🏗 Buildings
All colony buildings by group — as in the “Build” menu: cost, who works there, what they make and how to unlock them.
🏠 Housing and storage
- 🏠 HouseA house for two. Settlers rest faster in a house than outdoors.
- 📦 WarehouseCovered storage for 500 items. Everything gathered is brought here.
- ⚖️ Trading postSell what you don’t need for gold or buy what you do — any day.
- 🏠 Stone houseA house for two for artisans and masters. Rest is fastest here. A master must live in a stone house — artisans move here by themselves.
- 🏠 Guild hallHere artisans are made masters (the button is on the settler’s card). Masters work 25% faster.
⚠ Later chapters (5) — spoilers
- 🏠 Hall of the SistersA guest house with four rooms (chapter 9). The keepers come here: Vedana, Ratmira, Taisya and Ladomira. Here the colony hears their requests and chooses how to fulfil each (the “Council of sisters” window).
- 🏠 Elder’s houseA large brick house for two for masters and elders (chapter 4). To become an elder a master must live here. They move in by themselves. Rest is fastest here.
- 🏠 Architect’s houseA tall house with a workshop under the roof — for elders and architects (chapter 5). To become an architect an elder must live here, and the house must have light — bring power to it.
- 🏠 Keeper’s chambersStone chambers with a library — for architects and keepers (chapter 7). To become a keeper an architect must live here, and the chambers must have light — bring power to them.
- 🏠 Council houseA hall with a long table and the book of laws (chapter 7). Here the colony passes laws: one from each pair, forever. Needs the “Law” research.
🌾 Food
- 🌾 GranaryFood storage for 300. Bread, flour, grain, smoked meat, honey and herbs don’t spoil here. Food that doesn’t fit spoils a little every day. Settlers can eat here.
- 🌾 FarmA field with a barn — grows wheat. Job: “Field”.
- 🌾 MillGrinds wheat into flour. Job: “Crafting”.
- 🌾 BakeryBakes bread from flour. Job: “Crafting”.
- 🌾 Hunting lodgeThe hunter catches deer and boar: meat and hides. Small herds are left alone. But hunt too often and the animals take fright and leave the island. Job: “Hunting”.
- 🌾 SmokehouseSmokes meat over firewood. Fresh meat spoils quickly, smoked meat doesn’t.
⚠ Later chapters (1) — spoilers
- 🌾 ApiaryHives by a flowering meadow. Elders love honey (chapter 4). Job: “Field”. Bees sleep in winter.
🪵 Wood
- 🪵 Lumber campA shelter by the forest. Woodcutters drop wood here instead of carrying it across the map. Takes wood only, room for 150. Settlers can grab a bite here.
- 🪵 SawmillSaws logs into planks. Job: “Crafting”.
- 🪵 CarpenterMakes furniture from planks. Artisans need furniture.
⚠ Later chapters (1) — spoilers
- 🪵 NurseryBeds of young trees — grows saplings. Job: “Field” or “Forestry”. Foresters plant saplings where you marked 🌱.
🧶 Textiles and leather
- 🧶 Sheep farmSheep give wool. Job: “Field”.
- 🧶 WeaverMakes cloth from wool.
- 🧶 TailorSews clothes from cloth. Artisans need clothes.
- 🧶 TanneryMakes leather from hides. The tailor sews clothes from leather instead of cloth.
⚒️ Metal and stone
- 🧱 Clay pitBuilt right next to water: the river brings clay. Not much clay, but it never runs out. Job: “Crafting”.
- 🧱 Mining campA yard by the rocks. Stone, ore, coal and clay are dropped here instead of carried across the map. Room for 150. Settlers can grab a bite here.
- ⚒️ SmelterMakes ingots from ore and coal. Artisans only.
- ⚒️ Charcoal pitMakes coal from firewood. The forest grows back — so coal never runs out.
- ⚒️ MineBuilt right against a mountain. Brings up ore or coal from the depths — slowly, but without end. Needs planks to shore up the walls.
- ⚒️ SmithyForges tools. Sometimes items come out with rare properties. Artisans only.
- 🧱 KilnMakes brick from clay and coal. Artisans only.
- ⚒️ Copper worksMakes copper from ancient scrap — for wires, wheels and wind turbines. Job: “Crafting”. Opened by the “Ancient electricity” research.
⚠ Later chapters (1) — spoilers
- ⚒️ ArmoryForges weapons: spears, bows, cleavers. With weapons the guard is stronger against bandits, and the hunter faster and more accurate. Artisans only.
📜 Knowledge and luxury
- 📜 Antiquarian’s studySettlers with the “Research” job study finds and runes here. This is how new research opens up.
