Kingdoms Reborn

Kingdoms Reborn

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Kingdoms Reborn - Curl's Essential Game Guide
Tekijältä Curl
Hot keys, province/biome info, biome/era bonuses, resource information, storage, housing, farming and crops, power, score, and other game play tips.

[WIP] As of 0.235 release 23/May/2024
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Intro
Welcome to Curl's Essential Game Guide for Kingdoms Reborn! Comment with anything missing or outdated, or with an area that could be added to this guide. Consider rating up 👍 and leaving some ⭐⭐⭐⭐⭐!

If you like discovering things for yourself, this guide is probably not for you. Spoilers ahead!



Use key combination CTRL-F or ⌘-F to search this guide using a keyword.

Table of Contents:
  • Hot Keys
  • Faction Bonuses & Unique Resources
  • Province & Biome Info
  • Biome & Era Bonuses
  • Resource Information - Food
  • Resource Information - Materials
  • Resource Information - Luxuries
  • Storage
  • Housing
  • Farming and Crops
  • Power
  • Winning and Score
  • Other Game Play Tips

Also, check out: Kingdoms Reborn - Curl's Ultimate Card Guide.
Hot Keys
A list of hot keys and combinations, all in one place for quick reference!

*Note* Some options are only available once the player has sufficiently advanced their civilization or completed research.
Button Home
Key/Key Combo
Function
Game Menu
Esc
Opens/closes game menu, automatically pauses game
Game Speed Options
0
Spacebar
Pauses game
Game Speed Options
1
1x speed (>)
Game Speed Options
2
2x speed (>>)
Game Speed Options
3
4x speed (>>>)
Keyboard
4
10x speed (>>>> secret super speed!)
Overlay Menu
Ctrl-F
Toggles Fertility overlay on/off
Overlay Menu
Ctrl-G
Toggles Appeal overlay on/off
Overlay Menu
Ctrl-T
Toggles Hide Tree/Bushes overlay on/off
Overlay Menu
Ctrl-P
Toggles Province overlay on/off
Mouse scroll wheel
[]
Zoom in/out on the map
Keyboard
W A S D
Scroll/pan on map, or use mouse on edges of screen
Keyboard
Q E
Rotate map view left or right
Card Hand Stack
C
Open/close card hand stack
Town Hall
H
Ctrl-Q
Ctrl-E
Switch between player owned town halls, H always jumps to capital city first
Tech Tree
T
Open/close Technology research tree
Upgrades Tree
U
Open/close Upgrades research tree
Overview
O
Open/close Overview of player civilizations to view current Population, Revenue, Technologies, Military Size, City Land Size, Main Production resources, and Gross Domestic Product (GDP)
Speed Boost
V
Use speed boost leader skill on most buildings to temporarily speed construction or work speed by 50% for 50 seconds
Any Selected Building Card
R
Rotate selected building prior to placement
Build Menu
X
Demolish building (typically returns building card and resources)
Copy Button
Ctrl-C
Copy any player owned existing building (does not use a Wild Card, cannot copy provincial buildings)
Gather Menu
G
Specify what resources to gather within player owned provinces, then click and drag to specify area
Build Menu
B
Opens/closes build menu
Build Menu
Z
Build Dirt Road, click and drag to set path
Build Menu
Shift-Z
Build Stone Road, click and drag to set path
Build Menu
B-H
Build House. Press and hold Shift, once house is selected, to build multiple houses
Build Menu
B-Y
Build Storage Yard, click and drag to specify area
Build Menu
B-F
Build Farm, click and drag to specify area
Any Selected Building
Shift-Click
To complete upgrade/improvement for all of the same building types (limited only by the number of that type of building and available resources or gold coin)
Faction Bonuses & Unique Resources
Faction
Bonuses/Penalties
Unique Resources
Duchy
+5% research speed
Potato, Vodka
Emirates
-20% trade fee
-50% Wood cutting yield
Carpet, Spice, Cactus Fruit, Perfume, Pita Bread
Norsemen
+20% cold resistance
+30% Wood cutting yield
Honey Mead, Cheese
Shogunate
+10% luxury production
Rice, Plum, Sushi, Ramen, Sake, Green Tea, Bonsai, Electronic Gadgets
Tlatoa
-10% food consumption
+30% Trading Post/Port/Company fee
Corn, Agave, Tequila, Tobacco, Cigar, Tortilla
Province & Biome Info
Provinces are the areas of land that can be purchased for the player to start and then expand their civilization. Initial starting provinces must have enough open buildable tile spaces (i.e. not primarily mountain or water) and not be too close to an AI controlled town. Players should strongly consider NOT buying their initial province as a single island province or small group of provinces on an isle, as it can greatly hinder expansion. It is wise to purchase land with or near special province based resources, indicated by an image of the resource. Additionally, being near the ocean and a river that connects to the ocean is also helpful.

On land, players can begin to purchase provinces adjacent to their Town Hall province in any direction. Province borders must touch somewhere, max distance is no more than 7 connected provinces from the Town Hall in all directions. A province cannot be claimed through a sea or mountain, except when a tunnel passes through the mountain. Colonies allow for continued expansion once oceanfront and/or distance limit is reached, to access resources not available within the capital city territory (in addition to Resource Outposts).

