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Kingdoms Reborn — Progression Guide: The Four Ages, Tech Order and Building Costs

GuidesGuideupdated 2026-10-0215 min read

Kingdoms Reborn is Earthshine's card-drawn city builder: you place a Townhall, draw buildings from a deck, and pull a medieval hamlet up through four ages into an industrial empire. The gates between those ages are hard numbers — house levels, science totals, and a resource chain that has to be built in the right order or the town freezes and starves in its first winter. This guide is that order, with the costs, ratios, prerequisites and unlock thresholds behind it.

Read the version section first. The best data source for this game is its Fandom wiki, whose building-data page was last edited 16 July 2025, and the live build has moved twice since — one of those moves changed how houses upgrade and what they eat. Every place that matters is flagged below rather than smoothed over.

What Version This Is Written For

ItemValue
GameKingdoms Reborn (Earthshine, Steam app 1307890)
StatusSteam Early Access since 3 November 2020
Current public branch build21894337 — the "Apocalyptic Map and Decoration System" update, the game's tenth major update, released 17 February 2026
Test branchsame build (21894337)
SitesDuchies, Emirates, Norsemen, Shogunate, Tlatoa, plus Classic (added with the Duchy revamp in this update as a challenge faction)

Data currencies, because they matter:

SourceLast editedWhat it is trustworthy for
Fandom wiki Module:Buildingdata/data16 July 2025Build costs, workers, inputs and outputs per building
Fandom wiki Technology9 May 2024The full tech tree: names, prerequisites, science costs
Fandom wiki Townhall25 August 2025Townhall levels, era bonuses, biome bonuses
Fandom wiki Farm18 October 2025Crop yields, worker-per-tile rule
Fandom wiki Seasons, Province Types, Technology age pages2021–2023Mechanic descriptions; their science totals are stale
Steam news API, 17 Feb 2026liveThe only source for the current build's balance changes

What the 17 February 2026 update changed (verbatim from the patch notes, and these override anything the wiki says about consumption):

  • Beer is required to upgrade House Level 1.
  • Beer consumption increases with each house level.
  • Tools consumption +50%.
  • x2 immigrants from the Immigration Office.
  • Duchies got a full art revamp; the original Duchy continues as the "Classic" faction.

So the wiki's house-upgrade and consumption tables describe the pre-February-2026 game. Where I quote them below I say so.

The Year Clock

Everything in this game is paced by a 30-minute year, and farms only run for part of it.

UnitDuration
One month (one-third of a season)150 seconds
One season450 seconds (3 months)
One year1,800 seconds = 30 minutes
  • Spring: farmers seed and nourish. Autumn: they harvest. Winter: all crops still standing are destroyed, and Farms and Fruit Gatherers stop producing. Other production buildings may also pause in winter.
  • The card draw timer ticks every 150 seconds (one third of a season) and adds a new card to your draw hand, so a year is also 12 card draws.

Before You Place the Townhall: The Map Settings That Decide Your Start

The world generator settings are the cheapest advantage available and the only ones you can change after seeing the result.

SettingWhat it actually doesPractical advice
Map seedAlso fixes the land shape (coastlines, rivers)Change the seed if the map has a shape you dislike — changing any other setting keeps the shape
Map sizeTotal number of provinces, not their sizeMedium is comfortable for solo and 1–2 friends; 3 players on medium is crowded
Sea levelHow many provinces are sea; overrides other settingsLow leaves plenty of land
MoistureDrives overall fertilityPair with temperature — together these decide province types more than anything else
TemperatureLow = tundra, high = jungle/savannaVery cold always produces an all-tundra map no matter the moisture
Mountain densityNumber of provinces with a mountainSet to medium. No mountain means no Stone, no Coal, no Iron, no Gold mining
Hottest latitudeWhether the heat belt runs one-way or symmetricOne-way (e.g. south) leaves a comfortable forest/grassland band in the middle
AI playersDoes not add minor cities; default is always 3The AI picks its start before you and can claim the deposits you wanted
DifficultyScales villager consumption by a percentageRange runs from +0% on easy to +500% on deity

Province type is the other half of your start. Forest is described in-game as the ideal starting biome; Grassland is ranching country; Savanna feeds Hunting Lodges; Jungle has good Forester/Fruit Gatherer land but warmer winters and heavy disease; Tundra and Boreal Forest are mostly colony land; Desert is for mining (gemstone deposits). Disease frequency is stated per province as 1.0, 2.0 or 3.0 per year, and citizens need that many medicines per citizen, per year — the wiki's table puts Jungle at 3.0 while its prose calls Jungle and Desert "twice as high", so check the figure on your own province panel. Mines must be built inside the province that holds the deposit, and deposits deplete.

Claiming a province costs gold; a province occupied by a minor settlement has to be razed first. Colonial provinces (disconnected, on water) require the Colonization tech and cost twice as much to claim.

Faction Choice

FactionConstruction materialStart bonusTownhall bonus card
DuchiesWood+5% research speedWheat Seeds (unlocks Wheat farming)
EmiratesClay−20% trading fee, −50% wood-cutting yieldMiner's Fortune (+20% mining)
NorsemenWood+20% cold resistance, +30% wood-cutting yieldMiner's Fortune (+20% mining)
ShogunateWood+10% luxury productionRice Breeder (Rice farming)
TlatoaWood−10% food consumption, but Trading Post/Port/Company cards cost 5xCorn Breeder (Corn farming)

The Emirates penalty is the one that bites: every building that normally costs Wood costs Clay instead, and your wood-cutting yield is halved — so in a forest start you are working against your own faction. Norsemen are the low-variance pick: wood is the material every early building wants, and +30% yield on it compounds. Duchies' Wheat Seeds card removes a whole tech purchase from the opening.

