Economy
Science per player
With Science per player on, each player has their own science. Districts earn it for their owner. Whoever unlocks a building pays from their own points first, then from the shared pool that unowned districts earn into, and gets it only for themselves.
District specializations
Each district can pick a focus: Food, Wood, Water, Metal, Science or Power, the toolbar’s tabs. Workplaces of that kind work 25% faster, and the district’s other production workplaces 10% slower. Only the district’s owner can pick it, and only once per cycle.
Trading with other players
Main articles: Trading Post, Power Exchange, Toll Station and Toll Tube Station
- Trading Post. Two players trade goods through a pair built across the border between their districts. Both sides approve each deal.
- Power Exchange. Sells power across a border, paid in goods every hour.
- Toll stations. Let your beavers ride another player’s ziplines (Folktails) or tubeway (Iron Teeth) for a toll the network’s owner sets.
Pending deals raise a “Trade deal to approve” alert, and the Trades tab of the settlement panel lists every deal and power price you’re part of.
Military production
- Forge. Swords, shields, spears and bows, and slings for Folktails. Fuelled by logs.
- Armory (Folktails). Battle axes for berserkers. Needs power.
- Gunsmith (Iron Teeth). Arquebuses and blasting charges. Needs power.
- Stone Press. Siege stones from scrap metal and logs, for catapults and trebuchets. Needs power.
- Herbalist (Folktails). The game’s own Herbalist also makes herbal kits for herbalist troops.
- Wagon Yard. Supply carts for troops in the field (see Supply).
Costs and recipes are in the Reference.