GK2DB Graveyard Keeper 2 database

Town

Rebuilding the Town happens plot by plot. Signboards are dotted around the streets, each marking either a ruined house you can repair or an empty lot where a shop can stand. Interact with one to see what it offers. Construction is instant, costing neither time nor energy, and materials can come from your backpack or from any shared chest in the same area.

You gain access to the town after crossing the port bridge, and more signboards appear as the story progresses.

Shops and houses

Type What it does
Shop Brings a trader to town, in three tiers. Build tier I on an empty plot; for tiers II and III, speak to the trader and pick Upgrade. Each tier adds village reputation, a wider range or bigger stock, a higher weekly happiness allowance, and new town orders. Shops need either a house plot or a yard plot, depending on size.
House A repair job that pays Green Scrolls, from 1 for the small house to 25 for a whole block; 180 across all the town’s houses.

According to the game itself, “Town orders are the main source of” happiness. You collect orders from the chalk board in the Town Warehouse on Pride day. Every shop posts two per tier, and they’re filled with supply boxes packed in the Factory.

Town quality rises through Green Scrolls: give them to Linda under “New people” and each adds 1. Since town quality caps how much happiness you can hold, the houses are your main lever for bigger sermons. Linda accepts scrolls on Lust day only; on other days the “New people” option carries a day icon and is greyed out. The single exception is the first time, when completing her quest drops you straight into her offer regardless of day.

Every building plot in the Town of Graveyard Keeper 2, on the world map
empty house plot (shop) empty yard plot (shop) house to repair. Each marker is a plot's signboard, where the game places it; plots appear once the battle for that part of town is won.

Shops on house plots 8

Alchemist Alchemist

The Alchemist stocks potions, treatments for corpses and zombies, and writing supplies. It sits on a house plot and, level with the Jeweler, is the costliest shop: Building Kit I ×8, Wooden Kit I ×6 and Iron Kit I ×3.

Category Stock
Alchemy Battle potions (Healing, damage, berserker, zombie), growth elixirs, Preservative, Reanimation Liquid, and the corpse and zombie solutions and injections. A stronger grade appears with every tier; tier III adds the Philosopher Stone for 50 silver
Writing Tier I: Leather Scroll, Clean Paper, Ink, Science Kit I. Tier II: Blank Softcover Notebook, Science Kit II. Tier III: Blank Hardcover Notebook

Its happiness list is longer than its cap: the full list tops out at 12, 22 and 34 per week while the caps are 8, 16 and 25, so you only need to sell whatever comes easiest. At tier III, one each per week of Tannin Liquid, Alkali, Umami and the Philosopher Stone pays 2 happiness apiece, the highest single-item value here.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 8×Building Kit I, 6×Wooden Kit I, 3×Iron Kit I 2 — 20 8
II 10×Furniture Kit I, 4×Sculpture Kit II, 4×Blank Softcover Notebook 2 — 50 16
III 10×Furniture Kit II, 4×Building Kit II, 4×Blank Hardcover Notebook 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–4), Wooden Kit I (1–3), Iron Kit I (1).

Sells (stock at each tier)

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Dream Dust0.5 / 40.5 / 40.5 / 4
Paint0.667 / 30.667 / 30.667 / 3
Lacquer0.667 / 30.667 / 30.667 / 3
Weak growth elixir0.667 / 30.667 / 30.667 / 3
Clean Paper0.1 / 200.1 / 200.1 / 20
Ink0.2 / 100.2 / 100.2 / 10
Rich growth elixir—1 / 21 / 2
Organ Improver red skull—1 / 21 / 2
Organ Improver white skull—1 / 21 / 2
Spices—1 / 21 / 2
Blank Softcover Notebook—0.2 / 100.2 / 10
Miracle growth elixir——2 / 1
Tannin Liquid——2 / 1
Alkali——2 / 1
Umami——2 / 1
Philosopher Stone——2 / 1
Blank Hardcover Notebook——0.4 / 5
Orders
Tier I: 10× Supply: Kitchen Utensils for 20 (Happy supplier+5) happiness, urgent
Tier I: 10× Supply: Kitchen Utensils for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Engineering Mechanism for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Engineering Mechanism for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Appliances II for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Appliances II for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • Upgrades use notebooks the shop can’t yet sell. Tier II takes 4 Blank Softcover Notebooks, on sale here only after the upgrade, so write them at a Writing Desk. Tier III takes 4 Blank Hardcover Notebooks, which come from a Printing Press (or from this shop once it’s reached tier III).
  • Paper and ink have no other seller. Otherwise you’ll be making them at the Writing Desk.
  • Unconfirmed: Berserker Potion III has a usual stock of zero on the tier III list, and the price formula turns that into a 1-copper sale price.
Apothecary Apothecary