Unique buildings and wonders by faction, since they are progression milestones with big costs:

FactionUnique buildingsUnique wonders
DuchiesVodka DistilleryCathedral, Castle, Grand Palace, Exhibition Hall
EmiratesPita Bakery, Tequila Distillery, Carpet WeaverMosque, Sultan's Castle, Sultan's Grand Palace, Great Mosque
NorsemenMead Maker, Cheese MakerGreat Long Hall, Stave Church, Odin's Hall, Basilica
ShogunateSushi Bar, Bonsai Nursery, Ramen Shop, Electronics FactoryGreat Buddha Shrine, Pagoda, Golden Palace, Himeji Palace
TlatoaTortilla Bakery, Tequila Distillery, Cigar FactoryGrand Temple, Step Pyramid, Floating City, El Dorado

The Dark Age: The Actual Opening Sequence

The Townhall is the first thing you build and the only building that cannot be destroyed. It occupies 12x12 plus a 12x1 road ring and a 12x4 storage yard, so clearing that footprint is the first decision you make. Do not skimp on the flat land around it — later Townhall levels and the buildings that serve it need room.

The order below is the one the resource chains force you into. Costs are the wiki's building-data values; Duchies pay Wood, Emirates pay Clay on most of these.

  1. Townhall — free, cannot be destroyed. Gives 1 global-card slot and, from level 2, military training.
  2. Houses — 10 Wood each (20 Clay for Emirates). Housing capacity is what converts immigrants into population, and house levels are the gate on every age.
  3. Dirt Road — free, laid by laborers, +20% movement speed. Slow citizens are the single most underrated cause of a stalled early town.
  4. Food, two sources minimum — Fishing Lodge (100 Wood, 2 workers, 11 Fish, must be 4x4 on water), Fruit Gatherer (30 Wood, 2 workers, range 22, fruit stops in winter), Hunting Lodge (30 Wood, 2 workers, Meat and Leather). Do not rely on one of them: Fruit Gatherers stop in winter and Fishing Lodges need coastline.
  5. Quarry — 65 Wood, 4 workers (8 when upgraded). Stone is behind half the early unlocks and mountains are finite.
  6. Charcoal Burner — 25 Wood, 2 workers, upkeep 10. It takes 10 Wood → 21 Coal, and the wiki's own annual figures for it are 362/yr on its own page and 319/yr on the Coal page — treat throughput as variable. What matters is the second half of its description: Coal provides x2 heat when heating houses.
  7. Forester — 50 Wood + 50 Stone, 2 workers, range 29, 3 Wood per tree. This is what stops your forest from becoming a bald patch.
  8. Tavern — 40 Wood + 40 Stone, range 30 tiles, base Service quality 50. Entertainment happiness, and happiness feeds productivity.
  9. Research — Foreign Trade (64) and Medicine Farming (64) open the tree; then Pottery, Furniture and Beer Brewing at 129 each.
  10. Stone Tools Shop — 20 Stone, 2 workers, 16 Stone → 9 Stone Tools. Tools are consumed by your workforce, and the February 2026 patch raised tool consumption by 50%, so this is now closer to mandatory than optional.
  11. Storage Yard and later Warehouse — storage is where hauling bottlenecks show up first.

Two Dark Age details that are easy to miss:

  • The wiki's Dark Age page gives Foreign Trade and Medicine Farming at 70 science and the follow-ups at 161, while the newer Technology page gives 64 and 129. The numbers below use the Technology table; treat the Dark Age figures as ±10%.
  • Researching Pottery, Furniture or Beer Brewing is what unlocks the Upgrade tree (the slot-card bonuses), which is separate from the tech tree.

Heat Is the First Real Threat

Houses need fuel. Wood burns, and Coal burns at double the heat per unit, which is why the Charcoal Burner (10 Wood → 21 Coal) is the highest-value early building after food.

The trap: the Charcoal Burner has a 25-tile diameter in which it applies −9.2% house appeal and −1.9% service quality to entertainment buildings, and those penalties stack with every other industry building in range. Appeal below 70% is a hard ceiling on house upgrades. Build industry downwind of housing, not next to it.

Two upgrades exist to soften the fuel economy: Chimney Restrictor (Wood/Coal gives 15% more heat) and Coal Treatment (Coal gives 20% more heat), plus biome cards like Winter Resistance (+30% heat from Wood and Coal).

The Age Gates

AgeRequirement to research itUnlocksScience cost (Technology table)
Dark AgestartTownhall 1–2, the default building menu—
Middle Age10 houses at level 2 plus Pottery, Furniture or Beer BrewingTownhall level 3261
Enlightenment Age30 houses at level 4Townhall level 42,178
Industrial Age50 houses at level 6Townhall level 536,980

Conflict flag: the wiki's per-age pages are older and disagree. The 2022 Middle Age page says 370 science, the 2022 Enlightenment Age page says 4,501, and the 2023 Industrial Age page says 80 houses at level 6 and 125,948. The house-count requirements above match the newer Technology and House Upgrade Unlocks tables; the science costs above are the individual tech prices from the 2024 Technology table. If your game's numbers differ, trust the in-game tech panel.

