VAULTGUIDES
BEGINNEREASY

Foundation: Organic City Layout & Supply Chain Guide

Zone planning for organic growth, complete supply chain reference, monument building workflow, and trade economy mastery for a thriving medieval city.

18 min read4,200 words2025-10-15
More Foundation guides →
Foundation

Foundation is a gridless, organic city-builder where villagers build their own paths and houses. Traditional grid-based planning does not work here. Instead, you paint zones, manage supply chains, and let the city grow organically. This guide covers zone planning, production chains, monument building, and the trade economy that turns a village into a thriving medieval city.

🗺️ Zone Planning: The Organic Approach

🏘️

Residential Zones

Paint near workplaces. Villagers walk to work — if the walk exceeds 150m, they build a new house closer. Never paint residential zones in one giant block — scatter them in 3-4 clusters near different industries.

🏭

Industrial Zones

Place near resource nodes. Lumber camps near forests. Mines near stone/iron deposits. Wheat farms on flat, open land. Keep noisy industries (blacksmith, stonemason) 50m+ from residential — noise reduces desirability.

🏪

Market Zones

The center of your city. Place the Market building first, then paint a large market zone around it. Stall vendors set up automatically. Luxury stalls (jewelry, clothing) generate the most tax income. Every house must be within 100m of a market.

The Golden Rule of Foundation

Paint zones, don't place buildings. Unlike other city builders, Foundation lets villagers build their own houses, workshops, and paths within zones you designate. Your job is zone placement and supply chain management — not micro-managing every building. The more you micromanage, the slower your city grows.

📦 Complete Supply Chain Reference

End ProductInput ChainRequired BuildingsVillager Tier
BreadWheat Farm → Windmill (Flour) → Bakery3 buildingsSerf
BeerWheat Farm → Brewery + Hop Farm → Brewery3 buildingsCommoner
ClothingSheep Farm (Wool) → Weaver (Cloth) → Tailor3 buildingsCommoner
ToolsIron Mine → Smelter (Iron Bars) → Blacksmith3 buildingsCommoner
JewelryGold Mine → Goldsmith + Gem Mine → Gem Cutter → Jeweler4 buildingsCitizen
WeaponsIron Bars + Coal Mine (Charcoal) → Weaponsmith3 buildingsCitizen
Stained GlassSand Pit → Glassmaker + Quartz Mine → Glass Workshop3 buildingsCitizen

Promotion Requirements

Villagers promote when all their needs are met. Serf → Commoner: needs food variety (2+ types) + basic clothing. Commoner → Citizen: needs luxury food (beer, meat) + tools + decorated housing (tier 2 house + decorations). Commoners consume 3× more goods than serfs— don't promote too many until your production chains can support it.

🏛️ Monument Building Guide

MonumentResources RequiredWorkersBenefit
⛪ Village Church100 Stone, 50 Planks8 buildersFaith need satisfied. Unlocks Monastery (tier 2). Prevents mass emigration during hardship events.
🏰 Lord's Manor200 Stone, 100 Planks, 50 Iron Bars12 buildersUnlocks taxation. Generates 5 gold/month per citizen. Required for Citizen tier promotion.
⛲ Grand Fountain150 Stone, 50 Marble10 buildersMassive desirability boost in 50m radius. Houses near fountains promote 40% faster.
🏛️ Cathedral500 Stone, 200 Marble, 100 Stained Glass, 50 Gold20 buildersEndgame monument. Max faith. Attracts pilgrims (+20 population). Required for ultimate city achievement.

Monument Construction Workflow

1. Build the monument's resource depot FIRST (next to the construction site).
2. Set all resource depots to "Fill" priority for the monument materials.
3. Assign 2 dedicated builders and prevent them from doing other jobs.
4. Build in spring — winter slows construction by 40%.
A Cathedral takes ~45 in-game days with optimized logistics. Without planning: 90+ days.

📊 Trade Economy & Mastery

Export GoodBuyerPriceStrategy
Surplus BreadNorthburgh (city)8-12 Gold/unitBest early-game export. Bread has a 3:1 wheat-to-bread ratio. 3 wheat farms feed 1 windmill + bakery + surplus for export.
Iron ToolsAll trading partners18-25 Gold/unitBest value-to-weight export. 1 iron ore → 1 tool. Tools stack to 10. One trading cart of tools = 250 gold.
JewelryKallio (distant city)35-50 Gold/unitHighest single-item value. But requires citizen-tier workers + 4-step chain. Build this industry last.
Stained GlassKallio, Monasteries40-55 Gold/unitBest late-game export. Sand pit is unlimited resource. With 3 sand pits + 2 quartz mines = continuous production.

Trade Mastery Perk System

Each trade route has a Mastery level (1-10). Higher mastery = better prices + faster carts. Max out bread mastery first (it's your primary export for 50+ years). Never diversify trade routes before mastery level 5 on your primary good — spreading thin means no mastery bonus for decades.

FAQ

Why aren't my villagers building houses?+

Check three things: (1) Residential zone is painted — without it, no houses. (2) Zone is within 150m of workplaces. (3) Desirability is above 0. Add a well and decorate with trees (+2 desirability each).

How do I promote more villagers to Commoner?+

You need: (1) At least 2 food types in the market. (2) Clothing available in a market stall. (3) Church built and staffed. (4) Their house is within 100m of a market. Then click the house and press Promote.

Best monument to build first?+

Village Church. It unlocks faith needs and prevents the 'Mass Exodus' event. Second: Lord's Manor for taxation income. Third: Grand Fountain for the desirability boost that speeds all future promotions.