Game Info: Building Types
Page last updated on 2011 / 02 / 08Each building in Settlers 7 has a particular role to play in your kingdom. All of the buildings available are listed below, with 1) The resources required initially to create and maintain the building 2) Any input required by the building 3) Any output of the building
| Image | Name | Build Cost & Workforce |
Input | Output |
| Farm | 3 | |||
| Grain Barn | 1 1 | 1 | ||
| The grain barn requires fertile land to grow its wheat crop | ||||
| Piggery | 1 1 | 2 2 | 1 | |
| Will produce animal that can be sent to the butcher for processing into meat. | ||||
| Shepherd | 1 1 | 2 | 1 | |
| The shepherd requires fertile land to grow its sheep, its wool can be processed in the weaving mill. | ||||
| Stable | 1 1 | 2 3 | 1 | |
| Requires lots of wheat, and will produce horses for the creation of cavaliers at the stronghold. | ||||
| Windmill | 1 1 | 1 | 1 | |
| Produces flour from wheat that can be used at the bakery to create bread. | ||||
| Mountain Shelter | 1 2 | |||
| Coal Miner | 1 1 | 1 | ||
| Requires a non-depleted coal mine in the sector | ||||
| Iron Miner | 1 1 | 1 | ||
| Requires a non-depleted iron ore mine in the sector | ||||
| Gold Miner | 1 1 | 1 | ||
| Requires a non-depleted gold mine in the sector | ||||
| Iron Smelter | 1 1 | 1 1 | 1 | |
| Requires coal and iron ore to create iron, which is used to create tools, weapons, wheels and jewellery. | ||||
| Quarry | 1 1 | 1 | ||
| Requires a non-depleted quarry in the sector | ||||
| Coking Plant | 1 1 | 3 | 1 | |
| Creates coal from logs, handy if you have no access to coal, but costs a lot of logs. | ||||
| Lodge | 3 | |||
| Fisher | 1 1 | 1 | ||
| Requires a non-depleted fishing area | ||||
| Hunter | 1 1 | 1 | ||
| Requires a non-depleted animal resource | ||||
| Sawmill | 1 1 | 1 | 1 | |
| Creates the wood that is used to construct most buildings. | ||||
| Woodcutter | 1 1 | 1 | ||
| Chops down existing forests and new trees planted by the forester. The logs created server a number of purposes in your kingdom. | ||||
| Forester | 1 1 | |||
| Does not require any input. Plants trees for the woodcutter to chop down after the trees reach maturity. | ||||
| Residence | 1 2 | |||
| Weaving Mill | 1 1 | 1 | 1 | |
| Takes wool from shepherds and converts it to cloth for the tailor to create garment | ||||
| Brewery | 1 1 | 1 1 | 1 | |
| Bakery | 1 1 | 1 | 1 | |
| Takes wheat from the grain barn and water from the well to create beer, used to create novice clerics. | ||||
| Toolmaker | 1 1 | 1 1 | 1 | |
| Should be created early in the game to ensure you have a supply of tools for the rest of your game | ||||
| Wheelwright | 1 1 | 1 1 | 1 | |
| Produces wheels in order to create cannon at the stronghold | ||||
| Papermill | 1 1 | 1 2 | 1 | |
| Produces paper that is required by the bookbinder to create books | ||||
| Noble Residence | 2 3 | |||
| Bookbinder | 1 1 | 1 1 | 1 | |
| Creates books from paper created at the papermill. Books are used to create brother and father clerics at the church. | ||||
| Mint | 1 1 | 1 1 1 | 1 | |
| Creates coin from iron and gold, a good item for trade and used to train troops at the tavern and stronghold | ||||
| Blacksmith | 1 1 | 1 1 1 | 1 | |
| Creates weapons, weapons are required by all forms of soldier created at the stronghold. | ||||
| Goldsmith | 1 1 | 1 1 1 | 1 | |
| Creates jewellery that is required to train father clerics at the church. Can also be easily traded via the export office. | ||||
| Tailor | 1 1 | 1 1 | 1 | |
| Creates garment, required to create traders at the export office and also an easily tradeable commodity. | ||||
| Butcher | 1 1 | 1 1 | 1 | |
| Processes animal into meat, a "fancy" food. Animal can be obtained by the hunter or pig farm | ||||
| Storehouse | 1 2 | |||
| A warehouse for your goods. It is recommended that you build at least one or two per sector so that settlers do not have a long transport time to move goods between warehouses. | ||||
| Stronghold | 10 10 | |||
| Soldier generation. Here you will build the majority of your army to conquery new lands and defend your territory. | ||||
| Church | 10 10 | |||
| Place of worship where clerics are trained. Clerics are used to perform scientific research that can enhance various elements of your kingdom. They are also used to bolster defences of sectors. | ||||
| Export Office | 10 10 | |||
| Place of commerce, traders are trained here that can find new trading routes and open up new trading opportunities. Trading routes allow you to trade one commodity for another. | ||||
| Constructor | 1 | |||
| The constructor is responsible for the construction of all your buildings. Consider building more constructors when your initial one is far away from newly conquered sectors, as the time taken for the constructor to travel to planned buildings may cause a back log of construction projects. | ||||
| Well | 4 | 5 | ||
| Provides an infinite supply of water, topping up at 5 resources and slowly regenerating once water has been taken from the well. Wells should always be placed near a warehouse that is used by buildings that require water. | ||||
| Small Prestige Object | 1 1 | 1 | ||
| Increases your prestige level | ||||
| Medium Prestige Object | 1 1 | 1 | ||
| Increases your prestige level | ||||
| Large Prestige Object | 3 | 1 | ||
| Increases your prestige level | ||||
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