Townhall upgrades themselves:

LevelPrerequisiteCost (gold)Global card slotsUnlocks
1——1—
2—5002Buy Wood, Steal action cards; military unit training
3Middle Age2,0003Immigration Advertisement, Kidnap; Spy Center
4Enlightenment Age8,0004Sharing is caring
5Industrial Age50,0005+10% industrial production

Each Townhall level also adds income, and level-ups are when you pick a biome bonus (from the ground under the Townhall) and your era bonus (two options per age — e.g. Middle Age offers Geologist, Agriculturalist, Craftsmanship, Alcohol Appreciation). These picks are permanent, so read them before clicking.

The Science Economy

Science is the pacing resource for the whole run, and its formula rewards variety over volume.

SourceValue
House base, from food1.06 science per resident
Tier 1 luxury (unique per house)0.37 per person
Tier 2 luxury (unique per house)0.485 per person
Tier 3 luxury (unique per house)0.65 per person
Library+50% to surrounding houses (does not stack)
School+70% to surrounding houses (does not stack)
Research Lab29 Paper → 1,160 Science, 5 workers
CardsHome Brew (+4 science to houses with Pottery), Scientific Theories (+20% house science), Motivation, Passion
Duchies faction bonus+5% science

The leverage here is the word unique. Ten barrels of Beer in a house give the same science as one: what pays is the number of distinct luxuries a house can consume, which means the progression goal in every age is a wider luxury shelf, not a taller one.

The Tech Ladder, Column by Column

The wiki's tech table prices technologies in a clean doubling ladder. Knowing the ladder tells you how much science an age really costs you.

ColumnEraCost per tech
1–2Dark Age64 → 129
3Middle Age261
4Middle Age529
5Middle Age1,073
6Enlightenment2,178
7Enlightenment4,421
8Enlightenment8,974
9Enlightenment18,217
10Industrial36,980
11Industrial75,069
12Industrial152,390
13Industrial300,000

Dark Age

TechColumnPrerequisiteCostUnlocks
Foreign Trade1none64Trading Post, Trading Port, +20% immigrants
Medicine Farming1none64Medicinal Herb Seeds
Pottery2Foreign Trade129Potter, Claypit
Furniture2Foreign Trade129Furniture Workshop
Beer Brewing2Foreign Trade129Beer Brewery
Sheep Ranch2Medicine Farming129Sheep Ranch (Duchies, Norsemen, Shogunate, Tlatoa)
Mushroom Log Sterilization2Medicine Farming129Mushroom Farm wood use −20% (same factions)
Forester2Medicine Farming129Forester (Emirates)
Irrigation Pump2Medicine Farming129Irrigation Pump (Emirates)

The faction split on that last row is written differently on different wiki pages — the Buildings page lists Forester, Pig Ranch and Mushroom Farm as default for Duchies, Norsemen and Shogunate while the Technology table slots Forester into the Emirates row. Treat the faction tag on column 2 as approximate; the tech names and costs are not in doubt.

Middle Age

Column 3 (261 each):

TechPrerequisiteUnlocks
Middle Age10 houses level 2 + Pottery or Furniture or Beer BrewingTownhall level 3
Iron WorkingPottery + Middle AgeIron Smelter, +30% wood harvesting yield
BrickworksPottery + Middle AgeBrickworks
LibraryFurniture, Beer Brewing + Middle AgeLibrary
Storage DepotMiddle AgeStorage Depot
Agricultural RevolutionBeer Brewing, Sheep Ranch, Mushroom Log Sterilization + Middle AgeGranary, farms +10% per nearby farm (max 20%)
Potato Seeds (Duchies) / Cactus Fruit Seeds (Emirates) / Beekeeper (Norsemen) / Plum Breeder (Shogunate) / Corn Breeder (Tlatoa)Mushroom Log Sterilization or Irrigation Pump + Middle AgeYour faction's crop or ranch building

Column 4 (529 each):

TechPrerequisiteUnlocks
Tailor5 houses level 3 + Iron WorkingTailor
Iron ToolsIron Working + BrickworksTools Workshop work mode: Iron Tools
Border ProtectionBrickworksFort, protected provinces give 3x income
Trading CompanyLibraryTrading Company
MarketStorage Depot + Agricultural RevolutionMarket
BakingAgricultural Revolution + your faction's seed techWindmill + Bakery (Pita/Tortilla Bakery for Emirates/Tlatoa)
Vodka Distillery (Duchies) / Perfumery (Emirates) / Mead Maker (Norsemen) / Sushi Bar + Green Tea (Shogunate) / Tequila Distillery (Tlatoa)your faction's seed/ranch techthe faction's luxury building
Carpet Weaver (Emirates)30 houses level 2 + Cactus Fruit SeedsCarpet Weaver
Candle Maker (Duchies, Norsemen, Shogunate)30 houses level 2 + seed techCandle Maker
Magic Mushroom Farm (Duchies, Norsemen)Candle MakerMagic Mushroom Farm
Bonsai Nursery (Shogunate)Iron ToolsBonsai Nursery

Column 5 (1,073 each):

