Supply
From grain fields through the mill to bread and strengthening meals.
Build · Trade · Defend
Unlock resources, guide every good through a living economy and decide whether your neighbours become partners or rivals.

A settlement that truly works
In Warstead, a building is never just scenery. Residents work inside, carriers deliver resources, tools improve output and every product becomes the next link in your settlement.
From grain fields through the mill to bread and strengthening meals.
Gather timber, stone and metals. Plan space, labour and transport routes.
Explore procedural worlds, secure territory and discover hidden deposits.
Research, trade, train units and defend the heart of your settlement.
Living production chains
Carriers collect every resource, supply the next workshop and bring finished goods to storage. Short routes and good tools determine your throughput.
The complete building catalogue
Filter buildings by purpose. Construction costs, build times, worker spaces and recipes are matched to the current game source.
As of 11 October 2026. Figures are base values without research, tool or item bonuses. Builder count, supplies and weather affect actual times. Storage and housing figures show base capacity.
Builds and repairs expedition ships on an open coastline.
Build time (base): 140 s
Provisions expeditions, embarks soldiers and receives returning discoveries.
Build time (base): 100 s
Plants new trees and secures the timber supply.
Build time (base): 40 s
Planting cycle: 47.5 s · in rain 23.75 s
Fells mature trees and supplies logs.
Build time (base): 30 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Mints gold ingots into coins.
Build time (base): 90 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Draws water from a suitable body of water.
Build time (base): 35 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Produces grain for food and livestock.
Build time (base): 60 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Grinds grain into flour.
Build time (base): 50 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Bakes flour into bread.
Build time (base): 50 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Raises pigs using grain and water.
Build time (base): 75 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Raises cattle for meat.
Build time (base): 90 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Keeps dairy cows and supplies milk.
Build time (base): 85 s
Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.
Resources & goods
Resources, food, animals, metals, weapons and currency move through your warehouses and production sites.
Source: Woodcutter
Use: Planks, tools, weapons
Goods value: 2 coins per unit (base)
Source: Sawmill
Use: Buildings, tools, weapons
Goods value: 5 coins per unit (base)
Source: Quarry
Use: Advanced buildings
Goods value: 3 coins per unit (base)
Source: Waterworks
Use: Food and livestock
Goods value: 1 coin per unit (base)
Source: Farm
Use: Flour and animal feed
Goods value: 1 coin per unit (base)
Source: Mill
Use: Bread
Goods value: 2 coins per unit (base)
Source: Bakery
Use: Basic supply and meals
Goods value: 4 coins per unit (base)
Source: Dairy Farm
Use: Cheese
Goods value: 3 coins per unit (base)
Source: Dairy
Use: Cheese bread and burgers
Goods value: 8 coins per unit (base)
Source: Pig Farm
Use: Pork
Goods value: 14 coins per unit (base)
Source: Cattle Farm
Use: Beef
Goods value: 20 coins per unit (base)
Source: Donkey Farm
Use: Logistics bonus
Goods value: 30 coins per unit (base)
Source: Slaughterhouse
Use: Pork rolls
Goods value: 5 coins per unit (base)
Source: Slaughterhouse
Use: Burgers
Goods value: 5 coins per unit (base)
Source: Sea
Use: Cod fillet
Goods value: 4 coins per unit (base)
Source: River
Use: Trout fillet
Goods value: 4 coins per unit (base)
Local neutral peoples
No agreement required: as long as their unique building stands, you can trade with them through the Trading House. If it is destroyed, that market falls silent for every faction – forever.

Technical inventors and prosperous merchants. Their guild offers ingots, tools and diamonds when you need them.

Cunning collectors with changing stocks of ores and gunpowder.

Peaceful, nature-loving traders offering bread, timber, cheese and animals.
Base prices per goods bundle. Reputation, agreements, research and availability affect actual trading.
Ten residents patrol slowly around each building. When attacked, they defend their people with the combined strength of roughly ten archers. Their trading building has triple standard building health.
62 choices in the Scholar's House
Invest coins across four major fields. Choose between speed and efficiency, protection and mobility, or mass and trading reach.

