Build in this order: Day 1 Woodcutter's Camp + Forager's Hut, Day 2 Communal Kitchen + 4 Basic Beds, Day 3 Subterranean Mushroom Plots, Day 4 Expedition Tent (place, do not deploy), Day 5 Palisade Walls around food storage. After Day 5 add a second Basic Workstation, then the Forge + Anvil + Smelter chain.

The five-day settlement build order

DayBuildCostReason

1

Woodcutter's Camp + Forager's Hut

50 Wood, 10 Stone

Baseline wood + berries without starving.

2

Communal Kitchen + 4 Basic Beds

80 Wood, 20 Stone

Removes the Slept on Ground debuff (-20% work speed) and stops early starvation.

3

Subterranean Mushroom Plots

15 Wood, 5 Spores

25 mushrooms every 36 hours; out-produces foraging by Day 5.

4

Expedition Tent (place, do not deploy)

100 Wood, 50 Stone

Forms the first party later without committing yet.

5

Palisade Walls around food storage

120 Wood

First real defense layer against bandit raids.

Settlement layout rules that hold up

Place the Communal Kitchen within 3 grid tiles of primary food storage — cooking output is about 15% higher at that range. Sleeping quarters within 10 tiles of food storage cuts morning transit time and keeps morale from tanking on the first bad night. A small wood stockpile directly next to the carpenter's bench removes idle carpenter ticks. The settlement Temple room provides a Pray Needs Resource Modifier of -10% to -40% based on quality tier (Poor / Decent); higher-quality temples need Level Up furniture, Light Quality 3+ items, and larger sizes. Indoor structures (beds, Research Station) require fully enclosed rooms — walls, doors and corners must close the room, since any gap halts output entirely.

Room quality tiers

Rooms in the settlement are rated Poor to Decent by default, with higher tiers unlockable. Tier is driven by size, structure count and quality, plus wall/floor quality. A well-sized, well-decorated bedroom pushes morale up and stress down; a cramped or unfinished one pulls in the opposite direction.

What to build after Day 5

  1. Second Basic Workstation

    A single station with three settlers creates a queue bottleneck; two stations keep an opening queue moving (e.g. 6× Textile, 1× Cloth Armor, 2 bundles × Wood Arrows).

  2. Forge + Anvil + Smelter chain

    Unlocked from the Engineering Tech Tree after Blacksmithing basics. Smelter turns raw ore into ingots, Forge crafts iron and steel tools, Anvil produces advanced metal gear.

  3. Medical Tent + assigned Herbalist + stockpiled Medicinal Herbs

    Required to heal wounded settlers, who then need 24 hours of uninterrupted bed rest.

  4. Kitchen + Research Station expansion

    Once food production is stable, expansion into a Cooking Workstation and a larger enclosed Research Station is the next loop unlock.