TechPrerequisiteUnlocks
Gold SmeltingIron ToolsGold Smelter
Trade RouteBorder Protection + Trading CompanyIntercity Road, Intercity Bridge, trade routes to other cities
Foreign RelationTrading Company + MarketEmbassy, diplomacy, trade deals
WarehouseMarketWarehouse
Quick BuildIron ToolsPay gold to speed up construction
Deepsea FishingMarketDeepsea Fishing Port, reveals Deepsea Tuna
Winery15 houses level 4 + Baking + Vodka DistilleryWinery
Medicine MakerVodka Distillery + BeekeeperMedicine Maker
Carpet Trade (Emirates)Carpet Weaver(wiki text says "Unlocks Candle Maker" — likely a copy-paste error)

Enlightenment Age

Column 6 (2,178 each):

TechPrerequisiteUnlocks
Enlightenment Age30 houses level 4Townhall level 4
Sand MineGold Smelting + Quick BuildSand Mine, Glass Smelter
Policy MakingTrade RoutePolicy Office and its global bonuses
SchoolTrade Route + Foreign RelationSchool
Stone RoadWarehouseStone Road (+30% movement)
Spy NestWarehouse + Deepsea FishingSpy Nest
Coffee Roaster40 houses level 4 + Medicine Maker + Candle MakerCoffee Roaster

Column 7 (4,421 each):

TechPrerequisiteUnlocks
Glassworks20 houses level 5 + Sand MineGlassworks
Budget AdjustmentSand Mine + Policy MakingAdjust workplace budget level
Scholars OfficePolicy Making, School + Stone RoadScholars Office, Paper Maker
Advanced LogisticsStone Road + Spy NestDoubles hauling capacity; Hauling Services
TheatreWineryTheatre
Magic Mushroom Farm (Norsemen/Duchies row)50 houses level 4 + Coffee RoasterMagic Mushroom Farm
Spice Farming (Emirates)50 houses level 4 + Coffee RoasterSpice Seeds
Cattle RanchCoffee RoasterCattle Ranch
Tobacco Breeder (Tlatoa)Coffee RoasterTobacco Breeder

Column 8 (8,974 each):

TechPrerequisiteUnlocks
Work ScheduleBudget AdjustmentAdjust workplace work hours
Global FootprintBudget Adjustment + Scholars OfficeBuild in foreign land, Foreign Quarter
ColonizationAdvanced LogisticsColony, Port Colony
HotelTheatreHotel
Chocolatier30 houses level 6 + TheatreChocolatier
Cheese Maker (Norsemen) / Ramen Shop (Shogunate)Cattle Ranchthe faction building

Column 9 (18,217 each):

TechPrerequisiteUnlocks
MachineryWork Schedule + Global FootprintTunnel, +30% wood harvesting yield
Gold SmithingGlobal FootprintMint
BankGlobal Footprint + ColonizationBank
MuseumColonization, Hotel + ChocolatierMuseum, artifact excavation from ruins
ZooChocolatier + Cattle RanchZoo

Industrial Age

Column 10 (36,980 each):

TechPrerequisiteUnlocks
Industrial Age50 houses level 6Townhall level 5
IndustrializationMachinery + Gold SmithingIndustrial Iron Smelter, Steelworks, +20% industrial output
Scientific TheoriesBank + Museum+20% science output from houses
Seed SelectionZoo+10% farm production
Concrete FactoryMachineryConcrete Factory
Jewelry CraftingGold Smithing + BankJeweler
ElectricityMachineryCoal Power Plant
Cigar Factory (Tlatoa)Gold Smithing + BankCigar Factory

Column 11 (75,069 each): Paper Mill (Industrialization), Cotton Mill (Industrialization), Card Combiner (Scientific Theories — combines building-slot cards into a better one), Fertilizers (Seed Selection, +10% farm productivity), Clock Makers (Jewelry Crafting + Scientific Theories, Pocket Watch from Glass + Gold Bars), Electronics Factory (Shogunate; Electricity + Industrialization).

Column 12 (152,390 each): World Trade Office (Cotton Mill + Clock Makers + Card Combiner), Petroleum (Electricity — Oil Rig and Oil Power Plant), Printing Press (Electricity + Paper Mill).

Column 13 (300,000 each): Victory Score, Economics Theories (+20% house income), Social Science (Motivation and Passion cards at the Scholars Office), and the fourth-tier faction wonders — Exhibition Hall, Great Mosque, Basilica, Himeji Palace, El Dorado — each requiring 80 houses at level 8 plus World Trade Office.

The card-tech names in the wiki table (Motivation, Passion, Productivity Book, Sustainability Book, Trading Company and so on) are the science-tier upgrades that grant slot cards; the exact per-card science costs are only partly published, so they are listed without prices rather than padded with guesses.

Houses: The Engine of Every Age Gate

Every age gate in this game is a house-level gate. Nothing else in the tech tree matters if your houses are stuck at level 2.

