Kingdom Building and Economy
Your kingdom is a machine. Every structure feeds into the next, and one missing piece can stall the entire operation. This guide covers every building that matters, when to build it, and how to keep your workers from tripping over each other.
Core Structures
The Castle
The Castle is your hub. Upgrading it unlocks new building slots, worker capacity, and unit tiers. Push it to Tier 3 by Day 3. Everything else is secondary until that happens.
Farms
Farms produce food. Workers cannot function without it. Build your first farm on Day 2, before you do anything else that morning.
Lumberyards and Quarries
Wood and stone are your two foundational resources. Lumberyards come first because wood is needed for nearly every early structure. Quarries become critical once you start fortifying walls after Day 3.
The Church
The Church serves two purposes:
- Faith generation: Assign a worker to pray during the day. This generates Faith, which fuels the spell system.
- Weather forecast: The Church lets you see upcoming weather conditions, which matters for specific achievement runs (like the Cherry Blossoms requirement for the Pixie achievement).
Build the Church on Day 1 if you are targeting specific weather-dependent goals. Otherwise, Day 4 or 5 is fine.
The Tavern
The Tavern is where nightly Promotions happen. You spend Coins here to upgrade your units each night. Upgrading the Tavern increases the quality and variety of Promotion options available.
The Trading Post
The Trading Post lets you sell unrefined resources for Coins. It uses dynamic pricing: selling large quantities of one resource drives the price down, but it recovers slowly each week.
Sell in small batches. Dumping 50 wood at once craters the price and wastes potential income. Spread your sales across multiple days to maintain good rates.
The Shard Foundry
A late-game structure that converts refined resources into Shards. Depending on your active kingdom:
- Human Kingdom: Converts ingots and books into Shards.
- Undead Kingdom: Converts blood and other unique resources into Shards.
Shards fuel Armory crafting and Witch upgrades. You need this building running by mid-game if you want to push high-Curse runs.
Guilds
There are four Guild buildings: Warriors, Rangers, Mages, and Summoners. Each Guild lets you purchase a random unit of that class for ingots, but only if you already own two units of that class.
Guilds are your primary tool for targeting specific faction synergies when the draft screen is not cooperating.
Worker Flow
Workers are the backbone of your economy, and over-assigning them is the most common way to stall a run.
The X/Y Rule
Every building shows an X/Y counter: jobs assigned versus workers available. If you queue more jobs than you have workers, tasks rotate unpredictably and deliveries stall.
Idle Workers
Keep at least one worker idle. Idle workers automatically carry gathered resources from collection nodes to the Castle. If every worker has a task, raw materials pile up at nodes and never reach storage, which means you cannot actually spend them.
Visual Indicators
| Indicator | Meaning |
|---|---|
| White outline head | Assigned worker en route |
| X/Y display | Jobs assigned vs. workers available |
| Green glow (on hover) | Active workers linked to that building |
The Undead Kingdom Economy
If you are playing as the Undead Kingdom, the economy works differently and trips up nearly every new player.
Workers in the Undead Kingdom are temporary skeletal thralls that you raise daily. They are slow and fragile. To keep things running:
- Build Mausoleums for sustained thrall production.
- Repair the Church early. The catacomb portal network lets your slow thralls teleport between buildings, cutting transit time dramatically.
- Unique Undead resources (rats, pumpkins, bonepiles) function alongside standard wood and stone gathering. Do not try to manage them the same way.
The Human Kingdom has a clear, readable supply chain. The Undead Kingdom is intentionally opaque. If you are brand new, start with Humans and switch to Undead once you understand the core loop.
Building Priority by Day
| Day | Priority |
|---|---|
| 1 | Workers on wood. Start Castle upgrade. Church if targeting weather achievements. |
| 2 | Build first farm. Continue Castle push. |
| 3 | Castle Tier 3. Stable food and board income locked in. |
| 4+ | Walls, Tavern upgrades, Trading Post, and expansion. |