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Foundation — progression guide: the first ten hours, tier by tier

GuidesGuideupdated 2026-10-0213 min read

Foundation is a medieval city builder by Polymorph Games. Progress is gated twice over: a Progression Tree that spends gold and Influence on unlocks, and a set of Needs that decide whether your villagers stay happy enough to keep arriving. This guide is the numbers for both, plus the building costs and production ratios you actually need in the first few hours.

Everything numeric here comes from the official Foundation wiki (wiki.polymorph.games) and the game's own patch notes. Where two wiki pages disagree, it is flagged rather than guessed at.

What this is written for

  • Game version: 1.11.0.19 — a hotfix released 28 July 2026 (it fixes transporters and production

workers losing access to a building's resources after the building was moved). The previous patch in the line was 1.11.0.18 on 8 July 2026, an AMD OpenGL texture workaround.

  • Foundation: Harvest Festival, the first paid DLC, is announced for 8 October 2026 — new crops

and orchards, chickens, pigs and geese, new production chains, and Festival Grounds. It is not live at the time of writing, so nothing in this guide assumes it.

  • The wiki does not publish a usable balance history for the 1.11 line, so changes made inside 1.11

beyond the patch notes quoted above are not documented anywhere readable.

The opening, in order

The game's tutorial quest chain is the cleanest statement of the intended build order. Its steps are:

  1. Buy a starting territory. Only territories containing berries and stone are selectable; they

are the ones outlined in white. Everything else has to be bought later.

  1. Place the Village Centre. It is one of only two buildings that build themselves instantly.
  2. Place the Builder's Workshop (5 wood) — the other instant build — then assign 1–2 Builders to

it. Every later building needs Builders, resources and time.

  1. Lumber Camp plus a Woodcutting zone painted over trees, and a Woodcutter assigned. Without the

zone the camp does nothing.

  1. Gathering Hut for berries.
  2. Paint a Residential zone. Houses appear on their own inside it and Builders build them.
  3. Well for water.
  4. Village Market with a Market Stall, a Market Tender assigned, and berries assigned to the

stall.

  1. Give every villager a job and push happiness to 75. That is the immigration trigger.
  2. Storage from the Progression Tree, then a Warehouse, then planks assigned to a Warehouse slot.
  3. Open a trade route and allow the sale of planks.
  4. Buy a second territory, then build a Manor House with a Great Hall — the Great Hall is what

unlocks the Mandates tab (villager promotion, levies, Administrator tasks).

There is one deliberate trap in that order: the Sawmill needs stone as well as wood, so the Stonecutter Camp has to come up before you can make planks.

What the Village Centre gives you

ResourceAmount
Wood60
Tools40
Berries10
Cloth20
Gold Coins500 (the "Starting a New Game" page still says 450 — see Conflicts at the end)

It also spawns the town's first 10 villagers, who are Serfs.

What the first buildings cost

Costs are construction materials plus any one-off coin cost; most of these are buildable with the starting stock if you do not waste tools.

BuildingConstruction costNotes
Village Centrefree, instant10 villagers, starting stock above
Builder's Workshop5 woodinstant; optimal rank Serf; 3 Builders
Lumber Camp2 tools, 10 goldneeds a Woodcutting zone
Gathering Hut10 wood, 10 goldberries from nearby berry bushes
Stonecutter Camp10 wood, 2 tools, 10 goldstone from the nearest stone node
Forester Camp10 wood, 10 goldplants trees in a Reforestation zone
Well10 wood, 5 stone, 10 goldno workers needed
Village Marketautomatic (modular)Stall parts are added to the building
Sawmill20 wood, 10 stone, 10 gold1 wood → 1 plank
Fisher's Hut20 wood, 10 goldneeds Fishing (25 gold) in the tree
Granary15 wood, 5 stone, 10 goldfood storage
Warehouse10 stone, 15 planks, 10 goldmaterials and goods storage
Tier-1 house11 woodplaced automatically inside a Residential zone

The Progression Tree

The tree has four paths: the Common Path plus the three Estate paths of Labour, Kingdom and Clergy.

  • Common Path tiers unlock on Prosperity (10 / 50 / 100 / 200) and individual technologies are

bought with gold coins (25 / 50 / 100 / 250 / 500 by tier).