Increase your soldiers’ damage, attack speed and range. Armour and tower effects are still planned.

Improve sales revenue. Purchasing and wholesale effects are still planned in the current build.

Speed up crafting, mining, food and fish production, or conserve materials and deposits.

Unlock gold smelters, diamond mines, powder mills, oil shale mines and power plants. Housing research adds resident capacity.
The current research tree
62 research projects: 40 with working effects, 22 with effects still planned. Names, descriptions, costs and prerequisites match the game source as of 11 October 2026.
10 % more sword damage.
60 coins · 60 s
Prerequisite: Scholar’s House; no previous research
10 % faster attack speed for swordsmen.
90 coins · 60 s
Prerequisite: Sharpened Blades
Weitere 20 % more sword damage.
140 coins · 60 s
Prerequisite: Combat Training
Alternative to: Veteran Drill
Weitere 18 % faster attack speed for swordsmen.
140 coins · 60 s
Prerequisite: Combat Training
Alternative to: Heavy Blades
Weitere 15 % more sword damage.
190 coins · 60 s
Prerequisite: Heavy Blades
Alternative to: Veteran Drill (via Heavy Blades)
Weitere 18 % faster attack speed for swordsmen.
190 coins · 60 s
Prerequisite: Veteran Drill
Alternative to: Heavy Blades (via Veteran Drill)
Planned: Greater accuracy.
60 coins · 60 s
Prerequisite: Scholar’s House; no previous research
15 % more range for archers and musketeers.
90 coins · 60 s
Prerequisite: Target Practice
15 % more arrow damage.
120 coins · 60 s
Prerequisite: Range Estimation
Alternative to: Powder Charge
20 % more musket damage.
125 coins · 60 s
Prerequisite: Range Estimation
Alternative to: Strong Bowstrings
20 % faster firing rate for archers.
155 coins · 60 s
Prerequisite: Strong Bowstrings
Alternative to: Powder Charge (via Strong Bowstrings)
18 % faster firing rate for musketeers.
160 coins · 60 s
Prerequisite: Powder Charge
Alternative to: Strong Bowstrings (via Powder Charge)
An additional 15 % arrow damage and 15 % range for archers.
195 coins · 60 s
Prerequisite: Quick Draw
Alternative to: Powder Charge (via Strong Bowstrings)
Weitere 20 % more musket damage.
205 coins · 60 s
Prerequisite: Military Drill
Alternative to: Strong Bowstrings (via Powder Charge)
Planned: More health for all units.
65 coins · 60 s
Prerequisite: Scholar’s House; no previous research
Planned: More armor.
100 coins · 60 s
Prerequisite: Reinforced Clothing
Planned: Maximum protection.
150 coins · 60 s
Prerequisite: Metal Fittings
Alternative to: Mobile Army
Planned: Greater mobility with reduced protection.
150 coins · 60 s
Prerequisite: Metal Fittings
Alternative to: Heavy Armor
Planned: Tougher towers and garrisons.
190 coins · 60 s
Prerequisite: Metal Fittings
Planned: Greater tower vision range.
230 coins · 60 s
Prerequisite: Defensive Doctrine
Planned: Better purchasing terms.
50 coins · 60 s
Prerequisite: Scholar’s House; no previous research
Planned: Advantages when haggling.
80 coins · 60 s
Prerequisite: Market Knowledge
Planned: Bulk discounts.
130 coins · 60 s
Prerequisite: Negotiating Skills
Alternative to: Loyal Customer
Planned: Repeated purchases become cheaper.
130 coins · 60 s
Prerequisite: Negotiating Skills
Alternative to: Bulk Buyer
8 % more sales revenue.
50 coins · 60 s
Prerequisite: Scholar’s House; no previous research
Weitere 10 % more sales revenue.
80 coins · 60 s
Prerequisite: Goods Expertise
Weitere 16 % more sales revenue.
135 coins · 60 s
Prerequisite: Market Observation
Alternative to: Premium Trade
Planned: Larger trade volumes.
60 coins · 60 s
Prerequisite: Scholar’s House; no previous research