LevelResidentsNotes
11–4Beer is now required to upgrade out of level 1 (Feb 2026 patch)
3+5Tier 2 luxuries become available to the house
5+6Tier 3 luxuries become available to the house
7+7—
RequirementThreshold
Upgrade to level 6house appeal ≥ 80%
Upgrade to level 7house appeal ≥ 90%
Levels 1–5upgrades happen at any appeal down to 70% as long as the luxuries are stocked

Luxury tiers — a house can only use a tier once it reaches the level shown:

  • Tier 1 (level 1+): Beer, Cannabis, Furniture, Pottery, Tulip, Sake
  • Tier 2 (level 3+): Clothes, Wine, Candles, Vodka, Spices, Tequila, Magic Mushroom, Coffee, Glassware, Carpet, Honey Mead, Green Tea, Bonsai
  • Tier 3 (level 5+): Book, Fashionable Clothes, Jewelry, Chocolate, Pocket Watch, Toilet Paper, Electronic Gadgets

Gate counts — how many houses at what level each tech wants (from the wiki's House Upgrade Unlocks page, which is consistent with the tech table above):

Houses neededAt levelFor
102Middle Age
53Tailor
304Enlightenment Age
154Winery
404Coffee Roaster
504Magic Mushroom Farm, Spice Farming
205Glassworks
506Industrial Age
306Chocolatier
808the second wonder tier and all column-13 wonders

The wiki's own table of how many luxuries of each tier a house needs per upgrade is malformed in the wikitext (its rowspans are broken), so I have not reproduced it. What is reliably stated and consistent everywhere: tier 1 unlocks at level 1, tier 2 at level 3, tier 3 at level 5, and appeal thresholds 70 / 80 / 90% gate the upper levels.

Production Ratios That Matter

Input → output per production cycle at base (no upgrades, no cards, no bonuses), with worker counts. Duchies/Emirates build costs are shown where the data distinguishes them.

BuildingInput per cycleOutput per cycleWorkers
Charcoal Burner10 Wood21 Coal2
Mushroom Farm8 Wood10 Mushroom2
Potter10 Clay5 Pottery2 (3 upgraded)
Furniture Workshop10 Wood5 Furniture2 (3 upgraded)
Stone Tools Shop16 Stone (or Iron Ore / Iron Ingot)9 Stone Tools2
Beer BreweryWheat, Orange, Mushroom, Pumpkin or HoneyBeer2
Windmill22 Wheat16 Wheat Flour4
Bakery17 Wheat Flour + 4 Coal (or 4 Wood)Bread4
Iron Smelter13 Iron Ore + 13 Coal14 Iron Bars5
Gold Smelter11 Gold Ore + 11 Coal11 Gold Bars4
Brickworks26 Clay + 11 Coal28 Brick7
Blacksmith7 Iron Bar + 7 Wood6 Steel Tools3
Tailor38 Leather / Wool / Cotton / Fabric10–32 Clothes (or 34 Fashionable Clothes)7
Winery27 Grapes7 Wine5
Medicine MakerMedicinal Herb, Mushroom or WoodMedicine3
Candle MakerBeeswaxCandles4
DistilleryPotato (or Agave)Vodka (or Tequila)4
Glass SmelterSand + CoalGlass7
GlassworksGlass + CoalGlassware7
Coffee RoasterRaw CoffeeCoffee5
Paper MakerWoodPaper4 (6 upgraded)
ChocolatierMilk + CocoaChocolate7
Mint40 Gold Bars2,400 Gold7
Research Lab29 Paper1,160 Science5
Concrete Factory52 Stone + 52 Sand53 Concrete17
Industrial Iron Smelter62 Iron Ore + 62 Coal79 Iron Bars20
Steelworks62 Iron Bars + 62 Coal43 Steel20
Cotton MillCotton, or Cotton + DyeCotton Fabric, or Dyed Cotton Fabric20
Printing Press84 Paper + 20 Dye31 Books17
Coal Power PlantCoalup to 50 kW electricity14

Annual throughput, where the wiki publishes it and where it is worth knowing: Sheep Ranch ≈ 300 Meat + 300 Wool per year at full 15/15 efficiency (≈135 Wool at 7/15); Charcoal Burner ≈ 319–362 Coal/yr depending on which wiki page you read; Coal Mine ≈ 525 Coal/yr on a finite deposit; Advanced Charcoal Burner ≈ 2,294 Coal/yr using 1 Wood per 2.69 Coal against the base Burner's 1 per 2.1.

Farm rules, because farms are their own little system:

RuleValue
Minimum farm size16 tiles
Maximum farm size500 tiles (max 50 tiles wide or long)
Workers1 per 64 tiles, so 1/2/3/4/5/6/7/8 workers cover up to 64/128/192/256/320/384/448/500 tiles
Practical maximum448 tiles — at 500 the eighth worker is wasted
Build costWood = ¼ × area (Emirates: ½ × area)
Yield at 8x8 tiles, 100% fertility, 100% productivityCabbage 169, Pumpkin 142, Wheat 141, Medicinal Herb 139, Potato 138, Grape 137, Blueberry 135
Yield % by crop (best to worst)Spices 100, Medicinal Herb and Coffee and Cocoa and Tulip 94, Cotton/Cannabis/Dye/Tobacco/Green Tea 84, Rice 80, Agave 73, Grapes and Wheat 72, Corn/Cabbage/Plums/Potato 65, Cactus Fruit 41
Fertility dependenceRice 110% (highest), Spices 100%, Medicinal Herb/Coffee/Cocoa/Tulip 90%, Wheat and Grapes 90%, most others 70%, Cactus Fruit 10%

Farmers seed the leftmost column bottom-up, then move one column over; a second farmer starts on the third column. Nourishing can be skipped when the first plant is already grown, and on the current test build farmers switch to harvesting when seeding/nourishing has run out of time. Crops still standing when winter arrives are destroyed.