The Apothecary supplies the alchemist and the church. It goes on a house plot and ranks among the cheapest shops: Building Kit I ×4, Wooden Kit I ×3 and Iron Kit I ×1.

Nowhere else in the game sells alchemic powders, and no recipe produces them. Tier I carries the nine powders with one or two runes; tier II adds the ten with three, so from then on the full set is available, 20 of each, priced from 5 to 30 copper. Other stock: church candles and incense, Alchemy Flasks I, Salt, Ash, and Alcohol from tier II.

Happiness goods are Fragrance, Alchemy Flasks, Salt and incense, with Alcohol and candles joining later. At each tier, selling every one up to its weekly limit lands exactly on the cap: 8, 16, 25.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 4×Building Kit I, 3×Wooden Kit I, 1×Iron Kit I 2 — 20 8
II 4×Furniture Kit I, 1×Sculpture Kit I, 2×Glass Containers 2 — 50 16
III 4×Furniture Kit II, 3×Building Kit II, 1×Sculpture Kit II 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–2), Wooden Kit I (1).

Sells (stock at each tier)

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Fragrance0.2 / 100.2 / 100.2 / 10
Alchemy Flasks I0.2 / 100.2 / 100.2 / 10
Salt0.5 / 40.25 / 80.25 / 8
Simple Incense0.5 / 40.25 / 80.25 / 8
Alcohol—0.267 / 150.267 / 15
Pretty Candle—0.5 / 80.5 / 8
Alchemy Flasks II——0.2 / 10
Magnificent Candle——0.5 / 8
Fancy Incense——0.375 / 8
Orders
Tier I: 10× Supply: Cutlery I for 25 (Happy supplier+5) happiness, urgent
Tier I: 5× Supply: Cutlery I for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Kitchen Utensils for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Kitchen Utensils for 25 (Happy supplier+5) happiness, urgent
Tier III: 30× Supply: Cutlery II for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Cutlery II for 30 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • Both tier II orders are marked urgent. Each wants the same 20 Supply: Kitchen Utensils, one paying 40 happiness and the other 25. Everywhere else, including this shop’s other tiers, the cheaper order is the cumulative one, so this is probably a data mistake that could be fixed.
  • Powders have a single source. Many alchemy mixes use them, and this stall is it.
Baker Baker

The Baker is the town shop for bread and baking ingredients. Build it on a house plot for Building Kit I ×6, Wooden Kit I ×4 and Iron Kit I ×2.

Goods Sells Buys
Baked goods: Bread, Berry Pie, muffins, croissants Yes No
Ingredients: Dough, Flour, eggs, Salt Yes Yes
Food bag (5 silver) Yes No

Tier II brings milk, Flesh and spices; tier III doubles every stock level.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 6×Building Kit I, 4×Wooden Kit I, 2×Iron Kit I 2 — 20 8
II 6×Furniture Kit I, 2×Sculpture Kit I, 4×Flesh 2 — 50 16
III 6×Furniture Kit II, 4×Building Kit II, 8×Flesh 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–3), Wooden Kit I (1–2), Iron Kit I (1).

