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The GameBuildings & Workers

Buildings & Workers

Buildings turn your land into a working territory. Roughly 35 buildings and decorations are available today, from your first cottage to a high-level castle, and each one you place changes what your territory can produce, store, and display. This page explains the building families, how construction actually works, and how your house and workers set the pace of everything you build.

Numbers shown here are illustrative. The live game is always the source of truth — values may change as the economy is rebalanced. See Changes and Rebalancing.

Four building families

Every structure in Roblade belongs to one of four families:

  • Housing — the five-tier house chain (house 1 through house 5). Your house is the backbone of your territory: it grants workers, expands your warehouse, and boosts your farm.
  • Production — buildings and animals that generate resources over time: the sheep farm, the gold mine, the monastery, and the ranch animals covered in Ranching.
  • Military-themed and prestige — the tower, archery range, barracks, monastery, and castle. These are statements of progress and ambition on the map.
  • Decorations — around 20 items, from bushes and gems to scarecrows and signposts, placed instantly to shape your territory’s look.

New buildings unlock as you level up, so your territory naturally grows more impressive alongside your progression.

Your house and your workers

You have exactly one house, and you upgrade it in place through five tiers. Tiers unlock at levels 1, 3, 6, 10, and 14, and each upgrade makes the same plot of land dramatically more useful:

  • More workers. You start with one worker; house tiers add more. Workers power your build and work queue — they determine how many constructions and jobs you can run at once. More workers means less waiting.
  • A bigger warehouse. Your house tier multiplies warehouse capacity for every material, from ×1.0 at the first tier up to ×2.0 at the top.
  • More farm plots. Each tier adds concurrent farm plots: +2, +5, +9, +14, and +20 across the five tiers. If you love farming, house upgrades are the single best investment you can make.

Upgrades take real time, and the commitment grows with the payoff: the first cottage finishes in about two minutes, while the top-tier house takes around three hours. Because everything routes through this one building, “when do I upgrade my house?” is one of the most interesting decisions in the game.

How construction works

Placing a building follows the same rhythm every time:

  1. Pay the cost. Buildings cost Gold plus materials — typically Wood and Stone. A starter house runs about 50 Gold and 10 Wood, while a castle demands thousands of Gold and hundreds of both materials.
  2. Wait out the build timer. Larger buildings take longer, from minutes to many hours. Each in-progress build occupies a worker and a queue slot.
  3. Collect XP on completion. Finishing a construction grants XP that scales with build time, and the first building of each type pays a bonus. Construction XP is never reduced by the daily XP taper — building your territory always rewards full progress.

Building caps keep territories balanced. Each building type has a maximum count that rises with your level bracket — for example, you can place a single tower early on but up to six at the highest levels, and the castle only becomes available from level 11. Decorations have generous caps that expand the same way.

Demolition is supported and refunds half of the building’s cost. Because tearing down a structure is destructive and permanent, it requires a wallet signature — a deliberate security step explained in Architecture & Security.

Production buildings

Production buildings work on a simple, satisfying loop: they fill up over time, and you stop by to collect.

  • Sheep farm — available from level 1, a wandering sheep that produces Wool on a steady cycle. Wool feeds directly into the monastery and NPC orders, making this one of the best early buildings in the game.
  • Gold mine — unlocks at level 6 and yields Stone plus Gold Ore on a short cycle. It is the only renewable source of Ore, a material that matters more and more as you progress.
  • Monastery — unlocks at level 6 and doubles as a prestige building and an economic engine: it converts 5 Wool into 50 Gold on a short cooldown, turning your sheep farms into a reliable income stream. See Resources & Economy for how this fits the wider economy.

Ranch animals — chickens, bulls, and their exotic cousins — are also production buildings, but they run on feed rather than a passive timer. They have their own page: Ranching.

Military and prestige

The tower, archery range, and barracks give your territory a fortified silhouette that other players can see from across the world. To be clear: military buildings are decorative in V1. There is no combat system today, and no monsters to fight — these structures are about presence and identity, not battles. If combat arrives in a future update, it will be announced on the roadmap.

The castle is the game’s ultimate prestige build: available from level 11, it is the most expensive structure in Roblade, takes a full half-day to construct, and grants a large XP reward on completion. It also adds a slot to your build queue, so it is not purely ornamental — a castle owner builds faster. Together with the monastery, it marks a territory whose owner has truly arrived.

Decorations

Around 20 decorations — bushes, gem clusters, bones, scarecrows, ducks, signposts, and more — let you shape your territory’s personality. They place instantly with no build timer, cost modest amounts of Gold and materials, and new options unlock steadily as you level, with themed pieces appearing at higher levels.

Decorations are how territories stop looking like spreadsheets and start looking like homes. Whether you build a tidy garden village or a skull-lined warcamp, the world remembers who you are. For how your territory fits into the wider map, see World, Land & Territories.

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