Default Province Based Resources
Resource
Provides
Biome Locations

Gold
Gold Ore
Tundra, Boreal Forest

Coal
Coal
Tundra, Boreal Forest, Forest, Desert

Oil
Oil*
Tundra, Boreal Forest, Desert

Gemstone
Gemstone
Desert

Rich Soil
Land area with 100% fertility
Boreal Forest, Forest, Grassland, Desert, Jungle

Tulip
Land area with 100% fertility, Tulip Breeder building**
Forest

Grapes
Land area with 100% fertility, Grape Breeder building**
Forest

Cannabis
Land area with 100% fertility, Cannabis Breeder building**
Jungle

Cocoa
Land area with 100% fertility, Cocoa Breeder building**
Jungle

Coffee
Land area with 100% fertility, Coffee Breeder building**
Jungle
*Requires Petroleum Technology to unlock
**Can also be purchased from the Card Shop

With sufficient fertility, anything can be farmed in most biomes, not just the indicated resource in special provinces. Additional resource breeder buildings available to all factions, can also be purchased through the Card Shop. Only one breeder building (or any other provincial building or Shrine) per province area.

If the initially purchased province is not the Eden it seemed, use the Abandon Civilization button in the Town Hall to start over. Player will lose all cities and all civilization progress.

Shrines and crates can be found in provinces across all biomes, and offer one of three building-slot cards when purchased. Tribes offer the same, in addition to more citizens, but their province area can only be purchased prior to becoming a Minor City. Thereafter, Minor Cities must be Razed to the ground before their province area is available to buy. Deepsea Tuna is only visible in the deep ocean once the Deepsea Fishing Technology is unlocked. Water only areas cannot be purchased.


Shrine

Crates

Tribes

Deepsea Tuna

As of 0.190 release 02/August/2023, there are 7 biomes. There is only one ruin per biome per game map. Provinces show fertility for the majority of the tiles within the area. Player irrigation improves land fertility. Disease rate is the # of medicine/medicinal herb used per citizen per year (base value 1).

Biome Specifics
Biome
Fertility Range*
Temperature Range
Disease Per Year
Other Info**
Possible Resources
Ruin Type
Tundra
0 to 70%
-35 to 10°C
-31 to 50°F
1
Extremely Cold
Minimal Wood (Pine), Stone, Gold, Iron, Coal, Oil, Boar, Red Deer, Brown Bear
None?
Boreal Forest
44 to 79%
-21 to 22°C
-7 to 71°F
1
Very Cold
Wood (Pine), Stone, Gold, Iron, Coal, Oil, Rich Soil, Boar, Red Deer, Brown Bear
Stone Circle
Forest
51 to 100%
-10 to 28°C
14 to 82°F
1
Expensive Land (varies)
Wood (Birch, Orange, Coconut), Stone, Iron, Coal, Fruit (Orange, Coconut), Rich Soil, Tulip, Grapes, Boar, Red Deer, Sambar Deer, Brown Bear, Black Bear, Panda
Odd Statues
Savanna
30 to 82%
-5 to 30°C
23 to 86°F
1
Very Dry
Wood (Acacia), Stone, Iron, Coal, Oil, Fruit, Boar, Sambar Deer, Mule Deer, Brown Bear, Black Bear, Panda
None?
Grassland
22 to 48%
-10 to 28°C
14 to 82°F
1
Dry or Very Dry
Wood (Birch, Orange), Stone, Iron, Coal, Oil, Rich Soil, Fruit (Orange), Boar, Red Deer, Sambar Deer, Brown Bear, Black Bear, Panda
None?
Desert
0 to 29%
-10 to 28°C
14 to 82°F
1
Very Dry
Wood (Cacti, Date Palm, Sage Frond), Stone, Iron, Gemstone, Coal, Oil, Fruit (Dates), Boar, Red Deer
Pyramids
Jungle
30 to 100%
-5 to 30°C
23 to 86°F
3
High Disease, Expensive Land (varies)
Wood (Cyathea, Zamia Drosi, Papaya, Coconut), Stone, Iron, Coal, Oil, Fruit (Papaya, Coconut), Coffee, Cocoa, Cannabis, Rich Soil, Boar, Sambar Deer, Mule Deer, Brown Bear, Black Bear, Panda
Stepped Ruin
*Fertility influenced by nearness to fresh water sources. Shown are base value ranges without irrigation.
**Other Info changed from Difficulty Ratings as of 0.213 version released 24/February/2024.
Biome and Era Bonuses
Biome and era bonuses present as cards, though cannot be changed once selected. They provide permanent buffs to the player's civilization. Biome bonuses are dependent on the majority tile type the player Town Hall is built on (e.g. desert tiles, etc.). Placement of Town Hall is key, as most provinces have a mix of tile types. Era bonuses are the same regardless of faction or biome.