Sells (stock at each tier)

ItemIIIIII
Bread102040
Dough153060
Flour204080
Berry Pie51020
Muffin51020
Croissant51020
Chicken Egg102040
Salt204080
Food bag111
Jug of Milk—1020
Flesh—1020
Spices—1020

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Fabric0.05 / 200.05 / 400.05 / 80
Flour0.05 / 200.05 / 400.05 / 80
Flesh—0.2 / 100.2 / 20
Orders
Tier I: 10× Supply: Flour Sack for 20 (Happy supplier+5) happiness, urgent
Tier I: 10× Supply: Flour Sack for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Iron Tools for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Iron Tools for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Appliances I for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Appliances I for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • Its happiness cap is out of reach. Only Fabric, Flour and, from tier II, Flesh earn happiness here, topping out at 2, 6 and 12 per week against caps of 8, 16 and 25.
  • Upgrades cost Flesh: 4 for tier II, 8 for tier III. You’ll get it from corpses, since the Baker only stocks it from tier II. No other trader buys Flesh.
  • Fabric is bought, never sold, and it pays happiness. For Fabric to buy, go to the Tailor at tier III.
Fish Stand Fish Stand

The Fish Stand buys fish and sells fishing gear from a house plot. It costs Building Kit I ×6, Wooden Kit I ×4 and Iron Kit I ×2.

No other trader buys whole fish. Fish are fixed-price here, so you always get the full base price no matter how many you sell, ranging from 10 copper for a Roach up to 1 silver 92 for an Eel. Tier I accepts ten species; tier II adds eight more, including Pike, Trout and Eel. Where each bites is on Fishing.

Tier Rod for sale Price
I Amateur Rod 1 silver
II Advanced Rod 5 silver
III Pro Rod 100 silver

Rods are fixed-price and can’t be sold back.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 6×Building Kit I, 4×Wooden Kit I, 2×Iron Kit I 2 — 20 8
II 6×Furniture Kit I, 2×Sculpture Kit I, 1×Advanced Rod 2 — 50 16
III 6×Furniture Kit II, 4×Building Kit II, 1×Pro Rod 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–3), Wooden Kit I (1–2), Iron Kit I (1).

Sells (stock at each tier)

ItemIIIIII
Amateur Rod111
Fisherman's bag111
Advanced Rod—11
Pro Rod——1

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Breadcrumb Bait0.1 / 200.05 / 400.05 / 40
Insect Bait—0.1 / 400.1 / 60
Live Bait——0.2 / 40
Orders
Tier I: 10× Supply: Preserves I for 20 (Happy supplier+5) happiness, urgent
Tier I: 10× Supply: Preserves I for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Iron Tools for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Iron Tools for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Clothes I for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Clothes I for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • The bait on display isn’t for sale. Breadcrumb, insect and live bait are listed with stock but flagged not-for-sale; the stand only buys them, for happiness.
  • The weekly happiness cap is unreachable. Bait is its only happiness good, worth at most 2, 6 and 16 a week versus caps of 8, 16 and 25.
  • Upgrades require rods: an Advanced Rod for tier II, a Pro Rod for tier III. The stand only stocks each from the tier it unlocks, so craft them at a Woodworking Workbench II.
Furniture Maker Furniture Maker

The Furniture Maker sells woodworking parts and building kits from a house plot. Construction takes Building Kit I ×6, Wooden Kit I ×4 and Iron Kit I ×2.

It’s the sole seller of three kits that most town upgrades depend on:

Kit From tier
Wooden Kit I I
Furniture Kit I II
Furniture Kit II III

It also stocks Bronze Nails, planks, bronze and iron details and Polished Bronze, later adding Wooden Joints and Steel Screws. Wooden Trinkets are bought but never sold.

Nearly its whole range pays a trickle of happiness. At tier I, for instance, a Bronze Nail is worth 0.01 with 100 counted per week, and Polished Bronze 0.1. Selling every listed good up to its weekly count reaches the cap exactly: 8, 16, 25.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 6×Building Kit I, 4×Wooden Kit I, 2×Iron Kit I 2 — 20 8
II 6×Furniture Kit I, 2×Sculpture Kit I, 4×Wooden beam 2 — 50 16
III 6×Furniture Kit II, 4×Building Kit II, 12×Steel Screws 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–3), Wooden Kit I (1–2), Iron Kit I (1).

