Datasheet for Buildings

These tables cover base concepts of buildings in the game.

Construction resource buildings

These are the very foundation of your economy as building bigger buildings requires both boards and stones. Granite is a limited resource!

Building Type / Boards / Stones Inhabitant / Tool Consumes / Produces

Woodcutter
Hut Woodcutter
Axe
? Tree (terrain)
? Log

Forester
Hut Forester
Shovel
? –
? Tree (terrain)

Stonemason
Hut Stonemason
Pick-axe
? Granite (terrain)
? Stone

Granite mine
Mine Miner
Pick-axe
? Bread, Fish, Ham
? Stone

Sawmill
House Carpenter
Saw
? Log
? Board

Food resource buildings

You will eventually run out of fish and wild animals. Grain and water, and thus bread and ham are endless resources.

Building Type / Boards / Stones Inhabitant / Tool Consumes / Produces

Fisher
Hut Fisher
Rod and line
? Fish (terrain)
? Fish

Farm
Castle Farmer
Scythe
? –
? Grain

Mill
House Miller (Worker)
? Grain
? Flour

Well
Hut Worker
? Water (terrain)
? Water

Bakery
House Baker
Rolling pin
? Flour, Water
? Bread

Brewery
House Brewer (Worker)
? Grain, Water
? Beer

Hunter
Hut Hunter
Bow
? Animals (terrain)
? Meat

Pig farm
Castle Pig breeder (Worker)
? Grain, Water
? Meat

Slaughterhouse
House Butcher
Cleaver
? Meat
? Ham

Mineral resource buildings

Metalworks produces tools randomly based on tool priorities. The tools window can be opened from Main selection window. Minerals are a limited resource!

Building Type / Boards / Stones Inhabitant / Tool Consumes / Produces

Coal mine
Mine Miner
Pick-axe
? Bread, Fish, Ham
? Coal

Gold mine
Mine Miner
Pick-axe
? Bread, Fish, Ham
? Gold

Mint
House Minter
Crucible
? Coal, Gold
? Gold coin

Iron mine
Mine Miner
Pick-axe
? Bread, Fish, Ham
? Iron ore

Iron smelter
House Iron founder
Crucible
? Coal, Iron ore
? Iron

Metalworks
House Metalworker
Hammer
? Board, Iron
? Tools

Armory
House Armorer
Tongs
? Coal, Iron
? Shield, Sword

Military buildings

A new soldier is generated in any Headquarters, Storehouse or Harbor when one Shield, Sword and Beer is available in storage.

Building Type / Boards / Stones Inhabitant / Tool Consumes / Produces

Lookout tower
Hut Scout
Bow
? –
? Visibility

Barracks
Hut Soldier x 2
Sword, Shield, Beer
? Gold coin
? Soldier upgrade

Guardhouse
Hut Soldier x 3
Sword, Shield, Beer
? Gold coin
? Soldier upgrade

Watchtower
House Soldier x 6
Sword, Shield, Beer
? Gold coin
? Soldier upgrade

Fortress
Castle
Soldier x 9
Sword, Shield, Beer
? Gold coin
? Soldier upgrade

Catapult
House Worker
? Stone x 4
? Swear words

Storage and transportation buildings

Donkeys double the rate merchandise travels on road (flag-to-flag), however on expedition mission maps donkeys behave buggily and get transported all the time from one harbor to another. Avoid donkeys when building ships.

Transportation times increase if you don’t build storehouses.

Building Type / Boards / Stones Inhabitant / Tool Consumes / Produces

Donkey breeder
Castle Donkey breeder (Worker)
? Grain, Water
? Donkey

Storehouse
House
Storage
Storage
? –
? –

Shipyard
House Shipwright
Hammer
? Board
? Boat, Ship

Harbor
Campaign missions only!
Coastal castle
Storage
Storage
? Ship
? Expedition

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  • Masaru

    Great work! Thank you so much! 🙂

    • Jonas

      Nice work. Thanks!
      One thing though, I think (and am pretty sure) the armorer uses the hammer and metalworker the tongs, not the other way around.

  • maxb

    Great overview, and very useful to me!
    And while I’m at it: I like your site a lot, it’s the most detailed site about S2 I know, and it’s alive in contrast to most of the others. Thanks, and keep on!

    • Merri

      Thanks for your feedback!
      I hope that eventually the international community gets more active since there is still great things happening around this game, just that mostly only the German “Siedler” fans know about it. There will be a quite interesting and maybe even bright future for this game!

  • Road Runner

    I don’t know if this is the proper place to put this information, but here goes. In using the game’s editor, we can place ore on the map. Maybe everyone else has this figured out, but I ‘counted’ the stack of ore in a single cell and came up with 7. I made up a test map and found that the miner was able to get 7 bits of ore (I used coal, but I assume it works the same for the others) out of a single stack. I also discovered that a single mine, so long as it’s surrounded by full stacks of ore, is able to mine up to 19 stacks of ore in its immediate surrounding vicinity, for a grand total of 133 bits of ore (19 stacks x 7 per stack).

    I’m not sure if this makes any sense, but it does give some picture as to how much ore is in a map, as well as placement of the mines to go get it. If you have limited tools, the mines can be spaced out a bit more than I’ve usually placed them. The mine takes all ore within the ‘double hexagon’ surrounding it. I can’t draw a picture to show what I mean, but hopefully this makes sense.

  • maxb

    I’m just wondering, is that a mistake with the Lookout tower? Because I don’t think an explorer would take a bow each time he occupies a lookout tower.

    • Merri

      If I recall correctly generating a Scout requires bow. I haven’t checked for this detail in a few years though so it might be wrong. The only way to figure it out is to not have any scouts, but have a few bows and then see if a bow is consumed when a new scout is needed.

    • There is nothing wrong, a new scout needs a bow so if you don’t have enought scouts to occupy your lookouttower a bow will be used to create a new scout.

  • maxb

    Thank you two for the answers! I guess I didn’t even know new scouts will be trained… probably I never sent more off than I had 😉

  • Road Runner

    One of the things I enjoy doing is trying to make a settlement work starting out with virtually nothing. Of course, depending on the proximity and/or aggressiveness of one’s enemies, it can be a touch-and-go exercise. Here’s my list of the absolute minimum supplies/people needed in order to create a settlement:

    1 Builder
    1 Digger
    1 Stone Mason
    1 Wood Cutter
    1 Saw Miller
    1 Miner
    1 Metal Worker
    1 Iron Smelter
    2 Logs
    2 Boards
    2 Stones

    If the map was flat, maybe even the ‘digger’ could be done without initially. I’ve learned that the computer opponents aren’t smart enough to start with nothing and come up with a settlement.

    Has anyone else ever tried this? Or is it possible to make my list above even smaller?

  • Settler

    What about the geologists? What tool are they using? Can i make more of them?

    • Spikeone

      They just need a hammer. Means if you got some in your stock and you call more geologists than you got they will be converted.

  • d4rki

    Catapult pun so true 😉

  • Mieke Bergmann

    I believe one thing may deserve slight correction. Wild animals CAN be replenished by planting up forest large enough. For example entire forested window on 800×600 resolution can yield as much as 100% productivity on one hunter’s hut built on its edge. Also woodcutters can continue to harvest this forest at their discretion as long a there are foresters to replace cut down trees.

    For those unsure how to archieve such thing > reserve one such area on the map, then build several forester huts around it and make sure they are slightly overreaching one another. Once their productivity drops to zero (whole area of their reach is thereby forested), demolish them one by one, but make sure that after their building burns down, resulting clearance is reforested, before demolishing another forester hut. Once your forest is set up, wild game should start spawning very soon.