Bonuses by Biome
Biome
Town Hall Level
Bonus Options
Tundra & Boreal Forest
Level 1

Winter Fishing
Winter Resistance
+50% Productivity to Fishing
Lodges in Boreal Forest/Tundra
+30% heat from Wood/Coal
-20% population growth
Tundra & Boreal Forest
Level 2

Gold Rush
Pine Foresting
+70% Productivity to Gold
Mines and Oil Rigs
+30% Wood yield when
cutting Pine trees
Forest
Level 1

Improved Farming
Improved Charcoal Making
+10% Productivity of Farms
in Forest Biome
+30% Productivity of Charcoal
Burner
Forest
Level 2

Improved Brewing
Improved Toolmaking
+30% Productivity for Beer, Vodka,
Wine, Tequila, Mead, Sake
+30% Productivity of
Tools Workshop
Desert
Level 1

Trade for a Living
Ore Trade
Food/Wood/Coal/Clay
has 0% trading fee
Ores/Coal/Gemstone
has 0% trading fee
Desert
Level 2

Desert Gem
Desert Industry
+50% Productivity to Gem
and Gold Mines
+20% Productivity to all industries
-50% Farm Productivity
Jungle
Level 1

Jungle Gatherer
Jungle Mushroom
+30% Productivity for Fruit
Gatherers in Jungle
+30% Productivity for
Mushroom Farm in Jungle
Jungle
Level 2

Jungle Herb
Jungle Forestry
+30% Productivity for Medicinal
Herb Farms in Jungle
+20% Wood yield when
cutting Jungle trees
Savanna & Grassland
Level 1

Grassland Hunting
Grassland Herder
+50% Hunting Lodge Productivity
+35% Ranch Productivity
Savanna & Grassland
Level 2

Grass Fed
Grassland Roamer
+50% Ranch Productivity
+20 coin for each claimed
province

Bonuses by Era
Era
Town Hall Level
Bonus Options
Middle Age
Level 2

Agriculturalist
Geologist
+10% Farm Productivity
within Granary radii
Mines deplete 50% slower
Middle Age
Level 2

Alcohol Appreciation
Craftmanship
+15% Productivity for Beer, Vodka,
Wine, Tequila, Mead, Sake
+20% Productivity for
Tools Workshop
Enlightenment Age
Level 3

Rationalism
Romanticism
+1% Science Point accumulation
boost for each 2% Happiness
above 80%
+1% Town Attractiveness
for each House Level 5+
(max 30%)
Enlightenment Age
Level 3

Protectionism
Free Thoughts
+20% luxury resource Productivity
Doubles luxury resource
import fee
+0.5% Science Point accumulation boost for each Trading
Post/Port/Company in the world
Industrial Age
Level 4

Capitalism
Communism
+50% coin from luxury
consumption
+25% Productivity to all Production buildings
Halves effectiveness of Motivation/Passion
cards
Industrial Age
Level 5

Wonders Score
Population Score
+100% Score from Wonders
+100% Score from
Population and Happiness
Resource Information - Food
Food for the citizens, an essential need. Can be exported only through Wandering Traders, and exported/imported through Trading Posts/Ports and Trading Companies.

On Normal mode, one citizen consumes 34 food per year.

Faction specific foods are noted. As of 0.213 release 24/February/2024, there are 30 foods.
Resource
Details & Obtained Via
Base Price (Coin)
Bread
(Duchy, Norsemen)
Delicious food baked from Wheat Flour, using Wood or Coal. Bakery building.
10
Pita Bread (Emirates)
Delicious food baked from Wheat Flour, using Wood or Coal. Pita Bakery building.
10
Tortilla (Tlatoa)
Delicious round bread baked freshly from Wheat Flour, using Wood or Coal. Tortilla Bakery building.
10
Cabbage
Healthy green vegetable. Farmed, unlocked via seed card.
10
Papaya
Sweet, tropical fruit obtained from Jungle (yet to see Orchards in game). Fruit Gatherer building, gathered from papaya trees in the Jungle.
10
Coconut
Large delicious fruit with white meat and refreshing juice. Fruit Gatherer building, gathered from coconut trees in the Forest or Jungle, usually along waters edge.
10
Date Fruit
Fruit with delicate, mildly-flavored flesh. Fruit Gatherer building, gathered from date palm trees in the Desert or Grassland.
10
Cactus Fruit (Emirates)
Hydrating edible fruit obtained from Cactus. Farmed, unlocked via seed card.
10
Corn (Tlatoa)
Edible kernels that can be brewed into Beer. Farmed, requires Corn Breeder building.
10
Fish
Tasty catch from the sea/river. Can be eaten and used to make Sushi (Shogunate). Fished from salt or fresh water.
10

Deepsea Tuna
Tasty fish from the deep sea. Requires Deepsea Fishing technology. Can be eaten and used to make Sushi (Shogunate). Fished from ocean.
10
Melon
Sweet and refreshing fruit. +5 gold coin each unit when consumed. Farmed, unlocked via seed card.
15
Cheese (Norsemen)
Gain +10 gold coin when consumed. Made from Milk. Cheese Maker building.
20
Pork
(Duchy, Norsemen, Shogunate, Tlatoa)
Delicious meat from farmed pigs (i.e. wild boar do not count). Can be eaten and used to make Ramen (Shogunate). Pig Ranch building.
10