Sells (stock at each tier)

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Bronze Nails0.01 / 1000.007 / 1500.007 / 150
Wooden Kit I0.017 / 600.017 / 600.017 / 60
Oiled Plank0.033 / 300.02 / 500.02 / 50
Wooden Plank0.017 / 600.011 / 900.011 / 90
Bronze Detail0.04 / 500.025 / 800.025 / 80
Polished Bronze0.1 / 200.05 / 400.05 / 40
Iron Nails—0.02 / 1000.02 / 100
Iron Detail—0.05 / 400.05 / 40
Furniture Kit I—0.033 / 600.033 / 60
Wooden beam—0.05 / 400.05 / 40
Wooden Joint——0.15 / 20
Furniture Kit II——0.1 / 30
Steel Screws——0.06 / 50
Orders
Tier I: 10× Supply: Furniture I for 25 (Happy supplier+10) happiness, urgent
Tier I: 10× Supply: Furniture I for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Furniture II for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Furniture II for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Appliances I for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Appliances I for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • Wooden Trinkets are refused at tier II. They’re on the buy list at tiers I and III but absent from tier II’s.
  • Unconfirmed: a few goods have a normal stock of 0: Wooden beam at tier II, Lacquer and Paint at tier III. The price formula then pays 1 copper each. Wooden beams do count for happiness at tier II, so a few may still be worth selling.
  • Tier II’s upgrade needs 4 Wooden beams, which the shop doesn’t sell until tier III; cut them on a Circular Saw.
Jeweler Jeweler

The Jeweler is where you buy zombie collars, bronze goods, talismans and tool sets. It needs a house plot and, tied with the Alchemist, costs the most of any shop: Building Kit I ×8, Wooden Kit I ×6 and Iron Kit I ×3.

Zombie collars are sold here and nowhere else:

Collar From tier Price
Bronze Zombie Collar I 1 silver
Golden II 10 silver
Steel III 90 silver

Other stock includes Polished Bronze, Bronze Scrap, and a talisman and tool set per tier; from tier II there are also bronze gears, Golden ingots and Keys for Looters. Two valuables are bought but never resold: Precious Trinkets at 105 silver and Fine Jewelry at 500.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 8×Building Kit I, 6×Wooden Kit I, 3×Iron Kit I 2 — 20 8
II 10×Furniture Kit I, 4×Sculpture Kit II, 5×Polished Bronze 2 — 50 16
III 10×Furniture Kit II, 4×Building Kit II, 10×Polished Bronze 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–4), Wooden Kit I (1–3), Iron Kit I (1).

Sells (stock at each tier)

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Polished Bronze0.05 / 400.05 / 800.05 / 80
Bronze Scrap0.067 / 300.067 / 600.067 / 60
Orders
Tier I: 10× Supply: Iron Tools for 20 (Happy supplier+5) happiness, urgent
Tier I: 10× Supply: Iron Tools for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Steel Tools for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Steel Tools for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Engineering Mechanism for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Engineering Mechanism for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • Its happiness cap can’t be reached. Polished Bronze and Bronze Scrap are its only happiness goods, maxing at 4, 8 and 8 per week against caps of 8, 16 and 25.
  • Unconfirmed: from tier II it stocks several collars of each type. The code prices fixed-price goods at base price × stock, which could make the tier II price of a Bronze Zombie Collar read 3 silver instead of 1.
  • Unconfirmed: the tier III list includes Fine Jewelry twice, and the earlier entry has a normal stock of 0. Since the game reads that one, the price formula would offer a mere 1 copper.
Tailor Tailor

The Tailor trades in flax and cloth from a house plot, and it’s among the cheapest shops: Building Kit I ×4, Wooden Kit I ×3 and Iron Kit I ×1.

Tier I stocks Flax Seed, Flax and Lace; Flax Thread arrives at tier II and Fabric at tier III. It’s also the bag shop, with the Universal bag at 10 silver and, from tier II, the Big universal bag at 50.

