Buildings
Buildings in Wanderfolk are the infrastructure backbone of every village, with 16 types across 4 village tiers, each storing specific resource categories up to a defined capacity. Building availability scales with village size — small villages have essentials like shops and farms, while cities unlock specialized structures like scriptoriums and breweries.
Building Storage
Every building stores resources, but not equally. Each has a maximum capacity and a preference for certain resource categories:
| Building | Capacity | Primary Storage |
|---|---|---|
| Granary | 40 | 80% food, 20% herbs |
| Great Hall | 30 | 40% luxury, 30% crafted, 30% food |
| Shop | 25 | 40% crafted, 30% luxury, 30% food |
| Blacksmith | 20 | 60% ore, 40% crafted |
| Bakery | 15 | 90% food, 10% herbs |
| Brewery | 15 | 50% food, 50% luxury |
| Herbalist Hut | 15 | 80% herbs, 20% food |
| Mill | 15 | 90% food, 10% wood |
| Tavern | 15 | 60% food, 40% luxury |
| Temple | 10 | 50% herbs, 50% luxury |
| Farm | 10 | 100% food |
| Barracks | 10 | 60% crafted, 40% ore |
| Stable | 8 | 70% food, 30% crafted |
| Scriptorium | 8 | 70% luxury, 30% crafted |
| House | 5 | 50% food, 30% crafted, 20% herbs |
| Guard Post | 5 | 80% crafted, 20% ore |
Storage Strategy
A village’s total storage capacity is the sum of all its buildings. A small village with a shop (25), farm (10), and a few houses (5 each) has limited capacity. A city with a granary (40), great hall (30), and multiple specialized buildings can stockpile vast reserves.
Granaries are the most important storage buildings — with 40 capacity and 80% food preference, they’re critical for surviving winter.
Core Building Types
Shop
Run by the shopkeeper. The general store where you buy and sell most goods. Contains a mixed inventory of food, crafted items, and luxury goods.
Blacksmith
Run by the blacksmith. Where weapons, tools, and armor are forged. Also the location of the forge crafting station. Stores ore and finished metal goods.
Tavern
Run by the innkeeper/barkeep. Social hub of the village. Contains a kitchen crafting station. Serves food and drink. NPCs gather here during dusk. Evening performances happen here.
Farm
Run by farmers. Produces food through crop cultivation. Contains the farmland safe zone where monsters never spawn. The foundation of village food supply. Your personal farm stays clear of rocks and ore deposits, giving crops an uncluttered growing area. Interacting with growing crops shows days remaining until harvest, and dawn brings a reminder if your crops need watering.
Temple
Run by the priest. Contains the altar crafting station. Offers blessings and healing. Stores herbs and sacred items.
House
NPC residences. Small storage, primarily for personal supplies. Windows light up at dusk, creating light source safe zones. Your player house can be entered — press E at the door to step inside a furnished interior with a main room and bedroom.
Military Buildings
Barracks
Houses military NPCs (warriors, guards, shieldmaidens). Stores weapons and ore for armament. Required for training soldiers — see Military System.
Guard Post
Perimeter defense structure. Small storage focused on weapons and equipment. Guards patrol between guard posts at night.
Specialized Buildings
Granary
Bulk food storage. Essential for winter survival. Without a granary, villages struggle to maintain food reserves through cold months.
Great Hall
The village seat of power. Houses the elder or lord. Stores luxury goods and hosts important gatherings. Only appears in medium+ villages.
Bakery
Produces bread and baked goods. Contains a kitchen station. Adds consistent food production independent of farm output.
Brewery
Produces ale and spirits (luxury goods). Adds to village economy through trade value.
Herbalist Hut
Contains the alchemy crafting station. Stores herbs and potions. Run by the herbalist.
Mill
Processes raw grain into flour. Boosts food production efficiency. Stores food and wood.
Village Tier Requirements
Larger villages unlock more building types:
| Tier | Available Buildings |
|---|---|
| Small | Shop, house, farm, tavern, blacksmith, temple, well, bonfire |
| Medium | + Granary, great hall, bakery, herbalist hut |
| Large | + Barracks, guard post, brewery, mill, stable |
| City | + Scriptorium, additional specialized buildings |
A small village has the essentials. Cities have the full range of buildings, providing maximum storage, production, and military capacity.
Related Articles
- Building Interiors — explorable interior layouts for all 18 building types
- Village Economy — how building storage capacity drives stockpile management
- Population & Growth — village tier determines available buildings
- Crafting Stations — functional stations found inside specific building types