  • Estate tiers unlock on that Estate's Splendour (25 / 75 / 150 / 300) and technologies are bought

with that Estate's Influence (5 / 20 / 35 / 50 by tier).

Prosperity is not one number you can push directly — it is made up of wealth (highest monthly net income to date), number of territories, commerce rating (trade routes and their levels), population rating, Splendour (an average across your buildings' Splendour types), Beautification, and your gold reserves including treasury capacity. Most of it rises on its own as the town grows.

Splendour comes from monuments and their decorations, and it is what gates the Estate paths. Civic buildings (Manor House, Tavern, Market) give Labour Splendour, churches and monasteries give Clergy Splendour, military buildings give Kingdom Splendour. Only parts marked with a Splendour star in the build menu actually count — usually decorations, doors and the expensive main parts. Influence accrues over time in proportion to Splendour, and Splendour also caps how much Influence you can hold (at 0 Splendour, Influence is capped at 0).

Common Path by tier

TierUnlocks (each item bought separately)
Free (25 gold each)Storage (Granary, Warehouse), Fishing (Fisher's Hut), Village Wooden Bridge, Village Fences
10 Prosperity, 50 gold eachClothing (Sheep Farm, Weaver Hut, Tailor's Workshop), Goods Market, Stonemason Hut, Tooling (Iron Quarry, Charcoal Hut, Iron Smelter, Blacksmith), Butchering (Hunter's Hut, Butchery), Farming (Wheat Farm, Windmill, Bakery), Tier 2 Decorative, Lumber Camp Improvement, Storage Improvement, Extended Village Edict
50 Prosperity, 100 gold eachBeer Production (Wheat Farm, Hop Farm, Brewery), Common Wares Workshop, Luxury Market, Village Stone Bridge, City Fences, Tier 3 Decorative, Stonemason Hut Improvement, Farming Improvement, Extended Village Edict
100 Prosperity, 250 gold eachJewellery Production (Gold Smelter, Jeweller's Workshop), Cooperage, Dairy Farming (Dairy Farm, Cheesemaker), Candle Production, City Stone Bridge, Tier 4 Decorative, Sculpture Workshop, Glassworking (Glass Smelter, Stained Glass), Extended Village Edict
200 Prosperity, 500 gold eachTier 5 Decorative, Candle Production Improvement, Common Wares Production Improvement

Estate paths by tier

TierLabour (Influence)Kingdom (Influence)Clergy (Influence)
1 (25 gold each)Manor House + Great Hall, Tax OfficeCastle + Castle Keep, Barracks, Armoury, Great HallMonastery + Monk/Nun Dorms, Chapel, Scriptorium, Herb/Berry/Vegetable Garden, Monastic Grange, Refectory, Great Hall; Rustic Church Architecture
2 (5)Tavern, Manor House Village Architecture, Village Fortifications + Village Watchtower, Bailiff Office, Treasury, Labour Privilege slotSpear / Bow / Sword Warfare (Spearmaker's Hut, Bowyer's Hut, Swordsmith + encampments), Provisioner, Royal Office, Treasury, Castle Rustic Architecture, Castle FortificationHospitium, Rustic Cloister, Monastic Beekeeping (Apiary), Monastic Kitchen, Emissary Office, Treasury, Clergy Privilege slot
3 (20)Manor House City Architecture, Tavern Splendour, Inn Lodge, Milling Taxes, Paved Roads (Paviour's Yard), Labour Privilege slotCastle Modest Architecture, Stone Castle Wall, Watchtower and Gatehouse, Command Post, Kingdom Privilege slotModest Church, Monastery Modest Architecture, Modest Cloister, Clergy Privilege slot
4 (35)City Market + Market Hall, City Fortifications, Tavern Kitchen, Mining Taxes, Labour Privilege slotPolearm, Recurve Bow, Steel Sword, Mess Hall, Healing House, Private Quarters, Kingdom Privilege slotMonastic Winemaking (Vineyard, Winery), tier 4 decorations, Clergy Privilege slot
5 (50)City Belfry, Smithing Taxes, Drinking TaxesCourt of HeroesMonastic Abbatial Church

Production ratios

These are the game's own recipe figures, from each building's wiki page. "Best rank" is the rank at which the job is at maximum efficiency — a Serf in a Citizen-optimised job works, just slower.

