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Building and upgrade reference

Standard construction costs, builder requirements, service places, and the stocks that matter after completion.

Before you start: Buildings and services
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These are the public browser game’s Standard building costs. Read your match’s rules before applying them to instant construction, starting stockpiles, experiments or an altered scenario. A construction cost is different from the stock a finished building keeps for its work.

Construction and upgrade materials

The Level 1 column is a new site’s material requirement. Levels 2 and 3 are the materials for the next upgrade stage, rather than the combined cost of every earlier stage.

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BuildingLevel 1Upgrade to Level 2Upgrade to Level 3
Swarm35 food——
Inn3 wood8 wood7 wood, 5 stone
Hospital3 wood8 wood3 wood, 5 stone
School7 wood, 2 algae5 wood, 5 stone, 12 algae7 wood, 4 food, 12 stone, 10 algae
Barracks7 wood3 wood, 10 stone10 wood, 10 stone
Racetrack6 wood, 1 stone10 wood, 5 stone15 wood, 5 stone
Swimming pool8 wood12 wood, 6 food8 wood, 4 food, 6 stone, 8 algae
Defense tower6 wood10 wood, 14 stone8 wood, 14 stone, 2 algae
Stone wall1 stone——
Market4 wood, 4 stoneExperimentalExperimental

A dash means there is no further Standard building tier. Market upgrades belong to the optional Markets V2 experiment; do not budget for them as ordinary progression.

School construction panel showing full wood requirement, no algae and distance-related warning.

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Wood 7/7 has arrived, but Algae remains 0/2 and the resource-distance message explains the stall.

Builders and the Upgrade action

Ordinary workers can construct Level 1 sites. For Level 2 sites, train workers at a basic school. For Level 3 sites, supply further builder training at the next school stage. Standard school training supplies that progression.

Before the colony has the required qualification, an upgrade action can be unavailable even when the building is healthy and has room. Train a suitable worker first. Once the action is unlocked, the site still needs eligible workers available to perform it. A trained builder busy elsewhere, taking a meal, healing or unable to reach the site cannot instantly complete the job.

Qualification is distinct from the displayed rate of a worker’s building ability. Read the site’s messages and the worker’s training instead of assuming more ordinary workers can replace one qualified builder.

Upgrading interrupts the building’s service. Keep a supplied backup inn before upgrading a feeding service, and check the larger footprint before committing. Damaged buildings can need repair before an upgrade is available.

Service places after completion

Inside counts globs using a service. It does not count the workers constructing the building or stocking an inn.

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ServiceLevel 1 placesLevel 2 placesLevel 3 placesPurpose
Inn4717Meals
Hospital257Healing
School479Eligible unit training
Barracks245Combat training
Racetrack246Walking training
Swimming pool246Swimming training
Hospital panel crop showing Inside 2/2 and service progress.

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Both healing places are occupied: Inside 2/2.

A full service needs time or more usable capacity. An empty service can mean no eligible glob needs it, no one is available to visit, or the route is unsuitable. Staffing every unrelated job more heavily does not solve those problems.

Food, fruit and ammunition stocks

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Building stockLevel 1Level 2Level 3What uses it
Inn food103050One food per ordinary meal
Inn, each fruit kind4080200Optional fruit served with meals
Swarm food20——Five food per ordinary birth
Tower stone444Converted into ammunition

The Inn’s Food count is stored meals. Its yellow service display is not a food reserve. An ordinary hospital heals without a food or material stock; it cannot substitute for an inn. A completed basic market can store fruit, but Standard does not provide a general colony-wide warehouse or enabled historical inter-team exchange controls.

Inn panel crop showing Food 3/10, Working 2/2 and Inside 0/4.

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Read Food, Working and Inside separately.

Choose from the symptom

For missing deliveries, inspect Resources and hauling. For empty inns or excessive births, use Keep the colony fed and Population and swarm production. For service placement and occupancy, return to Buildings and services.