Building Costs by Era

Costs are the wiki's building data; "Wood/Clay" means Duchies pay Wood and Emirates pay Clay. Workers are base values with the upgraded figure in brackets where known.

Dark Age and default

BuildingCostWorkersUpkeepNotes
House10 Wood / 20 Clay1—Income +6 gold base plus appeal
Immigration Office50 Wood / 50 Clay15Card 120 gold
Fishing Lodge100 Wood2 (3)204x4 must be on water, range 11
Fruit Gatherer30 Wood / 30 Clay2—Range 22, stops in winter
Hunting Lodge30 Wood / 30 Clay2—Meat + Leather
Quarry65 Wood4 (8)10Mountain required
Charcoal Burner25 Wood / 25 Clay21025-tile penalty radius
Claypit30 Stone3 (5)10Emirates/Clay economies
Forester50 Wood + 50 Stone / 50 Clay + 50 Stone2—Range 29
Pig Ranch50 Wood + 10 Stone1—18x12 footprint
Mushroom Farm75 Wood2108 Wood → 10 Mushroom
Tavern40 Wood + 40 Stone / 40 Clay + 40 Stone—40Range 30, service quality 50
Stone Tools Shop20 Stone211Card 120 gold
Trading Post30 Wood + 30 Stone / 40 Stone—30Card 280 gold
Trading Port30 Wood + 30 Stone / 40 Stone—30Card 240 gold, coastal
Storage Yard(cost not published in usable form)———

Middle Age

BuildingCostWorkersUpkeep (gold)
Iron Smelter95 Stone540
Brickworks120 Stone760
Library25 Wood + 25 Stone / 20 Clay + 25 Stone—33
Hauling Services50 Wood / 50 Clay3 (5)120
Granary20 Wood + 20 Stone / 20 Clay + 20 Stone—10
Tailor55 Wood + 35 Stone + 15 Iron Bar / 50 Clay + 35 Stone + 15 Iron Bar722
Blacksmith20 Wood + 20 Stone + 20 Iron Bar / 20 Clay + 20 Stone + 20 Iron Bar320
Market50 Wood / 50 Clay3 (6)—
Windmill145 Wood / 140 Clay430
Bakery25 Stone + 50 Brick440
Gold Smelter40 Stone + 20 Brick + 40 Iron Bar450
Embassy200 Wood / 200 Clay——
Warehouse50 Wood + 50 Brick / 50 Clay + 50 Brick——
Large Warehouse50 Wood + 500 Brick——
Winery95 Wood + 95 Brick / 90 Clay + 95 Brick560
Medicine Maker15 Wood + 15 Stone + 15 Brick + 15 Iron Bar320
Beekeeper40 Wood + 40 Stone—30
Candle Maker70 Wood + 45 Stone440
Caravansary100 Wood + 50 Stone1—
Deepsea Fishing Port25 Wood + 25 Stone + 25 Iron Bar4 (5)30
Fortcard cost 1,000 gold—20
Wonder tier 1 (Cathedral, Mosque, Great Long Hall, Great Buddha Shrine)880 Stone + 350 Brick——

Enlightenment Age

BuildingCostWorkersUpkeep (gold)
Sand Mine10 Wood + 10 Stone + 10 Iron Bar + 55 Brick740
Glass Smelter20 Wood + 20 Stone + 20 Iron Bar + 105 Brick780
Glassworks20 Wood + 20 Stone + 20 Iron Bar + 105 Brick780
School30 Iron Bar + 30 Brick—70
Coffee Roaster45 Wood + 20 Iron Bar + 65 Brick / 40 Clay + 20 Iron Bar + 65 Brick550
Scholars Office80 Wood + 80 Stone + 80 Iron Bar + 80 Brick730
Paper Maker55 Wood + 15 Iron Bar + 15 Brick / 50 Clay + 15 Iron Bar + 15 Brick4 (6)20
Theatre10 Iron Bar + 10 Brick + 10 Glass—70
Hotel100 Brick + 50 Glass—50
Chocolatier115 Stone + 115 Iron Bar + 115 Brick7180
Cattle Ranch80 Wood + 80 Stone + 30 Iron Bar / 80 Clay + 80 Stone + 30 Iron Bar1—
Mint55 Iron Bar + 175 Brick7—
Bank20 Brick + 10 Glass——
Museum / Zoo100 Brick + 100 Glass each—100
Irrigation Pump100 Stone—50
Colony / Port Colonycard cost 15,000 gold——
Wonder tier 2 (Castle, Sultan's Castle, Stave Church, Pagoda)2,340 Stone + 465 Iron Bar + 465 Glass——

Industrial Age

BuildingCostWorkersUpkeep (gold)
Concrete Factory80 Iron Bar + 400 Brick17250
Industrial Iron Smelter690 Brick20340
Steelworks230 Brick + 230 Concrete20340
Coal Power Plant60 Brick + 60 Concrete + 35 Steel14—
Paper Mill90 Brick + 90 Steel840
Cotton Mill40 Wood + 205 Brick + 40 Glass + 80 Steel20280
Clock Makers70 Brick + 140 Glass + 70 Concrete750
Card Combiner100 Brick + 100 Glass + 100 Concrete——
Oil Rig15 Concrete + 90 Steel15160
Oil Power Plant60 Brick + 60 Concrete + 60 Steel13—
Printing Press35 Wood + 175 Brick + 35 Glass + 70 Steel17240
Research Lab25 Wood + 25 Brick + 25 Glass540
Ministry of Agriculture30 Concrete + 30 Steel——
Resource Outpostcard cost 40,000 gold—625
Wonder tier 3 (Grand Palace, Sultan's Grand Palace, Odin's Hall, Himeji Palace)1,480 Brick + 740 Glass + 3,705 Concrete + 740 Steel——
Wonder tier 4 (Exhibition Hall, Great Mosque, Basilica, El Dorado)1,130 Glass + 565 Concrete + 2,835 Steel——

Labour: Laborers, Builders and Jobs

The employment model is the thing new players break first.