BuildingInput → OutputBest rank
Sawmill1 wood → 1 plankSerf
Stonemason Hut1 stone → 1 polished stoneCommoner
Charcoal Huttrees in a Woodcutting zone → coal (no fixed ratio)Serf
Butchery1 boar → 5 meatCommoner
Windmill4 wheat → 1 flourSerf
Bakery3 flour + 1 water → 5 breadCommoner
Cheesemaker2 milk → 2 cheeseCommoner
Weaver Hut3 wool → 1 clothCommoner
Blacksmith1 iron + 3 coal → 1 toolsCommoner
Iron Smelter4 iron ore + 2 coal → 1 ironCommoner
Cooperage4 planks + 1 iron + 1 tools → 1 barrelCitizen
Common Wares Workshop3 planks + 1 iron → 3 common waresCitizen
Brewery1 water + 1 hop + 2 wheat → 3 beerCitizen
Gold Smelter6 gold ore + 3 coal → 1 gold barCitizen
Jeweller's Workshop1 gem + 1 gold bar → 1 jewelleryCitizen
Glass Smelter6 quartz + 3 coal + 1 tools → 1 glassCitizen
Candle Workshop2 wax + 1 iron + 1 tools → 2 candlesCitizen
Winery (Monastery)10 grapes + 1 barrel → 5 wineBrother/Sister
Monastic Kitchen2 herbs + 1 bread → 5 Simple StewBrother/Sister
Monastic Kitchen2 vegetables + 1 cheese → 5 Garnished GreensBrother/Sister
Monastic Kitchen2 wheat + 1 honey → 5 Golden GruelBrother/Sister
Monastic Kitchen2 meat + 1 wine → 5 Robust RoastBrother/Sister
Tavern Kitchen1 boar + 1 cheese → 1 Tavern MealCommoner
Spearmaker's Hut1 wood + 1 iron → 1 spearCommoner
Spearmaker's Hut1 wood + 2 tools + 2 coal + 1 steel → 1 polearmCommoner
Bowyer's Hut1 wood + 1 cloth + 1 tools → 1 shortbowCommoner
Bowyer's Hut2 wood + 1 cloth + 1 tools + 1 coal + 1 steel → 1 recurve bowCommoner
Swordsmith1 iron + 1 coal + 1 tools → 1 iron swordCommoner
Swordsmith1 iron + 2 tools + 2 coal + 2 steel → 1 steel swordCommoner

Gathering buildings — Lumber Camp (wood), Stonecutter Camp (stone), Gathering Hut (berries), Hunter's Hut (boar), Fisher's Hut (fish), Wheat and Hop Farms (crop fields), Sheep and Dairy Farms (pastures), Quarries (gold ore, iron ore, marble, quartz, stone), Apiary (honey and wax), Vegetable Garden (vegetables), Vineyard (grapes) — have no published conversion ratio. Their rate depends on how much resource you paint into their zone, how far away it is, and how many workers you add. All large mines (mountains) slowly produce gems as a by-product, and every game contains at least one deposit of each mineral type; deposits must be prospected by a Bailiff before you know what is in them.

Production buildings stop working when their output storage hits its cap — 50 units for most buildings. After the relevant Improvement is unlocked, a Lumber Camp can add up to 5 Wooden Wagons (+10 storage each) and 3 Wood Depots (+25 each), and a Wheat Farm with every upgrade can hold 300 wheat and support 7 workers.

Storage, distance and the logistics rules

  • A production building's own output store is normally 50; a full store halts production.
  • A Granary or Warehouse starts with 4 slots of 100 units each. Up to 2 depots add 4 slots

each, for a maximum of 12 slots / 1,200 units. Each storage building can hold up to 4 Transporters, and slots can be set to Accept, Refuse, Stock Maximum or Empty Stock.

  • A Market Hall (City Market) has 6 slots of 200 and can run 8 Transporters.
  • Traders can only buy or sell from a Granary/Warehouse slot holding that resource — stock sitting in

the Village Centre, a production building, a Market Stall, or in transit is unavailable for trade.

  • Workers looking for input resources go to the nearest source with a non-zero amount, and they do

not care how much is there. A slow production building nearby will keep drawing trips that return 3–4 units, while a warehouse with a full slot further away is ignored. Place external storage between the producer and the consumer, and put the storage nearer to the consumer than any producer.