Planned: More simultaneous offers.
90 coins · 60 s
Prerequisite: Trade Warehouse
Planned: Very large quantities at lower unit costs.
140 coins · 60 s
Prerequisite: Goods Handling
Alternative to: Trade Network
Planned: More partners and greater reach.
140 coins · 60 s
Prerequisite: Goods Handling
Alternative to: Mass Trade
3 % faster production; total research bonus capped at 15 %.
60 coins · 60 s
Prerequisite: Scholar’s House; no previous research
3 % faster production; total research bonus capped at 15 %.
95 coins · 60 s
Prerequisite: Better Tools
3 % faster production; total research bonus capped at 15 %.
145 coins · 60 s
Prerequisite: Work Organization
Alternative to: Material Savings
15 % fewer raw materials used on average.
145 coins · 60 s
Prerequisite: Work Organization
Alternative to: Fast Production
3 % faster production; total research bonus capped at 15 %.
190 coins · 60 s
Prerequisite: Fast Production
Alternative to: Material Savings (via Fast Production)
A total of 30 % fewer raw materials used on average; replaces Material Savings.
190 coins · 60 s
Prerequisite: Material Savings
Alternative to: Fast Production (via Material Savings)
10 % faster mining.
65 coins · 60 s
Prerequisite: Scholar’s House; no previous research
10 % more yield; replaced by High-Performance Mining.
100 coins · 60 s
Prerequisite: Improved Pickaxes
35 % less deposit depletion.
155 coins · 60 s
Prerequisite: Ore Expertise
Alternative to: High-Performance Mining
A total of 20 % more yield, replacing Ore Expertise.
155 coins · 60 s
Prerequisite: Ore Expertise
Alternative to: Sustainable Mining
3 % faster food and fish production; total research bonus capped at 10 %.
60 coins · 60 s
Prerequisite: Scholar’s House; no previous research
3 % faster food and fish production; total research bonus capped at 10 %.
95 coins · 60 s
Prerequisite: Better Fieldwork
Planned: Benefits grain farming, mills and bakeries.
145 coins · 60 s
Prerequisite: Improved Supply
Alternative to: Animal Husbandry
Planned: More efficient cattle and pig breeding.
145 coins · 60 s
Prerequisite: Improved Supply
Alternative to: Crop Farming
4 % faster food and fish production; total research bonus capped at 10 %.
190 coins · 60 s
Prerequisite: Improved Supply
Planned: Better tools become available.
40 coins · 60 s
Prerequisite: Scholar’s House; no previous research
Iron smelters and toolmakers produce 5 % faster.
55 coins · 60 s
Prerequisite: Basic Tools
Unlocks: Gold Smelter
Diamond mines become available and gold mines extract 5 % faster.
70 coins · 60 s
Prerequisite: Metalworking
Unlocks: Diamond Mine
Planned: Advanced buildings.
85 coins · 60 s
Prerequisite: Improved Mining
Gunsmiths produce 5 % faster; gunpowder technology becomes available.
100 coins · 60 s
Prerequisite: Construction Engineering
Unlocks: Powder Mill
Planned: Improves production buildings.
115 coins · 60 s
Prerequisite: Gunpowder
Coal mines extract 15 % faster.
130 coins · 60 s
Prerequisite: Mechanics
Alternative power generation.
145 coins · 60 s
Prerequisite: Coal Technology
Unlocks: Oil Shale Mine
Power plants and electricity.
160 coins · 60 s
Prerequisite: Oil Shale Technology
Unlocks: Power Plant
Planned: Electrifies buildings.
175 coins · 60 s
Prerequisite: Electricity
3 % faster production; total research bonus capped at 15 %.
190 coins · 60 s
Prerequisite: Power Distribution
Planned: Highest industrial tier.
205 coins · 60 s
Prerequisite: Electrified Production
Small houses: +1 additional resident capacity.
70 coins · 60 s
Prerequisite: Scholar’s House; no previous research