  • Free Laborers move goods between production buildings, farms, storage and warehouses, and carry building materials to construction sites. If this number hits zero, deliveries stop and nothing gets built. The game recommends always keeping free laborers.
  • Assigned Builders are taken from free laborers. Builders can only be set manually when you have zero free laborers.
  • Employed is the number of citizens working production buildings and farms against the number of jobs you have created. In winter the first number always drops below the second, because farms and some industry stop — that is normal, not a bug.
  • Outside winter, if employed is persistently below available jobs, you need more citizens: build more houses, use the Immigration Office (which now brings 2x immigrants after the February 2026 patch), or the Immigration Act action card.
  • The Employment Bureau is a free system card awarded once you have 6 production buildings. It is the screen for setting job priority: when you are short of citizens, move the buildings that must not idle to the top. Manual laborers and builders are taken from the buildings lowest on that list, so priority order is not cosmetic.
  • Immigration Office upgrades are pure throughput: level upgrades in each age raise work speed 15%/10%/10%, Immigrant's Dream gives +2% productivity per point of average happiness above 75%, and First Impression is +20% productivity outright.

Traps That Cost the First Ten Hours

  1. Building industry next to housing. The Charcoal Burner's 25-tile radius costs houses −9.2% appeal and entertainment buildings −1.9% service quality, and the penalty stacks with every other industry building nearby. Appeal under 70% freezes house upgrades, which freezes your age progression.
  2. Only one food source. Fruit Gatherers stop in winter and Fishing Lodges need water. Two sources minimum before the first winter.
  3. Burning wood instead of coal for heat. Coal gives twice the heat per unit, and 10 Wood becomes 21 Coal. The Charcoal Burner pays for itself in fuel alone.
  4. No free laborers. Set performance aside — with zero free laborers nothing is hauled and nothing is built. Watch this number, not just unemployment.
  5. Ignoring tools. The February 2026 patch raised tools consumption by 50%. A town with no tools production grinds to a halt in a way that looks like a hauling bug.
  6. Over-sizing farms. Farms cap at 500 tiles but the eighth worker only starts at 448; anything above 448 tiles wastes a citizen, and every farm wants 1 worker per 64 tiles.
  7. Setting mountain density low. Stone, Coal, Iron and Gold all come from mountains. Low density makes the early game significantly harder, and deposits deplete.
  8. Mining outside the deposit's province. Mines must sit inside the province that holds the deposit, so a quarry across the border is a wasted card.
  9. Chasing depth instead of breadth in luxuries. Science scales with the number of unique luxuries a house can consume, not the quantity. A second type of luxury is worth far more than more of the first.
  10. Rerolling the draw deck carelessly. The first reroll is free; every reroll after that costs +10 gold more than the last. The deck stacks to a maximum of 3 draws, you may hold at most 7 cards, and rewards (province shrines, crates, tribes, tech) need a free hand slot or they are lost.
  11. Missing province rewards. Claiming a province with an Ancient Shrine, Crates or a Tribe pays out cards and population — but only if you have the hand space.
  12. Forgetting winter's employment dip. Every winter the employed/jobs gap opens. If you read that as a crisis and over-build, you will have idle jobs all summer.

What Is Verified and What Is Not

Verified from the sources below: the tech tree names, prerequisites and science costs; age requirements and Townhall levels; every building cost, worker count, upkeep and input/output ratio in the tables above; crop yields and fertility sensitivity; farm sizing rules; the season clock; province-type mechanics; the labour model; the February 2026 patch changes.

Flagged rather than filled in:

  • Science cost conflicts. The wiki's 2022–2023 age pages give different numbers (370 for Middle Age techs, 4,501 for Enlightenment, 80 level-6 houses for Industrial) than the newer tables used here. I used the newer tables.
  • Dark Age tech prices are 64/129 in the 2024 Technology table and 70/161 in the Dark Age page.
  • Charcoal Burner annual output is 362/yr on its own page and 319/yr on the Coal page. Both are wiki editor figures; only the 10 Wood → 21 Coal ratio is stated as a base-building output.
  • Storage Yard cost appears in the building-data module as "2 × Storage Space" in wood, which is not a usable number, so it is not quoted.
  • The luxury-per-upgrade quantity table on the House Upgrade Unlocks page is malformed in the source wikitext and is not reproduced.
  • Faction tags on some tech rows differ between the Buildings and Technology pages, and Carpet Trade is described as unlocking the Candle Maker on the wiki, which looks like a copy-paste error.
  • All per-card science prices for the upgrade/slot-card techs are only partly published, so those techs are listed by name and effect without costs.
  • Anything about consumption per house is pre-February-2026 on the wiki; the current build changed beer and tool consumption and I have no published numbers for the new values.