Game Meat
Delicious meat from wild animals. Hunting Lodge building.
10
Beef
Delicious meat from ranched cattle. Can be eaten and used to make Ramen (Shogunate). Cattle Ranch building.
10
Lamb
Delicious meat from ranched sheep. Sheep Ranch building.
10
Sushi (Shogunate)
Exquisite dish of rice and freshly caught fish. Made from Rice and Fish or Deepsea Tuna. Sushi Bar building.
10
Ramen (Shogunate)
A bowl of springy noodles and flavorful broth. Made from Rice and Pork or Beef. Ramen Shop building.
10
Honey
(Norsemen, Duchy, Shogunate, Tlatoa)
Delicious, viscous liquid produced by bees. Can be eaten and used to make Honey Mead (Norsemen). Beekeeper building.
10
Orange
Edible tangy fruit obtained from Forest (yet to see Orchards in game). Can be eaten and used to make Beer (Duchy, Shogunate, Emirates) or Sake (Shogunate). Fruit Gatherer building, gathered from orange trees in the Forest or Grassland.
10
Milk
Yummy white liquid from cows. Can be consumed and used to make Cheese (Norsemen) and Chocolate. Cattle Ranch building.
10
Mushroom
(Duchy, Norsemen, Shogunate, Tlatoa)
Delicious, earthy tasting fungus. Grown from Wood. Can be eaten and used to make Medicine and Beer. Mushroom Farm building.
10
Wheat
(Duchy, Norsemen, Emirates, Tlatoa)
Edible grain that can also be brewed into Beer and milled into Wheat Flour for Bread. Farmed, unlocked via seed card.
10
Grape
Juicy, delicious fruit can be eaten and also used in wine making. Farmed, requires Grape Breeder building.
10
Blueberries
Blue-skinned fruit with refreshing taste. Farmed, unlocked via seed card.
10
Pumpkin
Fruit with delicate, mildly flavored flesh. Can be eaten and brewed into Beer. Farmed, unlocked via seed card.
10
Potato (Duchy)
Common tuber. Can be consumed as food or brewed into Vodka. Farmed, unlocked via seed card.
10
Rice (Shogunate)
The versatile grain that nourishes your city. Can be eaten and used to make Sake, Sushi and Ramen (Shogunate). Farmed, requires Rice Breeder building.
10
Plum (Shogunate)
Juicy and sweet fruit can be eaten fresh or brewed into Plum Sake (Shogunate). Farmed, requires Plum Breeder building.
10
Resource Information - Materials
Materials are required for construction, production of more advanced resources, and to upgrade buildings. Can be exported only through Wandering Traders, and exported/imported through Trading Posts/Ports and Trading Companies.

Faction specific resources are noted. As of 0.213 release 24/February/2024, there are 33 materials.
Resource
Type
Details & Obtained Via
Base Price (Coin)
Wood
Construction Material, Fuel, Medicine, Luxury Material, Building Upgrades, Needs
Building construction material, fuel for house furnaces, tool material, and furniture material. Citizen gather areas and Forester building.
6
Coal
Fuel, Building Upgrades, Needs
Fuel for houses, to smelt ore and glass, produce luxuries, or used in Coal Power Plants. When heating houses provides 2x the heat of Wood. Coal Mine building.
7
Medicinal Herb
Medicine, Needs
Medicinal plant used to heal sick citizens. Farmed, unlocked via seed card.
12
Medicine
Medicine, Needs
Potent medicinal herb extract used to heal sick citizens. Made from Medicinal Herb, Mushrooms or Wood. Medicine Maker building.
24
Iron Tools
Tool, Building Upgrades, Needs
High grade tools made from Iron Bars. Required to maintain citizen work efficiency. Tools Workshop building.
58
Stone Tools
Tool, Building Upgrades, Needs
Low grade tools made from Stone. Required to maintain citizen work efficiency. Tools Workshop building.
30
Crude Iron Tools
Tool, Needs
Low grade tools made from Iron Ore. Required to maintain citizen work efficiency. Tools Workshop building.
45
Stone
Construction Material, Tool Material, Building Upgrades
Building construction material and tool material. Citizen gather areas and Quarry building.
15
Clay
Raw Material, Construction Material, Luxury Material, Needs
Fine grained earth use to make Pottery and Bricks. Building construction material for Emirates. Clay Pit building.
6
Brick
Construction Material, Needs, Building Upgrades
Sturdy, versatile construction material. Made from Clay and Coal. Brickworks building.
15
Iron Ore
Raw Material
Valuable ore that can be smelted into Iron Bars or made into Crude Iron Tools. Iron Mine building.
6
Iron Bar
Construction Material, Tool Material, Luxury Material, Building Upgrades, Military
Sturdy bar of metal used in construction, tool-making, some military units, and to make Steel and Electronic Gadgets. Made from Iron Ore. Iron Smelter and Industrial Iron Smelter buildings.
18
Sand
Raw Material
Raw material for producing Glass and Concrete. Sand Mine building.
6
Oil
Fuel, Building Upgrades
Fuel used to produce electricity at Oil Power Plants. Requires Petroleum technology. Oil Rig building.
15
Glass
Construction Material, Luxury Material
Transparent building construction material made from Sand and Coal, also used to make Glassware and Pocket Watches. Glass Smelter building.
30
Concrete
Construction Material, Building Upgrades
Sturdy, versatile building construction material. Made from Sand and Stone. Concrete Factory building.
30
Steel
Construction Material, Military, Building Upgrades
Sturdy, versatile building construction material, also used for some military units. Made from Iron Bars and Coal. Steelworks building.
50
Resource Information - Materials
Resource information for Materials continued.