Medium houses: +2 additional resident capacity.
110 coins · 60 s
Prerequisite: Compact Housing
Large houses, townhouses and villas: +3 additional resident capacity.
160 coins · 60 s
Prerequisite: Efficient Space Planning
Each research project takes 60 in-game seconds. Prerequisites and mutually exclusive branches apply as in the game.
| Research | Coins | Duration |
|---|---|---|
| Sharpened Blades | 60 | 60 s |
| Combat Training | 90 | 60 s |
| Heavy Blades | 140 | 60 s |
| Penetration | 190 | 60 s |
| Veteran Drill | 140 | 60 s |
| Master Fighters | 190 | 60 s |
| Target Practice | 60 | 60 s |
| Range Estimation | 90 | 60 s |
| Strong Bowstrings | 120 | 60 s |
| Quick Draw | 155 | 60 s |
| Elite Archer | 195 | 60 s |
| Powder Charge | 125 | 60 s |
| Military Drill | 160 | 60 s |
| Elite Musketeer | 205 | 60 s |
| Reinforced Clothing | 65 | 60 s |
| Metal Fittings | 100 | 60 s |
| Heavy Armor | 150 | 60 s |
| Mobile Army | 150 | 60 s |
| Defensive Doctrine | 190 | 60 s |
| Far-Sighted Garrison | 230 | 60 s |
| Market Knowledge | 50 | 60 s |
| Negotiating Skills | 80 | 60 s |
| Bulk Buyer | 130 | 60 s |
| Loyal Customer | 130 | 60 s |
| Goods Expertise | 50 | 60 s |
| Market Observation | 80 | 60 s |
| Premium Trade | 135 | 60 s |
| Scarce Goods | 135 | 60 s |
| Trade Warehouse | 60 | 60 s |
| Goods Handling | 90 | 60 s |
| Mass Trade | 140 | 60 s |
| Trade Network | 140 | 60 s |
| Better Tools | 60 | 60 s |
| Work Organization | 95 | 60 s |
| Fast Production | 145 | 60 s |
| Mass Production | 190 | 60 s |
| Material Savings | 145 | 60 s |
| Master Craftsmanship | 190 | 60 s |
| Improved Pickaxes | 65 | 60 s |
| Ore Expertise | 100 | 60 s |
| Sustainable Mining | 155 | 60 s |
| High-Performance Mining | 155 | 60 s |
| Better Fieldwork | 60 | 60 s |
| Improved Supply | 95 | 60 s |
| Crop Farming | 145 | 60 s |
| Animal Husbandry | 145 | 60 s |
| Supply Expertise | 190 | 60 s |
| Basic Tools | 40 | 60 s |
| Metalworking | 55 | 60 s |
| Improved Mining | 70 | 60 s |
| Construction Engineering | 85 | 60 s |
| Gunpowder | 100 | 60 s |
| Mechanics | 115 | 60 s |
| Coal Technology | 130 | 60 s |
| Oil Shale Technology | 145 | 60 s |
| Electricity | 160 | 60 s |
| Power Distribution | 175 | 60 s |
| Electrified Production | 190 | 60 s |
| Advanced Industry | 205 | 60 s |
| Compact Housing | 70 | 60 s |
| Efficient Space Planning | 110 | 60 s |
| Comfortable Expansion | 160 | 60 s |
Defend what you have built
Swords, bows and muskets are produced through real supply chains. Only then can the barracks train your troops. Line, column, triangle and block formations bring order to their ranks.
Swordsmen, archers and musketeers are only the beginning – more units and specialisations will follow.
130 Health · 16 Damage · 2.2 m
85 Health · 12 Damage · 18 m
90 Health · 26 Damage · 14 m
Procedural worlds
Rivers, lakes, island relief, forests, ore deposits and strategic borders shape every match. A geologist reveals finite deposits while weather and wind visibly bring the world to life.
Diplomacy, trade and victory
All goods trading takes place exclusively in the Trading House. Regular factions require an active trade agreement; neutral peoples do not.
Peace, war, alliances and separate trade agreements. The selected peace period protects early development.
Domination, prosperity, points or a free sandbox. Losing your own marketplace means defeat.
Expeditions & rare discoveries
Build a shipyard, provision a ship and send out an expedition. Supplies, crew and your decisions determine what makes it home.
New in the current pre-alpha development build · Singleplayer & multiplayer



