Settlement Buildings and Economy
This page owns the settlement-side production and building layer.
Settlement buildings belong to the population-scale Settlement layer. They are not the same thing as Core infrastructure or Camp upgrades.
Building Families
Grounded settlement building families include:
- food and storage
- housing and civic support
- warding and watch
- workshops and processing
- extraction support and depots
- training and recovery
- administration and logistics
These families become meaningful once the first Outpost exists in Act 2 and broaden into the main settlement loop in Act 3.
Economy Rules
- Buildings should matter because they unlock or scale real settlement work.
- Settlement output should depend on land, people, routes, and support chains, not only on stacking abstract modifiers.
- Settlement screens can summarize stockpiles as Gold, Food, Wood, Metal, or Stone, but those labels are resource buckets and readouts rather than the core channel taxonomy.
- Building choice should create footprint and labor tradeoffs the player can read.
- The first Outpost should unlock the first meaningful settlement-side building decisions; Act 3 should broaden those decisions into a stable economic loop.
Relationship To Other Layers
- The Core handles the MC's fixed personal anchor.
- The Camp handles mobile expedition support.
- Settlements handle population-scale infrastructure, labor, and administration.
- Core-side and Camp-side upgrades should not be used as synonyms for settlement buildings.
- Resources and items flow through the broader rules in gd-resources-items-crafting.md.