Wiki / Static dataset

Buildings

Find the structure that matches the current bottleneck, then check its inputs, outputs and first recovery step. The index is generated from versioned site data and needs no account or backend service.

Build the dependency, not just the structure

Road access, labor, reachable input and free output space determine whether most buildings actually work. Filter by system, then follow the failure check before duplicating a structure.

17 of 17 buildings

Storage

Warehouse

仓库

Ch. 5

Configurable storage and the main handoff point between production and hauling.

Inputs
Stored goods
Outputs
Available inventory
Use when

A production district needs a nearby destination or several consumers need the same stock.

If it fails

Check accepted-item filters, free capacity, road access and hauling labor.

Logistics guide
Logistics

Trade Post

货栈

Ch. 6

Connects remote supply and demand through configured cart routes.

Inputs
Local supply · Transport carts · Fuel
Outputs
Remote deliveries
Use when

A distant district cannot be served efficiently by ordinary short-range hauling.

If it fails

Check retained stock, remote demand, carts, fuel and both road endpoints.

Logistics guide
Logistics

Relay Station

驿站

Ch. 6

Assigns laborers to prioritized transport work and increases load moved per trip.

Inputs
Laborers · Reachable goods
Outputs
Hauling capacity
Use when

Valid routes still deliver intermittently because ordinary carriers are overloaded.

If it fails

Fix road, range and storage filters before adding more transport capacity.

Logistics diagnostics
Production

Farmland

农田

Ch. 8

Grows crops and depends on water, fertility and crop rotation.

Inputs
Water · Labor · Fertility
Outputs
Crops
Use when

The settlement needs a repeatable food or herb supply with seasonal planning.

If it fails

Check irrigation range, assigned labor, fertility and repeated-crop penalties.

Production guide
Service

Well

水井

Ch. 4 / 8

Provides drinking water and supports farmland irrigation.

Inputs
Labor access
Outputs
Water · Irrigation support
Use when

New homes or farmland sit outside reliable water access.

If it fails

Check road access, worker availability and practical distance to homes or fields.

Beginner guide
Service

Hospital

医院

Ch. 7

Treats sick and injured laborers when medicine is available.

Inputs
Medicine · Workers
Outputs
Treatment
Use when

Injury or disease begins removing labor from critical settlement jobs.

If it fails

Check medicine stock, workers, access and whether patients can reach the building.

Progression guide
Security

Village Pavilion

乡亭

Ch. 7

Supports law enforcement and the recruitment of catchers during unrest.

Inputs
Staffing
Outputs
Local security
Use when

Low morale is creating revolt risk that livelihood recovery alone cannot immediately contain.

If it fails

Treat the underlying morale shortage as well as staffing the security response.

Progression guide
Defense

Wooden City Wall

木质城墙

Ch. 10

A wooden wall segment that connects to matching wall pieces and supports defenses.

Inputs
Construction materials
Outputs
Defensive boundary
Use when

A supplied settlement needs an initial controlled perimeter.

If it fails

Wooden and rammed-earth wall segments do not form one continuous wall type.

Walkthrough
Defense

Rammed-Earth City Wall

夯土城墙

Ch. 10

A rammed-earth wall segment for a continuous upgraded defensive boundary.

Inputs
Construction materials
Outputs
Defensive boundary
Use when

The city needs a stronger perimeter built from matching wall connections.

If it fails

Use matching wall types and inspect every junction for a real connection.

Walkthrough
Defense

City Gate

城门

Ch. 10

Creates a controlled passage through a connected wall line.

Inputs
Wall connection
Outputs
Defended passage
Use when

Workers and troops need access through a completed perimeter.

If it fails

Confirm the gate snaps to valid wall connection points and the road reaches both sides.

Walkthrough
Defense

Tower

塔楼

Ch. 10

Strengthens wall defense from a valid wall connection point.

Inputs
Wall connection
Outputs
Defensive support
Use when

A real approach route or wall junction needs additional protection.

If it fails

Place it on a valid connection and keep the surrounding wall continuous.

Walkthrough
Defense

Wall Catapult

城防投石车

Ch. 10

A ranged siege defense mounted on a compatible wall position.

Inputs
Compatible wall · Military support
Outputs
Ranged defense
Use when

The perimeter needs long-range coverage over a confirmed enemy approach.

If it fails

Check wall compatibility, placement, facing and whether the target falls inside its range.

Walkthrough
Defense

Wall Bed Crossbow

床弩(城防)

Ch. 10

A heavy wall-mounted crossbow with directional coverage.

Inputs
Compatible wall · Military support
Outputs
Heavy ranged defense
Use when

A narrow approach or gate corridor needs focused fire.

If it fails

Rotate its facing and verify the expected approach lies inside the firing arc.

Walkthrough
Housing

Tent

帐篷

Ch. 4

Basic shelter that satisfies the early housing need.

Inputs
Construction materials
Outputs
Housing capacity
Use when

The opening population needs compact housing near water, food and work.

If it fails

Empty or unhappy tents usually indicate service, access or citywide supply problems.

Housing guide
Housing

Retainer Housing

门客住房

Ch. 11

Dedicated accommodation required to maintain retainer satisfaction.

Inputs
Construction materials · Livelihood access
Outputs
Retainer housing
Use when

Recruiting retainers after the core settlement can support their needs.

If it fails

Check capacity and livelihood access before treating dissatisfaction as a policy problem.

Retainers and secrets
Special

Command Tent

中军大帐

Ch. 11 / 13

The authority center for nobility progression, retainer recruitment and diplomacy.

Inputs
Upgrade items · Deliveries
Outputs
Administration access
Use when

The settlement is stable enough to begin administration and retainer systems.

If it fails

Check delivery access and required progression items before assuming the unlock is broken.

Progression guide
Special

Road

道路

Ch. 1 / 2

Connects buildings and controls the practical speed and shape of repeated movement.

Inputs
Construction labor
Outputs
Access · Movement speed
Use when

Every district needs a short connected route before extra production or workers can help.

If it fails

Inspect the entire connection, especially endpoints, sharp curves and disconnected entrances.

Logistics guide

Official Steam pageCompetitor structure reviewed August 13, 2026