Every voyage starts here
Build expedition ships on an open coastline. Carriers deliver construction materials; supplies and soldiers board at the harbor. A navigable water route leads to the edge of the map.
Your first expedition ship
4 × 50 goods per stack slot · 3 separate item slots
Ship construction: 180 s · 20 Planks · 8 Iron Ingots
Repairs take planks and time. Damage and losses remain after the ship returns. 1 Planks / 10 s → +10 Hit points
3–5 in-game minutes between events. Spend supplies, take a risk or turn back. Only this expedition pauses while you decide.

5 events · 15–25 min. at sea
plus preparation, travel and decisions
8 Bread · 4 Planks · 0 Soldiers
0.1 % chance of an epic discovery per successful completion

7 events · 21–35 min. at sea
plus preparation, travel and decisions
12 Bread · 6 Planks · 2 Soldiers
0.5 % chance of an epic discovery per successful completion

10 events · 30–50 min. at sea
plus preparation, travel and decisions
16 Bread · 8 Planks · 4 Soldiers
1.0 % chance of an epic discovery per successful completion
plus preparation, travel and decisions
| Destination | Supplies | Soldiers | min. at sea | Epic discovery |
|---|---|---|---|---|
| Coastal Ruins | 8 Bread · 4 Planks | 0 | 15–25 | 0.1 % |
| Lost Trading Post | 12 Bread · 6 Planks | 2 | 21–35 | 0.5 % |
| Storm Island | 16 Bread · 8 Planks | 4 | 30–50 | 1 % |
| The Forgotten Island | 24 Bread · 20 Planks · 6 Sword · 8 Iron Ingots | 4 | 24–40 | 1 % |
| Lantern Cape | 14 Bread · 12 Planks · 8 Copper Ingots · 10 Coal | 0 | 15–25 | 0.1 % |
| The Bell Monastery | 18 Bread · 14 Planks · 8 Stone Blocks · 6 Copper Ingots | 2 | 18–30 | 0.5 % |
| Saltwind Outpost | 20 Bread · 12 Planks · 18 Coins · 6 Iron Ingots | 2 | 21–35 | 0.5 % |
| Amber Shoals | 12 Bread · 16 Planks · 4 Copper Ingots | 0 | 15–25 | 0.1 % |
| The Broken Lock | 20 Bread · 28 Planks · 14 Iron Ingots · 12 Stone Blocks | 2 | 21–35 | 0.5 % |
| The Cedar Shipyard | 20 Bread · 30 Planks · 12 Iron Ingots · 8 Coal | 2 | 21–35 | 0.5 % |
| Glassmakers' Cove | 18 Bread · 12 Planks · 24 Coal · 8 Copper Ingots | 1 | 18–30 | 0.5 % |
| Ironwater Falls | 24 Bread · 24 Planks · 16 Iron Ingots · 10 Stone Blocks | 3 | 24–40 | 1 % |
| Ash Island | 28 Bread · 22 Planks · 8 Sulfur · 10 Iron Ingots | 4 | 27–45 | 1 % |
| Copper Watch | 20 Bread · 16 Planks · 18 Copper Ingots · 6 Bow | 3 | 21–35 | 0.5 % |
| The Sunken Archive | 28 Bread · 24 Planks · 10 Iron Ingots · 12 Coins | 3 | 27–45 | 1 % |
| White Whale Bay | 26 Bread · 22 Planks · 18 Coal · 6 Copper Ingots | 2 | 24–40 | 1 % |
| Wheat Moon Isles | 16 Bread · 12 Planks · 24 Grain · 10 Flour | 0 | 15–25 | 0.1 % |
