English
Garden building illustration
Building illustration · appearance may evolve

The building book · Level 1

Garden

Vegetable beds, a busy gardener, and food for the village.

A Garden produces food with a gardener at work. From the Chartered Village on, you can switch its crop to grain for the Watermill: grain, flour and food are three separate stores, each with its own mark in the build menu. Crops still need protection from curious deer.

01 / Find its place

Make room for it.

Leave room around the plot for a real Deer Enclosure if you need one. A garden’s visual fence style is an appearance choice; use the protection preview to check actual coverage.

How automatic pathways work →

Keep it working.

Production starts after construction finishes and an eligible resident arrives at work. The listed rate is a base working cycle, not a promise of uninterrupted output: sleep, hunger, comfort, upgrades and full storage can affect it.

Read about the day and night rhythm →

02 / Help it grow

Improvements & appearance.

Use Improve in the building details to raise its tier, up to tier 3. Read the quoted materials and work time before confirming. The plot stays the same. Productive buildings gain output as their tier rises. Style choices change its appearance without changing the footprint or gameplay.

03 / A little help

If something seems stuck.

A planted-looking garden may still be unfinished or waiting for its worker. Check those first, then storage, hunger and the time of day. A garden switched to grain fills the grain store rather than the pantry. Use an enclosure or suitable protection when deer threaten the crops.

More common questions →

Larger buildings in this family.

Available with earned village progression. Stats below follow the current game rules.