Resource
Type
Details & Obtained Via
Base Price (Coin)
Hay
???
Dried grass that can be used as animal feed (only available through trade, an asset with no current purpose in game but kept in case things change).
1
Paper
Building Upgrades, Luxury Material, Card Making
Used for research, building-slot card production, and book making. Made from Wood. Paper Maker and Paper Mill buildings.
20
Cocoa
Luxury Material
Raw cocoa used in making Chocolate. Farmed, requires Cocoa Breeder building.
17
Cotton
Raw Material, Luxury Material
Raw material used to make Clothes, plain Cotton Fabric and Dyed Cotton Fabric. Farmed, requires Cotton Breeder building.
7
Cotton Fabric
Raw Material, Luxury Material
Fabric used by Tailors to makes Cotton Clothes. Made from Cotton. Cotton Mill building.
34
Dyed Cotton Fabric
Raw Material, Luxury Material
Fancy fabric used by Tailors to make Fashionable Clothes. Made from Cotton and Dye. Cotton Mill building.
64
Beeswax (Norsemen, Duchy, Shogunate, Tlatoa)
Luxury Material
Raw material used to make Candles. Beekeeper building.
12
Dye
Raw Material, Luxury Material
Colored substance used for printing or dyeing cloth. Farmed, requires Dye Breeder building.
9
Raw Coffee
Luxury Material
Fruit that can be roasted to make coffee. Farmed, requires Coffee Breeder building.
15
Wool
Luxury Material
Fine, soft fiber used to make Clothes. Sheep Ranch building.
11
Leather
Luxury Material
Animal skin used to make Clothes. Hunting Lodge and Cattle Ranch buildings.
11
Gold Ore
Raw Material
Precious ore that can be smelted into Gold Bars. Gold Mine building.
14
Gold Bar
Luxury Material
Precious metal that can be minted into money (coin) or crafted into Jewelry, Pocket Watches or Electronic Gadgets. Made from Gold Ore. Gold Smelter building.
30
Gemstone
Luxury Material
Precious stone that can be crafted into Jewelry. Gemstone Mine building.
20
Agave
(Tlatoa)
Raw Material
Succulent plant used to make Tequila. Farmed, unlocked via seed card.
12
Wheat Flour
(Duchy, Norsemen, Emirates, Tlatoa)
Raw Material
Ingredient used to bake Bread, Pita Bread, or Tortilla. Made from Wheat. Mill building.
20
Resource Information - Luxuries
Research is required to produce Luxuries using the appropriate building and resources. Luxuries are required to upgrade house levels. They can be exported only through Wandering Traders and Trading Posts/Ports, and exported/imported when Trading Companies are within the Luxury Importer building area of affect.

Faction specific resources are noted. As of 0.213 release 24/February/2024, there are 29 luxuries.
Resource
Tier
Details & Obtained Via
Base Price (Coin)
Beer
(Duchy, Norsemen, Emirates, Tlatoa)
Tier 1
The cause and solution to all life's problems. Made from Wheat, Oranges, Corn, Mushrooms or Pumpkin. Brewery building.
18
Cannabis
Tier 1
Feeling hungry? Farmed, requires Cannabis Breeder building.
12
Furniture
Tier 1
Makes a house a home. Built from Wood. Furniture Workshop building.
22
Pottery
Tier 1
Versatile pieces of earthenware. Made from Clay. Potter building.
18
Tulip
Tier 1
Beautiful decorative flower. Farmed, requires Tulip Breeder building.
14
Sake
(Shogunate)
Tier 1
Alcoholic beverage made using fermentation. Made from Rice, Plums or Oranges. Sake Brewery building.
20
Clothes
Tier 2
Provide cover and comfort. Made from Leather, Wool, Cotton or Cotton Fabric. Tailor building.
45
Wine
(Duchy, Norsemen, Emirates, Tlatoa)
Tier 2
Alcoholic drink that makes everything taste better. Made from Grapes. Winery building.
52
Candles
(Duchy, Norsemen, Shogunate, Tlatoa)
Tier 2
Light in the dark. Made from Beeswax. Candle Maker building.
30
Vodka
(Duchy)
Tier 2
Clear alcoholic beverage. Made from Potato. Vodka Distillery building.
42
Spices
(Emirates)
Tier 2
Aromatic food seasoning. Farmed, unlocked via seed card.
30
Tequila
(Tlatoa)
Tier 2
Clear alcoholic beverage. Made from Agave. Tequila Distillery building.
42
Magic Mushroom
(Norsemen, Duchy)
Tier 2
Psych mushroom that can bring you on a trip. Grown from Wood. Magic Mushroom Farm building.
30
Coffee
Tier 2
Keeps you awake. Made from Raw Coffee. Coffee Roaster building.
37
Glassware
Tier 2
Beautiful liquid container. Made from Glass and Coal. Glassworks building.
45
Carpet
(Emirates)
Tier 2
Soft underfoot. Made from Wool and Dye. Carpet Weaver building.
75
Honey Mead
(Norsemen)
Tier 2
Sweet alcoholic beverage. Made from Honey. Mead Maker building.
42
Green Tea
(Shogunate)
Tier 2
Serene and healthful tea leaves. Farmed, requires a Green Tea Breeder building.
17
Bonsai
(Shogunate)
Tier 2
Intricately pruned miniature trees. Bonsai Nursery building.
50
Tobacco
(Tlatoa)
Tier 2
Dried leaves for recreational enjoyment. Used to make Cigar. Farmed, requires Tobacco Breeder building.
17
Perfume
(Emirates)
Tier 2
Authentic aroma from the Cactus Fruit. Made from Cactus Fruit. Perfumery building.
42
Books
(Emirates, Tlatoa)
Tier 3
Disseminate knowledge. Made from Paper and Dye. Printing Press building.
75
Cigar
(Tlatoa)
Tier 3
Finely crafted offering a rich aroma. Made from Tobacco and Paper. Cigar Factory building.
90
Fashionable Clothes
Tier 3
Be really, really, ridiculously good looking. Requires High Fashion upgrade research (Industrial Age). Made from Dyed Fabric. Tailor building.
75
Jewelry
(Emirates, Norsemen, Duchy)
Tier 3
Expensive adornment of gold and gems. Made from Gold Bars and Gemstones. Jewelers building.
105
Chocolate (Duchy, Shogunate, Tlatoa)
Tier 3
Everyone's favorite confectionery. Made from Milk and Cocoa. Chocolatier building.
45
Pocket Watch
(Emirates, Duchy, Tlatoa)
Tier 3
Elegant timepieces crafted by clock makers. Made from Glass and Gold Bars. Clock Makers building.
108
Toilet Paper
Tier 3
Enjoy the go. Made from Wood. Paper Mill building.
50
Electronic Gadgets
(Shogunate)
Tier 3
Cutting-edge devices flexing technological advancements. Made from Gold Bars and Iron Bars. Electronics Factory building.
150
Storage
Storage...the bane of players everywhere.