Sources

  • https://kingdomsreborn.fandom.com/wiki/Technology (tech tree, prerequisites, science costs — rev 9 May 2024)
  • https://kingdomsreborn.fandom.com/wiki/Module:Buildingdata/data (build costs, workers, consumption, production, upkeep, sizes — rev 16 July 2025) and its wrapper https://kingdomsreborn.fandom.com/wiki/Template:Bd and https://kingdomsreborn.fandom.com/wiki/Module:Buildingdata
  • https://kingdomsreborn.fandom.com/wiki/Buildings (which build unlocks in which age, per faction — rev 5 July 2023)
  • https://kingdomsreborn.fandom.com/wiki/Townhall (levels, costs, global card slots, starting cards, biome and era bonuses — rev 25 August 2025)
  • https://kingdomsreborn.fandom.com/wiki/House_Upgrade_Unlocks (house-level gates, appeal thresholds, luxury tiers — rev 5 August 2023)
  • https://kingdomsreborn.fandom.com/wiki/Farm (crop yields, fertility sensitivity, worker-per-tile rule, farming mechanics — rev 18 October 2025)
  • https://kingdomsreborn.fandom.com/wiki/Science (science per resident and per unique luxury)
  • https://kingdomsreborn.fandom.com/wiki/Charcoal_Burner and https://kingdomsreborn.fandom.com/wiki/Coal (wood-to-coal ratio, heat multiplier, appeal penalty radius, coal output comparisons — revs May 2024)
  • https://kingdomsreborn.fandom.com/wiki/Cards_System (draw deck size, timer, stacking, reroll costs, hand limit)
  • https://kingdomsreborn.fandom.com/wiki/Employment_Bureau (laborers, builders, jobs, job priority)
  • https://kingdomsreborn.fandom.com/wiki/Seasons (150-second months, 450-second seasons, farm calendar)
  • https://kingdomsreborn.fandom.com/wiki/Generate_world (map settings)
  • https://kingdomsreborn.fandom.com/wiki/Province_Types (province types, disease frequency, deposits, claiming costs, colonial penalty)
  • https://kingdomsreborn.fandom.com/wiki/Factions (faction start bonuses, unique buildings and wonders — rev 26 December 2024)
  • https://kingdomsreborn.fandom.com/wiki/Upgrades, https://kingdomsreborn.fandom.com/wiki/Dark_Age, https://kingdomsreborn.fandom.com/wiki/Middle_Age, https://kingdomsreborn.fandom.com/wiki/Enlightenment_Age, https://kingdomsreborn.fandom.com/wiki/Industrial_Age (older age pages, used for context and for flagging conflicts)
  • Steam news API, app 1307890 — "Major Update: Apocalyptic Map and Decoration System", 17 February 2026 (beer required for House Level 1, beer consumption scaling, +50% tools consumption, 2x immigrants, Classic faction)
  • SteamCMD app-info API, app 1307890 — public branch build 21894337

Game version this guide was written for: Kingdoms Reborn, Steam public build 21894337 (17 February 2026, "Apocalyptic Map and Decoration System"), Early Access. Wiki data reflects builds from mid-2025 and earlier.

Guide changelog

What has changed in this guide, newest first.

  • 2026-10-02Published. Kingdoms Reborn, Steam public build 21894337 (the 17 Feb 2026 'Apocalyptic Map and Decoration System' update, their tenth major update). Numbers from the Kingdoms Reborn Fandom wiki read through its api.php raw wikitext so the values behind the icons could be used: Module:Buildingdata/data (build costs, workers, inputs and outputs, upkeep, sizes - rev 16 Jul 2025), Technology (full tech tree names, prerequisites and science costs - rev 9 May 2024), Buildings (which build unlocks in which age - rev 5 Jul 2023), Townhall (levels, gold costs, global card slots, biome and era bonuses - rev 25 Aug 2025), House Upgrade Unlocks (house-level gates, appeal thresholds, luxury tiers), Farm (crop yields, fertility sensitivity, worker-per-tile rule - rev 18 Oct 2025), Science (science per resident and per unique luxury), Charcoal Burner and Coal (10 Wood -> 21 Coal, coal gives x2 heat, 25-tile appeal penalty radius), Cards System (draw deck, reroll costs, hand limit), Employment Bureau (laborers, builders, jobs), Seasons, Generate world, Province Types and Factions; plus Steam's news API for the 17 Feb 2026 patch notes (beer required for House Level 1, beer consumption scaling with house level, +50% tools consumption, x2 immigrants, Classic faction) and SteamCMD app-info for the current build ID. Flagged rather than filled in: the wiki's 2022-2023 age pages giving different science totals (370 / 4,501) and 80 level-6 houses for the Industrial Age, Dark Age tech prices of 64/129 vs 70/161, the Charcoal Burner's annual output of 362/yr on its own page vs 319/yr on the Coal page, the Storage Yard cost field in the building-data module being unusable, the malformed luxury-per-upgrade quantity table on House Upgrade Unlocks, faction tags differing between the Buildings and Technology pages, the Carpet Trade tech being labelled as unlocking the Candle Maker, unpriced slot-card techs, and all per-house consumption values, which the Feb 2026 patch changed and which are unpublished.