Buildings are placed on your owned land within designated building zones. Each zone is one hectare (a 10x10 tile sector). You mark zones on fallow land. Once a zone is set, that hectare is reserved for construction, not crops.
There are several building types available, each serving a distinct role on your farm. Keep in mind that the numbers may vary as the game is not yet fully balanced.
Building
Description
Size
Build / Demolish
Upkeep / turn
Warehouse
General-purpose storage. Holds 50 tonnes of any crop. Spoilage ~2%/turn. The workhorse of early-game logistics - cheap, reliable, accepts everything.
3 x 4
3,000 / 200
50 + 5 AP + 1 EC
Silo
Specialized storage. Holds 100 tonnes but only one assigned crop type. Just 1% spoilage/turn, ideal for grains. Best cost-per-tonne in the game.
1 x 1
2,000 / 150
80 + 8 AP + 2 EC
Cold Storage
Premium refrigerated storage. Only 30 tonnes, but essential for perishables. Highest upkeep, but for fruit and vegetable operations it's survival.
3 x 3
8,000 / 300
200 + 15 AP + 3 EC
Barn
A hybrid. 10 tonnes of general storage plus room for 2 machines. Cheap, compact, solid early-game pick.
2 x 2
1,500 / 100
30 + 3 AP + 1 EC
Garage
Pure machine housing. 3 machine slots, no storage. No capacity = no machines.
3 x 2
2,200 / 120
60 + 5 AP + 2 EC
WIP
Shallow Well
Taps into shallow groundwater. 100% success on shallow aquifers, 50% on medium, won't reach deep.
1 x 1
5,000 / 200
—
WIP
Deep Well
Expensive but guaranteed water access regardless of geology.
1 x 1
40,000 / 500
—
WIP
Office
The hub for scaling your enterprise. Multiple upgrade levels, each increasing your Enterprise Capacity (EC) cap. This gates hiring,
2 x 3
5,000 / 200
100 + 0 AP + 0 EC