Storage Yard:
Basic resource storage, one block is 1 storage slot (1 slot can hold 120 units of 1 type of resource). One storage area block is 2x2 tiles. Max storage area is 16 blocks or 64 tiles, up to 1,920 units of storage. Cannot be longer or wider than 8 tiles. Player can set what is allowed to be stored, defaults to storing everything.

Storage Yard Areas - Maximizing Efficiency
Area (Block)
1
2
3
4
6
8
9
12
16
Storage Amount
(# Units: # Products)
120:1
240:2
360:3
480:4
720:6
960:8
1,080:9
1,440:12
1,920:16
Size (Tiles)
2 X 2
2 X 4
2 X 6
2 X 8
4 X 4
4 X 6
4 X 8
6 X 6
6 X 8
8 X 8
Cost (Wood)
2
4
6
8
12
16
18
24
32

Storage Depot:
Large basic resource storage, 1 storage slots (1 slot can hold 4,800 units of 1 type of resource). Can upgrade to have a hauler and a delivery worker. Player must set what will be stored, defaults to storing nothing.

Granary:
Food resource storage only, 30 storage slots (1 slot can hold 240 units of 1 type of resource, max 7,200 units). Player can set what is allowed to be stored, defaults to storing all foods.

Warehouse:
Advanced resource storage, 30 storage slots (1 slot can hold 120 units of 1 type of resource, max 3,600 units). Player can set what is allowed to be stored, defaults to storing everything.

Large Warehouse:
Large advanced resource storage, 300 storage slots (1 slot can hold 240 units of 1 type of resource, max 72,000 units). Player can set what is allowed to be stored, defaults to storing everything.
Housing
Houses keep citizens warm and sheltered, and produce money and science points passively when occupied. Luxuries are required to upgrade house levels to increase occupancy. Houses that run out of luxuries downgrade. Extra housing space allows the town population to increase. Available military unit slots varies based on population. Era advancement and some technology and upgrades can only be unlocked for research when the player has the required number of houses at the specified level and/or above.

Requirements to Upgrade House Levels
House Level
Luxury Tier
Luxury Item Type # Requirements
Occupancy
House Appeal Minimum
Level 1
None
None (base house)
4
70% or less
Level 2
Tier 1
One
4
70% or less
Level 3
Tier 1
Two
5
70% or less
Level 4
Tier 1
Three
5
70% or less
Level 5
Tier 2
One
6
At least 70%
Level 6
Tier 2
Three
6
At least 80%
Level 7
Tier 3
One
7
At least 90%
Level 8 (max)
Tier 3
Three
7
At least 90%

House Level Requirements for Research Unlocks
--Applies to all factions unless otherwise noted.--
To Unlock
# Houses
House Level
Science Points
Middle Age
10
Level 2
261
Tailor Building
5
Level 3
529
Carpet Weaver Building (Emirates Only)
30
Level 2
529
Candle Maker Building (Duchy, Shogunate, Norsemen, Tlatoa)
30
Level 2
1,073
Winery Building (Duchy, Norsemen, Emirates, Tlatoa)
15
Level 4
1,073
Enlightenment Age
30
Level 4
2,178
Coffee Roaster Building
40
Level 4
2,178
Glassworks Building
20
Level 5
4,421
Magic Mushroom Farm Building (Duchy Only)
*Norsemen-Available in Middle Age, no unlock required*
50
Level 4
4,421
Chocolatier Building
30
Level 6
8,974
Industrial Age
50
Level 6
36,980
Final Wonder (Upgrade Tree)
(Building varies by faction)
80
Level 8
86,161
Final Wonder (Tech Tree)
(Building varies by faction)
80
Level 8
300,000
Farming and Crops
Farms allow the player to grow food, raw materials, and other crops. Harvest occurs in the autumn. Farms do not run in the winter, during which time those citizens become laborers. Crop types come from breeder building and seed cards. Breeders only allow their crop to be produced on farms within their area of affect radius, when at least 50% of the farm area is within the radius. Farms can be made anywhere except on water and mountains, and Tundra or Desert tiles where the fertility is too low. They cost 1/2 wood unit times the farm area. Max area is 500 tiles, minimum is 16 tiles. Max width or length is 50 tiles.