- 📜 Paper millMakes paper from wood. Job: “Crafting”.
- 📜 ScriptoriumMakes books from paper and cloth. Masters need books. Artisans only.
- 💎 JewelerMakes jewelry from ingots and shard dust. Masters need jewelry. Artisans only.
⚠ Later chapters (1) — spoilers
- 📜 Museum of AntiquitiesA showcase for finds: put rare and legendary items and relics on display. A completed collection gives a bonus to the whole colony, and relics bring a little gold from visitors.
🌿 Health
⚠ Later chapters (2) — spoilers
- 🌿 Herb gardenBeds of healing herbs. Like a field, they don’t grow in winter. Job: “Field”.
- 🌿 HerbalistMakes medicine from herbs and cloth. With medicine the sick and the bruised heal by themselves. Artisans only.
🛡 Defence
⚠ Later chapters (4) — spoilers
- 🛡 WatchtowerFrom the tower bandits are seen twice as early, and you can see how many there are. The tower gives +3 defence (two towers count). The guard gathers here.
- 🛡 Alarm bellA bell on posts. When the ground shakes (a small island drifts into ours) it rings by itself. Everyone hides in time and nobody gets hurt. Chapter 6.
- 🛡 PalisadeA section of fence made of sharpened logs. Nobody gets through. Each section gives +0.15 defence against bandits (up to +6 in total). Leave gaps — or put up a gate: then bandits will have to break the fence.
- 🛡 Palisade gateA way through the palisade. Settlers walk through the gate, bandits don’t: if the colony is closed by fence and gates on all sides, the band has to break a fence section or a gate. While they break it, archers shoot and spears reach over the fence.
⚡ Electricity
- ⚡ Water wheelBuilt right next to water. The river turns the wheel, and it gives 8 units of power. Power goes along poles to workshops and houses.
- ⚡ Wind turbineA tall mast with blades. Can be built anywhere. Gives less power than a wheel: 4 units.
- ⚡ Power poleA pole with a copper wire. Carries power 8 tiles. Buildings near a pole or a power source get power. Poles can be placed in a chain.
⛵ Sky and wonders
- ✨ Tablet of LawsA stone slab in the middle of the colony with the laws carved into it. Ratmira sets it up when the colony has learned to live by laws. Laws hurt mood half as much. Opens in chapter 8.
- ✨ Round StoneA stone table for four in the middle of the colony. At it the sisters sit together for the first time in ages and decide who will keep the Heart. Opens in chapter 9.
- ✨ Ancient AqueductStone arches with a channel: this is how the ancients watered their fields. Built from a blueprint pieced together from five fragments (ruins, cache, ancient vault, expedition, trader). All the colony’s fields yield 30% more. Only one per colony.
- ✨ Altar of the ShardA stone circle. Five arcane cores in it will light the Heart again. This is the chapter’s goal.
⚠ Later chapters (9) — spoilers
- ⛵ PierA wooden platform at the edge of the island. From here an airship carries goods to the keepers’ islands: it takes what they need there and brings back their goods. Built right at the edge. One pier — one route. An airship on a route doesn’t go on expeditions. Colony guests also arrive here.
- ✨ Bowl of the HeartA huge stone bowl in which the sisters will gather the Heart (chapter 10). Built in four steps: the foundation (the building itself), roots, veins and pull. The last three steps are done in the Bowl window. At the “Veins” step the Bowl needs power.
- ✨ Pull NodeA stone ring in which a shard slowly turns. With it Ladomira holds the islands. With it, filling land costs half as much and small islands drift in more often. Opens in chapter 7.
- ⛵ ShipyardHere masters build the flying airship. From here crews fly to neighbouring islands. Masters only.
- ⛵ LighthouseA tower of skystone. Its light pierces the mist and shows the way to the Far island.
- ✨ Sacred groveA ring of old trees and Vedana’s stone. Forest on clearings grows twice as fast, and the sick and bruised heal twice as fast. Opens in chapter 3.
- ✨ Oath StoneA stone from Ratmira’s island. On it the colony swears to protect its own. Mines and stone and ore mining yield one and a half times more, defence +5, bandits come less often. Opens in chapter 4.
- ✨ Ancient GeneratorA machine from Taisya’s blueprint: copper around arcane cores. Gives 20 units of power — like three wheels. Can be built anywhere and carries power like a pole. Opens in chapter 6.
- ✨ Archive of KnowledgeA stone hall with runes above the entrance. Here Taisya shares what she hid. Research goes a quarter faster, and runes are found one and a half times more often. Opens in chapter 5.
This guide is built from the data of the game “Oskolki” — a browser colony simulator on a floating shard among the ruins of the ancients. Play for free in the browser.