  • The scalable pattern is a two-tier chain: a primary storage near the producers with its slots set

to Accept, and a distribution hub near the consumers with the same resource set to Stock Maximum. The hub's Transporters do the long haul so the local Market Tenders do not have to.

Villager ranks, needs and promotion

Promotion is done from the Mandates tab, which requires a finished Great Hall. A villager cannot be promoted until their current Needs are satisfied, and promotion converts some Additional Needs into Essential Needs.

RankEssential NeedsAdditional NeedsPromotion cost
SerfWater, Rustic Food, tier 1 housingRefined Food, Service20 gold
CommonerWater, tier 2 housing, Refined Food (x2 different types), ServiceEntertainment, Goods100 gold
CitizenWater, tier 3 housing, Refined Food (x3), Service, EntertainmentGoods (x2 different types), Luxuryfinal rank
Novice (Monastic)Water, Rustic Food, dormitory housingMonastic Food, Service5 manuscripts
Brother / SisterWater, dormitory housing, Monastic Food, ServiceCloister, Monastic Food (+1 different type)50 manuscripts
Prior / PrioressWater, dormitory housing, Monastic Food (x2), ServiceCloisterfinal rank
Militiaman / Soldier / KnightWater, food, barracks or quarters housingService, Goods, Entertainment, Luxuryfree (combatants)

Read the costs as they are printed in the wiki's table: 20 gold on the Serf row is the price of moving a Serf up a rank, 100 gold on the Commoner row the price of the next step. Monastics are promoted with Manuscripts from the Monastic Scriptorium, not coins. Combatants promote for free, but a Militiaman must reach a strength level (weapons plus campaign experience) before becoming a Soldier, and you may only hold 1 Knight per 5 Soldiers.

Where each Need is satisfied:

NeedSatisfied by
Watervisiting a Well (Wells need no workers — build several)
Rustic Food / Refined Food / Goods / LuxuryMarket stalls (or the Mess Hall / Refectory for the military and monastic versions)
Housingthe right tier and type of house
Servicea working Church or Chapel
EntertainmentTavern Goods consumed in a working Tavern
Monastic Foodthe Refectory
Cloistertime spent in a working Cloister

The distinction that costs new players the most: Additional Needs are free to ignore — until the first time they are met. Once a villager can fill Entertainment or Goods, losing access to it makes them unhappy exactly like an Essential Need. You cannot reach 100% happiness without filling every Essential and Additional Need.

Immigration

A group of Newcomers arrives every week at the Village Centre and waits on a timer; accept them and they become Serfs. With happiness at or above 100% and no unemployment, a wave brings around 4–6 Newcomers. Immigration slows as unemployment rises and stops completely at roughly 10 unemployed villagers — unemployed Monastics and Combatants count the same as unemployed Villagers.

Housing: density and quality are separate systems

Houses are never placed by hand. Paint a Residential zone and foundations appear inside it; the house's shape is fixed when the foundation is laid. Villagers will only accept housing within 150 metres of their workplace, which is the usual cause of "my miner has no house" complaints.

  • Density controls capacity: tier 1 = 2 occupants, tier 2 = 6, tier 3 = 10.
  • Quality controls which rank can live there: Commoners need tier 2 quality, Citizens tier 3.
  • Density upgrades need patrols from a Watchpost plus Light Fortification (tier 2) or **Heavy

Fortification (tier 3). Quality upgrades need a desirable neighbourhood plus Beautification (tier 2) and a paved road nearby** (tier 3). The two systems are independent — quality does not affect capacity and density does not affect who can live there.

Quality (rank)DensityCostOccupantsTax storage
1 (Serf)111 wood220
1 (Serf)220 planks660
1 (Serf)340 planks, 4 tools10100
2 (Commoner)110 planks, 5 stone, 1 tool, 1 wood220
2 (Commoner)240 planks, 16 stone, 4 tools, 2 wood660
2 (Commoner)340 planks, 20 stone, 10 tools10100
3 (Citizen)110 planks, 10 polished stone, 5 tools, 5 glass, 1 wood220
3 (Citizen)240 planks, 15 polished stone, 10 tools, 2 glass, 2 stone660
3 (Citizen)360 planks, 40 polished stone, 16 tools, 5 glass10100

Beautification comes from Common Decorations placed around a house — the 5-gold tier 2 decorations (Rose Bush, Terracotta Flower Vase) each give 1 Beautification, and stacking them multiplies the area of effect. A house turns green when it is sufficiently beautified. Decoration placed inside a Monument instead converts into that Estate's Splendour, which is the cheapest way to climb the Estate paths.

