Settlements and Buildings
Players recruit surviving artisans, build production buildings, keep citizens happy, and expand into specialized settlements across the world.
Loading...
Some sections are missing or need additional details. Help improve it by contributing.
Building and managing settlements is a core pillar of Romestead. Players begin with a camp and grow it into a working town that serves as a hub for crafting, farming, and production. As more of the world is discovered, players can establish more settlements and even set up trade between them.
Players search the world for survivors and recruit them as artisans. The game emphasizes that artisans from all walks of life are needed in order to craft and progress. Recruited citizens must be kept happy and fed. In Early Access, citizens can help with more tasks in settlements; for example, the Carpenter can help complete buildings.
Settlements are made up of specialized buildings, each tied to a type of artisan or production. Buildings confirmed for the game include the following:
Building | Role |
|---|---|
Blacksmith | Metalworking and gear crafting. |
Leatherworker | Leather goods and related crafting. |
Farmstead | Farming and crop production. |
University | Research advanced recipes and craft powerful scrolls. Added in Early Access. |
Trading Post | Automate the transfer of resources between towns across the world. Added in Early Access. |
Sculptor | Craft stone furniture and ornaments. Added in Early Access. |
Keeping citizens happy is part of running a settlement. Constructing decorations around a town increases citizen happiness. Early Access introduced a Decoration Mode, an inventory-free system for collecting, placing, and customizing furniture and decorations, ranging from chairs and tables to lamps, plants, and statues. The underlying furniture system was overhauled with a clearer interface, smoother controls, and more placement freedom. See Decoration and Furniture for detail.
More advanced buildings let players automate their production lines and logistics. The Trading Post extends town automation with empire-wide automation, using player-created automated trade routes to move resources between settlements. Specialized settlements in different biomes can therefore feed one another. See Automation and Trade for how these systems connect.
New recipes for buildings and items are uncovered through research and exploration. Research advanced recipes at the University; see Crafting and Progression.