Farm Area to Worker Ratios - Maximizing Efficiency
Area (Tiles)
64
128
192
256
320
384
448
500
# Workers
1
2
3
4
5
6
7
8
Size (Tiles)
8 X 8
4 X 16
2 X 32
8 X 16
4 X 32
12 X 16
8 X 24
6 X 32
4 X 48
16 X 16
8 X 32
16 X 20
10 X 32
8 X 40
16 X 24
12 X 32
8 X 48
16 X 28
14 X 32
20 X 25
10 X 50
Cost (Wood)
16
32
48
64
80
96
112
125

Crop Information
Crop
Faction
Yield %
Fertility Dependence %
Obtained Via
Agave
Tlatoa
73
50
Seed Card-Research
Blueberry
All
69
70
Seed Card-Card Shop
Cabbage
All
65
70
Seed Card-Research
Cactus Fruit
Emirates
41
10
Seed Card-Research
Cannabis
All
84
70
Province purchase AND Breeder Building-Card Shop
Cocoa
All
94
90
Province purchase AND Breeder Building-Card Shop
Coffee
All
94
90
Province purchase AND Breeder Building-Card Shop
Corn
Tlatoa
65
70
Breeder Building-Research
AND Initial starting card offer
Cotton
All
84
70
Breeder Building-Card Shop
Dye
All
84
70
Breeder Building-Card Shop
Grape
All
72
90
Province purchase AND Breeder Building-Card Shop
Green Tea
Shogunate
84
70
Breeder Building-Research AND Card Shop
Melon
All
97
120
Seed Card-Card Shop
Medicinal Herb
All
94
90
Seed Card-Research
Plum
Shogunate
65
70
Breeder Building-Research AND Card Shop
Potato
Duchy
56
50
Seed Card-Research
Pumpkin
All
60
50
Seed Card-Card Shop
Rice
Shogunate
80
110
Breeder Building-Card Shop
AND Initial starting card offer
Spices
Emirates
100
100
Seed Card-Research
Tobacco
Tlatoa
84
70
Breeder Building-Research
Tulip
All
94
90
Province purchase AND Breeder Building-Card Shop
Wheat
Duchy, Norsemen, Emirates, Tlatoa
72
90
Seed Card-Research OR
Initial Duchy starting card offer
Power [WIP]
As of the Industrial Age, after the player has researched the Electricity technology, some agriculture, industry, and other buildings can be upgraded to boost efficiency (worker speed) by consuming power. Once a building is upgraded to use power, it is REQUIRED for the building to work thereafter and cannot be undone. Power plants supply electricity automatically to the buildings that need it, as long as they have workers and adequate resources to run.

One fully staffed Coal Power Plant can produce up to 50 kW of power.
One fully staffed Oil Power Plant can produce up to 50 kW of power.

Table below shows base values with initial purchase of Electric Machinery upgrade. Additional purchases of Advanced Machinery doubles Steel cost each level (e.g. 10, 20, 40, etc.) and increases efficiency by 5% per level. Buildings not listed do not have the option to be upgraded to consume power.

Power Upgrade Info by Building (A-Z) - As of 0.235 release 23/May/2024
Building
Initial Cost (Steel)
Efficiency % Added
Consumption (kW)
Bakery, Advanced
21
30
16
Beekeeper
4
30
4
Beer Brewery
1
30
2
Beer Brewery, Advanced
19
30
16
Bonsai Nursery
5
30
4
Bonsai Nursery, Advanced
19
30
16
Brickworks
9
30
7
Brickworks, Advanced
19
30
16
Candle Maker
5
30
4
Candle Maker, Advanced
14
30
16
Carpet Weaver
6
30
4
Carpet Weaver, Advanced
21
30
16
Charcoal Burner
1
30
2
Charcoal Burner, Advanced
12
30
16
Cheese Maker
20
30
7
Chocolatier
29
30
7
Chocolatier, Advanced
58
30
20
Claypit
2
30
5
Clock Makers
37
30
17
Coal Mine
2
30
4
Coffee Roaster
7
30
5
Coffee Roaster, Advanced
29
30
20
Concrete Factory
41
30
17
Cotton Mill
42
30
20
Deepsea Fishing Port
5
30
4
Electronics Factory
56
30
20
Fishing Lodge
3
30
2
Furniture Workshop
1
30
3
Furniture Workshop, Advanced
16
30
16
Gemstone Mine
1
30
6
Glass Smelter
11
30
7
Glass Smelter, Advanced
35
30
20
Glassworks
11
30
7
Glassworks, Advanced
35
30
20
Gold Smelter
7
30
4
Immigration Office
1
30
1
Industrial Iron Smelter
52
30
20
Iron Mine
2
30
4
Jeweler
43
30
20
Mead Maker
20
30
4
Mead Maker, Advanced
19
30
16
Medicine Gatherer
1
30
2
Medicine Maker
3
30
3
Medicine Maker, Advanced
16
30
16
Mint
17
30
7
Mushroom Farm
2
30
2
Mushroom Farm, Advanced
22
30
16
Oil Rig
27
30
15
Paper Mill
30
30
18
Perfumery
?
30
?
Perfumery, Advanced
?
30
?
Pita Bakery
6
30
4
Pita Bakery, Advanced
21
30
16
Potter
1
30
3
Potter, Advanced
14
30
16
Printing Press
36
30
17
Quarry
1
30
4
Ramen Shop
16
30
7
Research Lab
6
30
5
Sake Brewery
1
30
2
Sake Brewery, Advanced
19
30
16
Sand Mine
6
30
7
Scholars Office
21
30
7
Steelworks
52
30
20
Sushi Bar
6
30
4
Tailor
6
30
7
Tailor, Advanced
21
30
16
Tequila Distillery
5
30
4
Tequila Distillery, Advanced
18
30
16
Tools Workshop
1
30
3
Tortilla Bakery
5
30
4
Tortilla Bakery, Advanced
19
30
16
Vodka Distillery
?
30
?
Vodka Distillery, Advanced
?
30
?
Windmill
4
30
4
Winery
10
30
5
Winery, Advanced
22
30
16
Winning and Score [WIP]
In multiplayer, domination victory is possible when one player is able to vassalize all others (human and AI) on the map.

