafting for pots and station inputs, and Trading Post before surplus food moves between settlements. When a food name or ingredient chain is the blocker, use the Romestead Item Database to search the wider food rows.
Current-build note: Use the fish and food-chain rows for Garum, Bread, Beer, Cheese, Olive Oil, Wine support, Bakery dishes, Empty Pot pressure, and boss-prep food planning. Check Fish/Eel water spots, bait, catch rates, and Bakery work-order quantities in your own save before spending rare catches or pots.
Quick Answer
Fish close to safety first. Confirm the water spot, catch result, storage route, cooking use, citizen value, and pot supply before planning a long fishing route. Fish can feed Garum, Deep Fried Fish, Garum-linked Bakery dishes, and stronger boss-prep food, but only if the route is repeatable and the town has storage.
| You caught or found | Best first move | Avoid |
|---|---|---|
| Fish | Store a first stack, then check Garum, Deep Fried Fish, and Minutal Ex Praecoquis | Cooking every catch before pot supply is stable |
| Eel | Save first copies until a clear recipe or trade use appears | Treating it as ordinary sell stock too early |
| Empty Pot | Count Beer, Wine, Olive Oil, and Garum pressure before spending | Letting one food chain drain every container |
| Garum route | Check Fish, pot, Dolium, and Bakery needs together | Building the chain without repeatable Fish |
| Boss-prep food | Compare buffs, healing, and ingredient pressure | Burning rare ingredients for a weak route |
How To Read The Fish Database
| Field | What it means in a save |
|---|---|
| Stage | Where the row fits: first catch, processing, citizen food, Bakery dish, boss-prep meal, or support item |
| Needed first | The item, station, market buy, or ingredient chain that turns the catch into a useful route |
| Keep | What should stay in storage before you turn fish into food, trade, or recipes |
| Station | The place or route that turns the fish row into something more useful |
| Detail | Food value, health, buff, recipe, or route caution |
Start with First catch if you only need Fish or Eel. Switch to Citizen food, Bakery, or Boss prep only after the town has pots, Bread, Bakery access, and enough farm food to avoid draining the whole settlement.
Fish Data To Check First
| Row | Current useful data | Why it matters |
|---|---|---|
| Fish | Used for Garum, Deep Fried Fish, and Minutal Ex Praecoquis; exact spot and catch-rate data is still missing | Good first search term and storage target |
| Eel | Treat as a first-copy storage row until a current recipe or trade use is confirmed | Store first copies before treating it as trade |
| Garum Dolium | Turns fish into Garum; build only when Fish and Empty Pot supply are stable | Makes fishing useful for more than raw food |
| Garum | Made from 1 Fish and 1 Empty Pot; useful as Citizen Food 2 | Good citizen-food check if pots are stable |
| Bread | 15 health, Well Fed, Citizen Food 6, and Sell Price 8 | Baseline food route that fish dishes should beat before taking pots |
| Beer | Uses 1 Wheat and 1 Empty Pot; 20 health, Well Fed, Citizen Food 1, Sell Price 50 | Shows why pot supply matters before Garum or Olive Oil |
| Olive Oil / Grape Paste / Wine | Pot and mill routes that compete with fish processing | Support rows for Deep Fried Fish and broader food economy |
| Deep Fried Fish | Uses 1 Fish and 2 Olive Oil; 10 health, Crit Chance +4%, and Citizen Food 10 | Strong cooked route after Olive Oil and pot supply are stable |
| Isicia Marina | Crab cakes with garum dressing, 25 heal, 160s eat time, price 250, Bakery | Strong Garum-linked Bakery row |
| Scorpion Skewers | Bakery Job Lv.3; 30 heal, 170s eat time, price 250 | Useful food row and possible Fish Sauce Vat unlock check |
| Gustum de Praecoquis | Apricot, mint, garum, and honey route; 10 heal, 170s eat time, price 250, Bakery | Connects seed planning to fish sauce |
| Isicia Omentata | Meat, wine-soaked bread, and garum route; 10 heal, 170s eat time, price 250, Bakery | Connects Wine, Bread, and Garum routes |
| Cheese | Market or Goat source; 5 health, Citizen Food 2, Sell Price 6 | Supports Moretum and Bread and gives a non-fish food comparison |
| Minutal Matianum | Bakery Job Lv.5; pork and apple stew, 20 heal, 170s eat time, price 250 | Helps compare apple/meat food against fish routes |
| Patina de Malis | Bakery Job Lv.5; spiced apple pudding, 25 heal, 170s eat time, price 250 | Another non-fish Bakery route that can beat weak fishing output |
| Pinsa | Bakery Job Lv.6; dough and mixed ingredients, 10 heal, 170s eat time, price 600 | Late Bakery comparison row before spending fish and Garum |
| Minutal Ex Praecoquis | Meat, fish, vegetables, and apricot stew; 25 health, Well Fed, Regeneration, resistance, and Citizen Food 10 | Stronger boss-prep candidate, but ingredient-heavy |
| Empty Pot | Required for Garum and Olive Oil, and competes with Beer, Wine, oil, and fish processing | A fishing chain can stall if pots are spent elsewhere |
Food-Chain Checks Worth Using
Do not invent extra fish species, bait, spots, or catch rates just to fill a table. The safest extra value is the food chain around fishing: Bakery rows, Market food, and pot-heavy station unlocks.