Zones

Nine zones exist. Six are on the paintbrush in the bottom toolbar; Reforestation, Patrol and Crop/Pasture are painted from the menu of the building that uses them.

ZoneWhat it does
WoodcuttingWhere Lumber Camps and Charcoal Huts may fell trees. No zone, no work.
HuntingShows and designates boar for Hunter's Huts
ResidentialThe only control over where houses appear
Road PavingPaviours spend stone to pave and maintain paths here; paved roads are required for tier 3 quality housing
Resource RemovalBuilders clear trees, bushes or deposits — these are destroyed, not harvested
ForbiddenImpassable; overrides every other zone, and can break pathfinding if it blocks a building
ReforestationForester Camp planting area; can overlap a Woodcutting zone for sustained wood
PatrollingWatchpost coverage over houses — required for density 2
Crop / Pasture FieldFarm planting or grazing area; fields of different farms cannot overlap

Trade routes and prices

Trade routes are opened from the Trade Routes page of the Royal Book (F3). Unlock cost and allegiance:

CityAllegianceUnlock cost
NorthburyLabour20 planks
MyddleClergy20 clothes
DavenportKingdom20 bread
TrotburyLabour15 Labour Influence
Kinstone AbbeyClergy15 Clergy Influence
Castle HarbourKingdom15 Kingdom Influence

Once open, a trader visits roughly every two weeks and trades up to the route's volume per resource — 25 at level 1. Volume upgrades need a monthly trade total with that city and are completed as Mandates (10 days each, assigned to the Bailiff, Monastic Emissary or Royal Courtier). A route only trades what you have flagged for import or export on the Resources page (F4), and only out of a Granary/Warehouse slot holding that resource.

Prices are fixed in every game. What each city buys from you (your income per unit):

ResourceNorthburyMyddleDavenportTrotburyKinstone AbbeyCastle Harbour
Planks1––––1
Polished stone3––366
Cheese4–––––
Meat3––66–
Fish–1–1––
Bread––22––
Boar––2–––
Honey––5–5–
Wax––1–1–
Candle––5–––
Herbs3–––3–
Wine5–––5–
Beer––2–––
Berry brew–1––––
Glass–3–3––
Barrel–3–3––
Cloth / clothes–2–2––
Common wares–––4––
Tools–3––––
Iron bar––––55
Gold ore4––––4
Gold bar7––7––
Gems––71515–
Jewellery–10–20––
Marble–5–––5
Quartz–––––1
Vegetables––––1–
Berries––––1–
Grapes / hop––––2 / 1–
Coal–––––1
Spear / shortbow / sword–––––5

What they sell to you, for the arbitrage worth knowing: Northbury sells Tools at 6 and collects planks at 1 and polished stone at 3; Myddle sells Coal at 2 and buys Tools at 3, which is what makes the iron chain affordable; Davenport sells Herbs at 6 and Common Wares at 8; Trotbury sells Stone at 3, Iron Ore at 3 and Coal at 2; Kinstone Abbey sells Cheese at 8; Castle Harbour sells Steel at 16 and Tools at 6.

Taxation

Taxes are stored in the buildings that generate them and are emptied into your treasury by Tax Collectors working from a Tax Office. A full building stops earning until a collector visits — the taxation tracker overlay in the Visibility menu shows what is about to overflow in red.

Residential taxes are the first type and are the only adjustable ones. The caps are 6 gold per Serf, 16 per Commoner and 36 per Citizen per collection at the highest rate, and a house can hold 10 coins per occupant (so a 6-occupant density-2 house holds 60). They are also the only taxes that cause a happiness penalty: −5% at the first level of tax, up to −150% at the highest.

Every other tax type is penalty-free for happiness, but implementing more than one type cuts your Labour Influence cap by 5 per additional type — five taxes means −20, the Labour Privilege "Additional Taxation" lets you run one more before the penalty starts.