In single player, victory is only possible (as of 0.190 version, 02/August/2023) for the first player to construct all wonders of their faction. Single player cannot win through domination. Play can continue after.



Score Breakdown
Population
Population X 1
Happiness
Average Happiness >80% X Population, ÷ by 10
Money
Total Money ÷ 1000
Technology
Technology (?Spent points? Total things researched?) X 10
Wonder
Sum score of all constructed Wonders
Other Game Play Tips
Getting Started - Camp:
  • With thoughtful first province purchase a river (ideally with ocean access), coal, and fertile land access should be no more than 1-2 provinces away.
  • Houses first. Then, slow and steady building is key. Too many construction projects and the hoi polloi get analysis paralysis and nothing gets done. But double the storage yard immediately. Thank me later.
  • Cannibalism is bad.
  • Heat, food and medicine. Gather, hunt, farm, repeat. The trinity of survival, and don't forget it.
  • Except for tools, without which citizens quiet quit and slow to a watch paint dry while it's raining work speed.
  • Endeavor to be a coal baron, mine at soonest possibility and don't let houses burn wood.

The Next Year - Village:
  • No one wants to live next to a paper mill or a mine wastewater collection pond. Keep house appeal in mind when building.
  • Homelessness is not all bad. They always come back, eventually. If not, immigration office!
  • Khajiit has wares, if you have coin. Always sell leather to the wandering trader until the first trading post/port is built.
  • Channel your inner Caesar and give the citizens bread and circuses...or at least a tavern for entertainment.

Then

Expansion - Town:
  • Start producing luxuries: tulips and cannabis require the least effort, pottery and sake/beer are also good bets.
  • Sell extra resources like you need the Skooma. Trading Companies are your friend.
  • Buy provinces like a housing developer who has no idea 2008 is coming.
  • Raid provinces like a pirate who is looking for rum, kidnap and make off with a poppet or three, and steal for your pocket money (beware of revenge theft).

. . . 100 Years Later . . .

Empire - Capital City
  • The only resource you need to keep/store more than 10,000 of is food.
  • Port colonies are easier.

In the end



Also, check out: Kingdoms Reborn - Curl's Ultimate Card Guide.
18 kommenttia
Curl  [tekijä] 31.7. klo 14.14 
@ Lamyntas
Correct, thanks for the catch! Updated :)
Lamyntas 31.7. klo 5.58 
Nice guide, however you mention with honey the shogunate doesnt have it? thats strange since I play alot of shogunate and they do produce honey with their beekeepers :P
It just gets gobbled up by the hungry masses too quickly it seems....
Curl  [tekijä] 21.7. klo 21.40 
@ Sunyata
:lunar2019piginablanket:
Sunyata 21.7. klo 14.14 
Great guide. Thanks!
Curl  [tekijä] 1.6. klo 18.09 
@ Juan Bananas
Thanks! :tigerinablanket:
Juan Bananas 1.6. klo 9.22 
very engaging and easy to understand guide, thanks man this really helped :laugh_eol:
Curl  [tekijä] 19.4. klo 18.11 
@ Snow Pigeon
:lunar2019crylaughingpig:
Snow Pigeon 23.3. klo 10.24 
- Buy provinces like a housing developer who has no idea 2008 is coming.

Cue deep, deep belly laugh this morning. Thank you.
Curl  [tekijä] 16.2. klo 19.06 
@ Tacheron
Interesting...might be a bug or an undocumented change. Supposedly as of the 04/July/2023 update 0.184 "Domination Victory shouldn't trigger for 1 player game" per the developer on Discord: game update message [discord.com]
Tacheron 16.2. klo 15.26 
Idk if it changed in the past few days, but I just won a domination victory in SP, so it is possible.