| Player check | Why it matters |
|---|---|
| Extra food-chain rows | Cheese, Scorpion Skewers, Minutal Matianum, Patina de Malis, and Pinsa are useful comparison rows before spending fish |
| Garum route caveat | Garum Dolium is tied to the Fish Sauce Vat route, so confirm the station before committing pots |
| Pot bottleneck | Empty Pot competes with Market, Pottery, Garum, Beer, Wine, and Olive Oil needs |
| Search filters | Filter Cheese, Fish Sauce route, and Pottery-related rows when planning a food chain |
First Fishing Route
| Step | What to check | Why |
|---|---|---|
| Find safe water | Distance from settlement, roads, and night danger | Food routes must be repeatable |
| Confirm tool | Rod, station, or interaction requirement | Prevents wasted trips |
| Catch one item | Name, stack, spoilage, or value | First catch defines the route |
| Store first copy | Chest, food storage, or cooking station | Protects recipe and quest checks |
| Cook or feed later | Do not spend everything at once | Food may support citizens or buffs |
| Repeat once | Compare time cost to farming | The route needs a reason |
Fishing Vs Farming
| Need | Better first choice |
|---|---|
| Stable daily food | Farming, unless fishing is very close and reliable |
| Emergency food | Fishing if a safe water route is nearby |
| Co-op food buffer | Both, with one player assigned to food |
| Recipes or buffs | Store first fish and test cooking |
| Trade goods | Only after food needs are covered |
Co-op Fishing Roles
| Role | Job |
|---|---|
| Fisher | Tests the water route and records catch uses |
| Cook | Checks whether fish becomes better food or buffs |
| Builder | Connects water route to roads, light, and storage |
| Scout | Checks whether new biomes add safer or better spots |
| Loot keeper | Stores first copies before the group spends them |
Mistakes To Avoid
- Fishing far from town before roads and light exist.
- Selling every first catch before checking recipes.
- Assuming fishing beats farming without timing both routes.
- Sending all co-op players to fish while food storage, crafting, and defense stall.
- Treating a community list as final without checking the current build.
Catch Use Checklist
The first useful question is not “what is the rarest fish?” It is what the catch does for your town. A plain fish that feeds citizens can be better than a rare catch with no current recipe.
If the catch is feeding Garum, Beer, Wine, Mead, Olive Oil, or pot-heavy food chains, count your pots and check the crafting station path before spending every Fish or Empty Pot.
| Catch use | What to test |
|---|---|
| Raw food | Does it restore enough to matter? |
| Cooked food | Does cooking improve value, buffs, or storage? |
| Citizen support | Does it help happiness, labor, or food needs? |
| Trade | Is it surplus after the food reserve is safe? |
| Offering or quest | Should first copies be stored instead of eaten? |
Best Time To Fish
Fish when the town can afford a short route. Do not fish during the same window when crops need testing, citizens are hungry, or a boss route needs food. If time of day, weather, or biome affects fishing in your build, record the condition before calling a spot good.
| Town state | Fishing decision |
|---|---|
| First camp unstable | Wait, fix food and storage first |
| Food low but water nearby | Try a short emergency route |
| Food stable | Test fishing for recipes or trade |
| Co-op group online | Assign one fisher while others gather or build |
| New biome unlocked | Scout water once, then return before night |
Fishing Spot Notes
Keep fishing notes by route, not only by catch name. A good spot is safe, repeatable, close enough to storage, and useful for the settlement. If a spot gives better catches but costs too much travel time, it may belong to a later biome route instead of the daily food loop.
| Note | Example |
|---|---|
| Spot | River near settlement, coast edge, biome pond |
| Travel risk | Safe by day, risky at night, needs road |
| Catch type | Food, recipe, trade, unknown |
| Storage | Food chest, cooking area, first-copy box |
| Repeat rule | Daily route, only before boss prep, scouting only |
Fishing And Boss Prep
Fishing can matter before boss attempts if catches become healing food, buffs, or quick backup meals. Test that before relying on it. If the catch only fills inventory and does not help the fight, leave it behind and carry better food from farming or cooking.
| Boss-prep question | Fishing answer |
|---|---|
| Does the catch heal? | Bring only if it beats simpler food |
| Does it cook into a buff? | Store first copy and test recipe |
| Is the route on the way? | Fish only if it does not delay the boss attempt |
| Is inventory tight? | Food stack beats mixed random catches |
Next Pages To Open
FAQ
Is fishing useful in Romestead?
Yes, if it feeds a useful route: raw Fish or Eel, Garum, Bakery dishes, citizen food, trade support, or boss-prep meals. Check the database and your own route time before replacing farming.
Where should I fish first?
Start near the settlement or a safe return route. A distant water spot is not useful if night travel or inventory loss makes the trip unsafe.
Should fishing replace farming?
No. Treat fishing as food support until you know catch rates, cooking value, and citizen needs.
Who should fish in co-op?
Give fishing to the player already scouting water routes or feeding the settlement, then store first catches before selling or cooking everything.
Why does Empty Pot matter for Romestead fishing?
Garum uses Fish and Empty Pot, and pots also compete with Beer, Wine, Mead, Olive Oil, and Bakery routes. If fishing is meant to feed a Garum chain, protect pot supply before cooking every catch.