TaxUnlocked byRateBuilding store
MillingProgression Tree1 gold per resource produced50 per Windmill
MiningProgression Tree1 gold per resource produced50 per Mine
SmithingProgression Tree2 gold per resource produced50 per Smith (Blacksmith, Bowyer's, Swordsmith, Spearmaker's)
DrinkingProgression Tree1 gold per purchase50 per Tavern
TitheTithe Taxes Clergy Privilege0.25 gold per visit50 per Church or Chapel
MerchandiseMerchandise Taxes Labour Privilege (from a quest)0.15 gold per purchase50 per Market Stall / Refectory

Aspirations (the objective-based modes)

Choosing an Aspiration at game setup sets a quest chain and restrictions that force one Estate path. Each ends with an objective list; finishing it lifts all restrictions and the game continues as relaxed.

AspirationFinal objectivesRestrictionsReward
Labour — Prestigious Burg (for beginners, taxation and labour workforces)Build a City Belfry; 30 houses at High density; host the Seneschal at your Tavern; happiness above 75; Labour Splendour 500+Never build a Monastery or a Castle100 Labour Influence, +50% happiness for Villager-profile villagers
Kingdom — Mighty Stronghold (experienced players, military)50 Combatants; 1000+ metres of fortified wall; complete a Military Campaign; host the King at your Castle; Kingdom Splendour 500+Never build a Monastery10,000 gold, 100 Kingdom Influence
Clergy — Prosperous Priory (monastery and trading)Build an Abbatial Church; 150 Monastics; host the Abbess at your Monastery; Clergy Splendour 500+Never build a Castle; keep villagers below 75; never promote a Villager(final Clergy objectives)

The intermediate quests are the useful part: the Labour chain walks you through building a Manor House with Great Hall, Tax Office and Bailiff Office, assigning a Bailiff and enacting Residential Taxes before it asks for 15 Commoners, 10 medium-density houses, a lodging-capable Tavern and 100 gold/month of tax profit. The Clergy chain starts by asking for 50 herbs sold via trade over 30 days, then a trade route with Kinstone Abbey.

What wastes your first ten hours

  • Building the Sawmill before the Stonecutter Camp. Planks need stone. This is the first real

resource wall, and the tutorial does tell you.

  • Promoting villagers on a whim. The wiki is explicit that the "Promote a Villager" advice appears

the first time any Serf has their Needs met, but that you will usually need several more industries before you can supply a Commoner. Monastics especially: only promote a Serf to a Commoner job you can actually feed, and delay Citizens — they drain a lot of resources.

  • Forgetting that Additional Needs become Essential needs. Build the Entertainment and Goods supply

before the first villager ever gets them.

  • Wasting tools. Tools are the bottleneck of the first hours: 40 of them in the starting stock and

every camp, sawmill and smith eats into them. The community guide's fix is to buy coal from Myddle, run the iron ore → iron → tools chain, and sell surplus tools back to Myddle, taking the Tools Edict early.

  • Fences and boar. Boar spawn in deep forest and flee from cleared, noisy or built-up areas. A

community trick (written for 1.10.2.15, not verified on 1.11) is to fence a whole hunting territory and paint Hunting around its perimeter so boar migrate inward; if hunters go idle, pull the hunting zone's edge back in until they start working.

  • Cheese is a dead end for a serf economy. There is no cheese Market Stall, so cheese is only worth

producing for trade or for later Tavern Meals.

  • Walls that do not close. Fortification only covers an area if the wall forms a complete loop with

no gaps but gates — the blueprint shows blue stripes when it will work. Without it, houses never reach density 2, and buildings such as the Bailiff Office, Tax Office and Glass Smelter will not function.

  • One giant Watchpost. Each extra Patroller adds less coverage than the last; the wiki advises

several small Watchposts of no more than about 5 Patrollers each.

  • Scattered storage. Production caps at 50, and workers shop at the nearest non-zero source. Two

mid-sized storages between producers and consumers beat one big store far away.

  • Buying territory too fast. The first extra territory is free, after that each one costs 100 gold

plus monthly upkeep that rises as the village grows. You cannot abandon a territory if doing so would split your land, and never the starting one.

  • Expecting a full belt of immigrants. 4–6 newcomers a week, stopping at ~10 unemployed, means

"assign every villager a job" is not optional advice.

Conflicts and unverified numbers

  • Starting gold: the Village Centre page (last edited 28 July 2026) says 500 gold coins; the

Starting a New Game page (last edited 7 July 2026) says 450. The newer page is used above. One of the two is stale.