| Red Sails Market | 20 Bread · 14 Planks · 36 Coins · 4 Gold Ingots | 3 | 21–35 | 0.5 % |
| Caravan Harbor | 22 Bread · 18 Planks · 24 Coins · 10 Copper Ingots | 2 | 21–35 | 0.5 % |
| The Saffron Gardens | 18 Bread · 12 Planks · 8 Copper Ingots · 16 Grain | 1 | 18–30 | 0.5 % |
| The Hollow Mountain | 30 Bread · 30 Planks · 18 Iron Ingots · 16 Coal | 5 | 30–50 | 1 % |
| Starlight Observatory | 24 Bread · 20 Planks · 16 Copper Ingots · 4 Gold Ingots | 2 | 24–40 | 0.5 % |
| Blackreef Fort | 32 Bread · 26 Planks · 8 Musket · 16 Gunpowder | 8 | 30–50 | 1 % |
| The Silent Quarry | 20 Bread · 24 Planks · 12 Iron Ingots · 16 Stone Blocks | 2 | 21–35 | 0.5 % |
| Pearl Lagoon | 18 Bread · 16 Planks · 16 Coins · 6 Copper Ingots | 1 | 18–30 | 0.1 % |
| Cinder Forge | 28 Bread · 22 Planks · 32 Coal · 20 Iron Ingots | 4 | 27–45 | 1 % |
| The Drowned Orchard | 18 Bread · 20 Planks · 18 Grain · 6 Iron Ingots | 1 | 18–30 | 0.5 % |
| The Twin Lighthouses | 24 Bread · 24 Planks · 20 Copper Ingots · 14 Coal | 2 | 24–40 | 0.5 % |
| The Crown Wreck | 32 Bread · 28 Planks · 8 Sword · 16 Iron Ingots | 6 | 30–50 | 1 % |
| The Mistbound Ferry | 22 Bread · 26 Planks · 12 Iron Ingots · 10 Coal | 2 | 21–35 | 0.5 % |
| Seabird Cliffs | 14 Bread · 14 Planks · 6 Copper Ingots · 10 Grain | 0 | 15–25 | 0.1 % |
| The Last Beacon | 28 Bread · 28 Planks · 24 Coal · 14 Iron Ingots | 4 | 27–45 | 1 % |
| Winterhaven Relief | 40 Bread · 24 Planks · 20 Coal · 8 Iron Ingots | 2 | 27–45 | 1 % |
Rare finds with a lasting effect
Every successfully completed expedition grants exactly one main reward. Cancelling preparation does not reroll the discovery.

Epic
+15 % Production · +15 % Storage capacity

Epic
+15 % Training · +15 % Shipbuilding · +15 % Tower attack speed
Bonuses only apply after manually socketing the item in a village centre, affecting eligible friendly buildings in range. The same item cannot be socketed twice there; combined bonuses have caps.

Common
+4 % Production
Woodcutter

Common
+4 % Production
Quarry

Common
+4 % Production
Fisherman's Hut, Fish Processing

Common
+4 % Production
Slaughterhouse

Common
+4 % Production
Farm, Pig Farm, Cattle Farm, Dairy Farm, Donkey Farm

Common
+4 % Production
Bakery

Common
+4 % Production
Coal Mine, Iron Mine, Copper Mine, Gold Mine, Diamond Mine, Oil Shale Mine, Sulfur Mine, Saltpeter Mine, Mine

Common
+5 % Storage capacity
Warehouse

Common
+4 % Shipbuilding
Shipyard

Common
+4 % Production
Sawmill

Uncommon
+7 % Production
Woodcutter

Uncommon
+7 % Production
Coal Mine, Iron Mine, Copper Mine, Gold Mine, Diamond Mine, Oil Shale Mine, Sulfur Mine, Saltpeter Mine, Mine, Quarry

