House

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Housing forms the heart of any settlement, providing the porcos who live and work there a place to rest comfortably and avoid illnesses as they go about their lives. Although the number of options can be daunting at first, all Houses function in roughly the same way by providing better (or worse) living conditions for a single resident family.

Each Building Level offers up to four House types:

  • Icon bdg slum.png Slum
  • Icon bdg rustic.png Rustic House
  • Icon bdg comfort.png Comfortable (Large) House
  • Apartment.png Apartment

Population Effects[edit | edit source]

When players invest in better Housing for their porcos, it has three primary effects on the population:

  • Faster Population Growth: Growth at each population level will be higher, allowing you to recruit Units more quickly and support more of them at once. The softcap for "maximum population" is reached whenever growth drops to +/- 0 Actives per generation.
  • Extra Intelligence: Your porcos will become smarter, encouraging the discovery of new Ideas and improving their success rate at researching new Knowledges. However, each increase in Intelligence lowers your maximum population slightly.

These effects make House construction one of the most important aspects of advancing your civilization. However, it will often be a slow, expensive process due to the large amount of resources you need to collect for it and the absence of any rent mechanics to directly recoup your costs.

Buildings[edit | edit source]

Appearance Building Level House Type Unlocked By Build Cost Life Quality Health Bonus Movable
House slum 1 1.png 1 Icon bdg slum.png Free Self-Builds 1Icon life qual.png -5Icon health.png Green check.svg
House rustic 1 1.png 1 Icon bdg rustic.png Sedentism 1 Hammers

1 Leather

5Icon life qual.png 6Icon health.png Green check.svg
House comfort 1 1.png 1 Icon bdg comfort.png Stone Building

Property

2 Hammers

2 Wood

2 Leather

1 Stone

8Icon life qual.png 8Icon health.png Green check.svg
House slum 2 2.png 2 Icon bdg slum.png 50% of Houses:

Level 2+

Self-Builds 2Icon life qual.png -5Icon health.png Green check.svg
House rustic 2 1.png 2 Icon bdg rustic.png Metallurgy

Stone Building

Mud Building

1 Axes

1 Mud

1 Wood

1 Stone

12Icon life qual.png 10Icon health.png Green check.svg
House comfort 2 1.png 2 Icon bdg comfort.png Bronze Working

Builders

Mud Bricks

Property

2 Shovels

2 Mud Bricks

2 Stone

1 Planks

17Icon life qual.png 12Icon health.png Green check.svg
House slum 3 1.png 3 Icon bdg slum.png 50% of Houses:

Level 3+

Self-Builds 3Icon life qual.png -5Icon health.png Green check.svg
House rustic 3 1.png 3 Icon bdg rustic.png Bronze Working

Masonry

1 Shovels

2 Bricks

2 Wood

20Icon life qual.png 15Icon health.png Red x.svg
House comfort 3 1.png 3 Icon bdg comfort.png Iron Working

Stonecutting

Plaster

2 Saws

2 Plaster

2 Stoneblocs

3 Planks

25Icon life qual.png 17Icon health.png Red x.svg
House slum 4 1.png 4 Icon bdg slum.png 50% of Houses:

Level 4+

Self-Builds 4Icon life qual.png -5Icon health.png Green check.svg
House rustic 4 1.png 4 Icon bdg rustic.png Iron Working

Construction Foremanship

Masonry

Plaster

1 Saws

1 Plaster

2 Bricks

2 Planks

28Icon life qual.png 20Icon health.png Red x.svg
House comfort 4 1.png 4 Icon bdg comfort.png Arch Building

Iron Working

Architects

Masonry

Plaster

2 Saws

3 Plaster

4 Stoneblocs

4 Planks

34Icon life qual.png 22Icon health.png Red x.svg
House apt 4 1.png 4 Apartment.png Multistorey building 10 Saws

3 Plaster

5 Stoneblocs

5 Planks

28Icon life qual.png 18Icon health.png Red x.svg

Capacity[edit | edit source]

To determine how many Houses you need for a city, divide each population by the capacity for that type. Use the highest resulting number from that. Alternatively, you can count the number of Slums (Icon bdg slum.png) that self-build to reach the same amount.

House Type Living Space per Building
Porcos Piglets Sows Oldpigs
Icon bdg slum.png 1 6 1 1
Icon bdg rustic.png 1 6 1 1
Icon bdg comfort.png 1 6 1 1
Apartment.png 2 12 2 2