Foundation Buildings and Monuments Guide


Welcome, visitors. In this guide, you will learn Buildings and Monuments Guide in the Foundation game. So we pick up many pieces of information from several sites for you. We hope that this guide will help you. If you want to learn basics of the Foundation game, please click here.

As a general rule, the closer the buildings are to each other, the faster the production will go (to a certain extent, of course) because the workers in each building get their own materials for processing and creating.

Buildings and Monuments Guide

Production of wood & planks
Build the lumber camp in the middle of the forest so that the radius can be used and the 5 woodcutter can work efficiently. Ideally, you should build 1-2 lumber camps with a forester camp, so you will always have enough wood. In the sawmill up to 3 carpenters can work to make planks and should not be as far away from the lumber camp.

[Sawmill with well]

Forester camp
The forester can work in the same area as the woodcutters and needs a marker to work (light green area). He grows new trees (at the moment only lighter firs), which need some time to grow. If you only want to plant one area, you can demolish the building later and give the forester a new job. Only 1 forester can work in a forester camp.

[Lumber camp and forester camp]

Production of stones
The stonecutter camp is best built right next to the stones that are to be mined. Up to 5 stonecutters can work here. So that the stones can be further processed, you build a stonemason hut, which then produces “polished stones”. Note that you can only set 1 stonemason at the stonemason hut.

[2 stonemason huts]


Production of food
Gathering huts can be built around berry bushes. The resource is endless and can not disappear. Up to 3 forager can work in one hut. Berries are the first food you can mine.

Fisher‘s hut: Fish are rather tricky, because you have only one fisherman per fisher’s hut and have to place new huts along the water to ensure a sufficient supply of fish.

Hunter’s hut: 1 hunter is here and produces deer and leather. The deer can be sold on the market. A hunting area (orange) must be marked for the hunter’s hut. By the way, this marking cancels all other marks and only works in forests. The leather cannot be processed at the moment and has to be unloaded from time to time via the warehouse. The hunter only works again when the leather is empty.

Production of clothing
The sheep farm is occupied by 1 shepherd and produces wool. The weaver hut can be occupied by 2 weaver and then produces fabric. The tailor is occupied with 1 tailor and then produces clothes (symbol shirt).

These specifications are only valid if the buildings are close together:

  • 1 weaver hut is enough for 1-2 tailors

By the way, 4-5 sheeps are enough for the shepherd to produce enough wool. Everything else looks nice, but doesn’t make much sense. Also, don’t complain to the developer about too many sheeps when the game crashes.

Production of bread
The wheat farm can be supplied with 3 farmers and produces wheat. For the wheat farm a area “Agriculture” must be marked for the cultivation. The windmill turns it into flour with 2 millers. The bakery makes bread with 2 bakers from flour AND water. Place a well near the bakery to fetch water.

This information is only valid if the buildings are close to each other:

  • 1 wheat farm is enough for 2-3 windmills
  • 1 windmill can supply 1-2 bakeries

Production of tools
The coal hut produces coal from wood, so it makes sense to place it close to the lumber camp. You can set up to 3 charcoal burners. An iron mine only makes sense next to an iron ore deposit (marked green on the map, when placing the iron mine). You don’t need to mark the iron ore deposit and can assign up to 5 miners. The iron ore is melted into iron (ingots) by a maximum of 2 iron smelters from coal and iron ore. Last but not least, 2 forges make tools out of iron(ingots) and coal.

You can build food, merchandise and luxury goods stands within a certain radius, if this radius is exhausted, build another market nearby. For each market stall 1 market worker is needed. You can also add decorations to your market stall to give it a bit of splendor for “labor”. At the beginning you should leave out the tents, because you can’t produce fabric yet.

Important: Market workers get the goods they are supposed to sell themselves from the corresponding building or warehouse.

Important: If you’ve sold a product once, the villagers will want it again and again, so if you start with clothes once, you’ll have to make sure there’s always enough. That’s why it’s not advisable to sell wine, because it can’t be produced by yourself at the moment.

Materials can be stored in the warehouse. The transporter (maximum 2) bring the materials from the building to the warehouse. When a material is on “Empty warehouse”, the transporter try to move it to another warehouse. You should place warehouses in a way that makes sense for the carriers and for those who need resources (short ways). If you have released a material for purchase via trade, a slot for this material must be occupied in a warehouse and the green tick for “Accept” must be activated so that the trader can buy the material or sell it to you and store it in the warehouse. Carriers do not carry goods to producing buildings.

Important: Do not empty the slot in the warehouse by pressing the right mouse button, the goods will disappear completely!


Rustic church / Church
Churches bring faith to your village! The (rustic) church can be expanded later, please note this when placing your church and buildings around it. If the paths are too long, place several churches so that the need for faith can be refill quickly enough. Main buildings and all “extensions” create space for more villagers in the church. The rustic church consists of stone and thatched roof while you can later choose between 3 styles (blue, red, stone).

[Church, Style: Stone]

The monastery needs an abbey, a dormitory and if you want and have unlocked herb garden and apiary, before it actually makes no sense to assign a villager to the monastery. For herbs and honey (luxury goods) to be produced, you must assign an unemployed male villager to the monastery via “Concede a villager to the monastery”. As soon as enough is produced there by the “Brothers” you can start selling at the markets (Luxurious stall). Also the monastery can be extended at will.

[Monastery with 2 apiary and herb garden]

Lord manor
The lord manor house has only one purpose at the moment: Each treasury expands your “cash” so that you can store more gold. You can assign soldiers to the mansion, but this is not mandatory.

If you have unlocked and built the bailiff’s office for the manor, you can select a bailiff there. Each bailiff has an benefit. The selected bailiff can not currently be replaced or removed.

Learning speed increased by 10%.
Luck is influenced 10% less
The training speed of the soldiers increases by 10%.
Market revenues increased by 10%

[small mansion]

Wooden keep
Currently (March 2019) you can assign soldiers (maximum 10) in the keep and send them out if an envoy asks you for help. However, this is not absolutely necessary, because there will be no attacks from outside, so the keep will only provide two benefits, that you will get splendor for the area “Kingdom” and thus missions will be unlocked, where you can get free territories, 1000 gold and wine.

For the soldier missions you receive from the envoy, you will need 1-5 soldiers to send.

[Wooden Keep]

This is the ending of the guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

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Written by Pea Kina

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