Uncommon
+7 % Production
Farm, Pig Farm, Cattle Farm, Dairy Farm, Donkey Farm

Uncommon
+7 % Production
Mill

Uncommon
+7 % Production
Toolmaker, Weaponsmith, Cannon Foundry, Mint

Uncommon
+8 % Harbor handling
Harbor

Uncommon
+7 % Training
Barracks / Military Academy

Uncommon
+10 % Repair speed
Shipyard

Rare
+10 % Production
Woodcutter, Quarry, Waterworks, Farm, Pig Farm, Cattle Farm, Dairy Farm, Donkey Farm, Toolmaker, Weaponsmith, Cannon Foundry, Mint, Sawmill, Charcoal Burner, Smelter, Gold Smelter, Powder Mill, Mill, Bakery, Slaughterhouse, Dairy, Fish Processing, Inn / Large Kitchen, Fisherman's Hut, Coal Mine, Iron Mine, Copper Mine, Gold Mine, Diamond Mine, Oil Shale Mine, Sulfur Mine, Saltpeter Mine, Mine

Rare
+12 % Storage capacity
Warehouse

Rare
+12 % Shipbuilding
Shipyard

Rare
+10 % Training
Barracks / Military Academy

Rare
+10 % Tower attack speed
Small Watchtower, Medium Watchtower, Large Watchtower / Castle

Rare
+10 % Maximum hit points
Harbor, Shipyard, Small Watchtower, Medium Watchtower, Large Watchtower / Castle

Very rare
+14 % Production
Toolmaker, Weaponsmith, Cannon Foundry, Mint, Sawmill, Charcoal Burner, Smelter, Gold Smelter, Powder Mill, Mill, Bakery, Slaughterhouse, Dairy, Fish Processing, Inn / Large Kitchen

Very rare
+14 % Production
Farm, Mill, Bakery, Pig Farm, Cattle Farm, Dairy Farm, Slaughterhouse, Dairy, Fisherman's Hut, Fish Processing, Inn / Large Kitchen

Very rare
+14 % Shipbuilding · +15 % Repair speed
Shipyard

Very rare
+12 % Tower attack speed · +8 % Training
Small Watchtower, Medium Watchtower, Large Watchtower / Castle, Barracks / Military Academy

Epic
+15 % Production · +15 % Storage capacity
Woodcutter, Quarry, Waterworks, Farm, Pig Farm, Cattle Farm, Dairy Farm, Donkey Farm, Toolmaker, Weaponsmith, Cannon Foundry, Mint, Sawmill, Charcoal Burner, Smelter, Gold Smelter, Powder Mill, Mill, Bakery, Slaughterhouse, Dairy, Fish Processing, Inn / Large Kitchen, Fisherman's Hut, Coal Mine, Iron Mine, Copper Mine, Gold Mine, Diamond Mine, Oil Shale Mine, Sulfur Mine, Saltpeter Mine, Mine, Warehouse

Epic
+15 % Training · +15 % Shipbuilding · +15 % Tower attack speed
Barracks / Military Academy, Shipyard, Small Watchtower, Medium Watchtower, Large Watchtower / Castle
A sunken ship loses cargo still aboard. Items already unloaded survive. Retreating before completion grants no main reward.
Values matched to the game source on 11 October 2026. Base values without research or item bonuses.
Frequently asked questions
An isometric 3D city-building, economy, trade and strategy game with physical goods routes, research, diplomacy and combat.
No. Buildings require suitable land, controlled territory and a clear footprint. The complete footprint cannot lie in water. Mines require the matching discovered deposit.
Goods are traded only through your own Trading House. Human and AI factions require an active trade agreement. Gnomes, Kobolds and Moslings always trade while their building exists.
LAN and Steam lobbies for up to eight factions are prepared. Steam online play still requires the SDK, App ID and final network testing before release.
Warstead is currently in an early pre-alpha. Content and balancing are continuously being expanded.