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Some tips I found out after successfully building 3 towns:

  • Buy Ox as soon as you start the game, it helps boost up the building process and logistics.
  • If you need a stable income of food, don't do farming - It's too much work, too complicated for too little gain. Instead, build the burgage plot with a backyard as big as possible and plant carrots, 4 burgage plots of such can supply a town of 200 people. If you need the Ale, just import the Barley instead of trying to make them.
  • Setting up trade early is important, the easiest source of income is by exporting Warbows since you only need a burgage plot upgraded to Fletcher and planks to make them. Exporting raw materials such as: firewood, plank, stone,.. to earn some money early game is also good since you don't have to buy a trade route to export them, just remember to set the export limit so you won't exhaust your own resources

The game is still in early access and AI players are still not available, play the game as you see fit!


I've done it successfully. several times. The most critical thing is being close to animals and setting your log camp as close to your start as possible. If you have to drag logs half way across the map you're done.

#1 hunting camp. ℹ️ #2 logging ( ℹ️ ) #3 Woodcutter camp ( ℹ️ ) #4 upgrade camp ( ℹ️ ) #5 Storage ( ℹ️ #6 is after both storages are up place your real market and let your storage guys run them. You can later remove the 2 temp spots you set up.

🗯️🗯️ You don't need food storage right away just don't take the hunter off the camp until you have it and he'll run the stall. But you do need the storehouse to get hides out of the camp) In fact before I even build food storage I build 5 homes with at least 1 or 2 doubles) There is a bug with the market that when using the camp/wood cutter markets it won't put enough food/wood into the market until you have the 5 homes so keep getting debuffs until you get the 5 plots. You do have to destroy the camp to get them to move into the homes. At this point it then depends on how my approval stats if I build stone camp then food storage or if I build the tannery 1st. The tannery helps your approval the food storage doesn't.. using this method I've actually gained a family my 1st month however EVERYTHING depends at that 1st critical hunting camp & log camp start. You need the upgrades tents to get extra family but you need the firewood first.

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@danj7348(ipfs:// "u+fdfd")

Great Video, some Additions:

  • I would place the market earlier - cost you nothing and helps with approval.

  • Set someone to work in the Granary and 📦Storehouse, at least briefly, to prevent your starting resources from getting damaged in the rain. You can remove them again, after they hauled everything in.

  • Also you have enough Lumber to start on the houses from the beginning so you should make 50% Approval when you hit April.

  • No need to invest in food and firewood so early, you have 4 months of supply and your hunters will drain the local wildlife faster than it can replenish anyways.

  • Those massive Plots, kind of a waste, at least if you are planning to do some farming later. Reason is, those families will take quite some time in the vegetable garden in spring - same time when you need their workforce elsewhere - in that case it is better to go for some chicken coops. Remember: For everything except Vegetable and Orchards, size of the Plot does not matter, as long as it can fit an artisan extension.

  • Do more scouting at the beginning: Where are the aquifers, how fertile is the land so you can plan if you want to do Farming or rely on other means of food production.

  • If you forgot your woodcutters camp: You can cancel another building / demolish it if already build and you will get your logs back.

  • Way to early for the church. Better to get someone to collect some berries, food variety is enough to get over 50% for levle one plots. Only for levle two is the church required.

Each stall can hold 50📦 generic storage or 50🧺 pantry storage for distribution. They will all distribute their resources to nearby burgage plots and additionally in the case of fuel, any extra buildings that also require fuel. Sometimes family members will visit the marketplace and do a "peddling" action at the stall. There can also be various voices heard advertising goods or discussing the sales of items, but this appears to be mainly for flavor and atmospheric reasons rather than having a gameplay purpose.


That's how I start my village: • Instantly place a Granary and 📦Storehouse to prevent supplies from getting bad • Hunting camp and Forage Hut to start food production and get leather • Logging camp, put 2-3 families until 10-12 Timber • 5 Burage Plots and Well to stop homelessness and grant water access (Burage Plots smallest possible extension slot) • Woodcutter's Lodge and Sawpit for Fire Wood and Planks • First 2 Planks to upgrade Hitching Post into a small Stable. Order another Ox for 20g • 3 Marketplaces infront of the Granary and Storehouse (The families working in there should own the market stall) • Build a Trading Post, Tannery and another 5 Burage Plots with your next 18 Timber. (You can build the Burage Plots adjecent to the others without any road connected) • Sell Planks and Leather at the Trading Post, Skill into Trade Logistics and Establish trade Routes for both asap • Use the wealth to build Goat Sheds (around 20) for even more Leather • Build a Church and start Upgrading 2 Burage Plots to Level 2 (Always upgrade the ones closest to the market) • In those Extensions build a Fletcher's Workshop, establish Trade Routes and start selling warbows • Brewery Extension for the other Level 2 • Build a Tavern and Malthouse, start establish Trade Route importing malt • Build Burage Plots with Vegetable Garden (7 slot long) and Chicken Coops in Short Extensions

From there I can decide my future develepment skills (if my area has farming potential or Rich deposits) and set policies acordingly

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1: May 31, 2024 (0.7.972)

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