  • The first house's wood cost: the Housing table gives 11 wood for a tier 1 quality / tier 1

density house, while the Starting a New Game page says tier 1 houses cost 20 wood. The table is used above; treat the first house's cost as 11–20 wood rather than a single certain figure.

  • The iron sword's name: the Swordsmith page says it produces a shortsword; the Buildings

summary table calls the same recipe Iron Sword. The recipe quantities agree (1 iron + 1 coal + 1 tools).

  • Throughput per minute is not published anywhere readable. Recipe ratios are exact, but how many

units a building produces per day depends on distance, worker rank, pathing and the Workplace Production Time rule — no number is given here because no number could be sourced.

  • The Steam community guide All serfs and no mercy was written for 1.10.2.15, one minor version

behind. Its hunting/fencing trick and its cheese and tools advice are experience, not game data.

Sources

Official Foundation wiki (wiki.polymorph.games), pages read as raw wikitext and rendered pages, current as of 2 October 2026:

  • Progression Tree, tiers and costs: https://wiki.polymorph.games/foundation/Progression
  • Building list with prerequisites, production and construction costs (the generated Buildings Summary

table): https://wiki.polymorph.games/foundation/Buildings

  • Opening sequence and starting territory: .../Starting_a_New_Game, .../Village_Centre,

.../Builder's_Workshop, .../Territory

  • Tutorial and advice quest order: .../Quests, objectives: .../Aspirations
  • Ranks, needs and job optimisation: .../Villagers, .../Needs, .../Immigration
  • Housing density and quality: .../Housing
  • Zones: .../Zones; fortification: .../Fortification; mines: .../Mines
  • Storage, transporters and slot settings: .../Resource_Logistics, .../Granary, .../Warehouse
  • Recipes: the individual building pages — Sawmill, Stonemason_Hut, Charcoal_Hut, Butchery,

Windmill, Bakery, Cheesemaker, Weaver_Hut, Blacksmith, Iron_Smelter, Cooperage, Common_Wares_Workshop, Brewery, Gold_Smelter, Jeweller's_Workshop, Glass_Smelter, Candle_Workshop, Winery, Monastic_Kitchen, Tavern_Kitchen, Spearmaker's_Hut, Bowyer's_Hut, Swordsmith, Apiary, Vegetable_Garden, Vineyard, Provisioner, Quarries, Lumber_Camp, Wheat_Farm, Paviour's_Yard, Well, Fisher's_Hut, Granary

  • Trade routes and prices: .../Trade; taxation rates: .../Taxation; Mandates: .../Mandates
  • Decorations, Beautification and Splendour: .../Decorations
  • Rulesets and rule toggles: .../Rulesets; maps: .../Maps
  • Steam news feed for app 690830 (api.steampowered.com/ISteamNews/GetNewsForApp) for the version and

patch history — Hotfix 1.11.0.19, 28 July 2026; Patch 1.11.0.18, 8 July 2026; Harvest Festival DLC announcement, 14 September 2026

  • Community guide for trap-level play, written for 1.10.2.15:

https://steamcommunity.com/sharedfiles/filedetails/?id=3443094529

Game version this guide was written for: Foundation 1.11.0.19.

Guide changelog

What has changed in this guide, newest first.

  • 2026-10-02Published. Foundation 1.11.0.19 (hotfix, 28 July 2026; the previous patch was 1.11.0.18 on 8 July 2026, and the Harvest Festival DLC was announced for 8 October 2026). Numbers from the game's official wiki wiki.polymorph.games, read as raw wikitext through api.php?action=parse&prop=wikitext and as rendered pages where the API errored: the Progression tree (the 10/50/100/200 Prosperity and 25/75/150/300 Splendour tier gates and every 25/50/100/250/500 gold and 5/20/35/50 Influence technology), the generated Buildings summary table (prerequisites, production and construction costs), all 28 published production ratios from the individual building pages (Sawmill, Butchery, Windmill, Bakery, Iron Smelter, Brewery, Cooperage, Gold Smelter and the rest), Housing density and quality costs, villager ranks and their Needs and promotion costs, the nine zones, Resource Logistics (4x100 storage slots, output caps of 50, the nearest-non-zero-source rule), all six trade routes with their unlock costs and price lists, taxation rates, the three Aspirations, and the tutorial/advice quest order. Version and patch history from the Steam news feed for app 690830.