Tier Happiness goods Weekly limit
I Flax only, 0.1 each 80, enough on its own for the full cap of 8
II Flax Thread only, 0.1 each 160, again the whole cap
III Flax Thread and Fabric Together they make up the cap of 25
TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 4×Building Kit I, 3×Wooden Kit I, 1×Iron Kit I 2 — 20 8
II 4×Furniture Kit I, 1×Sculpture Kit I, 40×Flax Thread 2 — 50 16
III 4×Furniture Kit II, 3×Building Kit II, 60×Fabric 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–2), Wooden Kit I (1).

Sells (stock at each tier)

ItemIIIIII
Flax Seed2040100
Flax2040100
Lace202020
Universal bag111
Flax Thread—4080
Big universal bag—11
Fabric——30

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Flax0.1 / 80——
Flax Thread—0.1 / 1600.075 / 160
Fabric——0.108 / 120
Orders
Tier I: 10× Supply: Fabric for 25 (Happy supplier+10) happiness, urgent
Tier I: 10× Supply: Fabric for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Clothes I for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Clothes I for 20 (Happy supplier+5) happiness
Tier III: 30× Supply: Clothes II for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Clothes II for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • Each upgrade wants what the next tier will sell. Tier II needs 40 Flax Thread, which the Tailor stocks only from tier II; tier III needs 60 Fabric, stocked only from tier III. Spin thread on a Spinning Wheel and weave fabric on a Weaving Loom.
  • Orders can be packed by hand. The tier I Supply: Fabric can be boxed at a Woodworking Workbench as well as in the Factory, and tier II’s Supply: Clothes I at a Sewing Table.
  • Flax loses its happiness value at tier II. If you’ve grown a lot of it, sell before upgrading.
Vegetable Stand Vegetable Stand

The Vegetable Stand sells seeds, produce and garden tools from a house plot. It’s one of the cheapest shops to build: Building Kit I ×4, Wooden Kit I ×3 and Iron Kit I ×1.

Tier Adds
I Both seed and crop of wheat, carrot, beet and cabbage; apples; seedlings for apple trees, bushes and rhododendrons
II Onions, pumpkins, higher-grade cabbage, a blueberry seedling
III Onions and pumpkins in every grade

Onion and pumpkin seeds are sold here and nowhere else. Each tier also stocks one shovel, in order Bronze Shovel, Iron and finally Steel, the last at 145 silver.

Vegetables themselves are the happiness goods, each worth little but bought in bulk: the tier I cap of 8 is reached with 40 wheat plus 30 carrots, 20 beets and 20 cabbages. By tier III the list totals 48 against a cap of 25, and better grades pay more per item (0.2 for a gold-star pumpkin versus 0.04 for wheat).

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 4×Building Kit I, 3×Wooden Kit I, 1×Iron Kit I 2 — 20 8
II 4×Furniture Kit I, 2×Glass Containers, 40×Cabbage★★ 2 — 50 16
III 4×Furniture Kit II, 3×Building Kit II, 40×Onion★★★ 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–2), Wooden Kit I (1).

Sells (stock at each tier)

ItemIIIIII
Wheat seed203050
Wheat203050
Carrot seed152050
Carrot152050
Beet Seed101550
Beet101550
Cabbage seed★102050
Cabbage★102050
Apple152540
Bronze Shovel111
Apple Tree Seedling248
Bush Seedling248
Rhododendron Seedling248
Farmer's bag111
Cabbage seed★★—2040
Cabbage seed★★★—1530
Cabbage★★—2040
Cabbage★★★—1530
Onion seed★—1540
Onion seed★★—1030
Onion★—1540
Onion★★—1030
Pumpkin Seeds★—520
Pumpkin★—520
Blueberry Seedling—25
Iron Shovel—11
Onion seed★★★——20
Onion★★★——20
Pumpkin Seeds★★——15
Pumpkin Seeds★★★——10
Pumpkin★★——15
Pumpkin★★★——10
Steel Shovel——1

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Wheat0.05 / 400.033 / 600.04 / 100
Carrot0.067 / 300.033 / 600.04 / 100
Beet0.1 / 200.033 / 600.04 / 100
Cabbage★0.1 / 200.033 / 600.04 / 100
Cabbage★★—0.044 / 450.05 / 80
Cabbage★★★—0.044 / 450.067 / 60
Onion★—0.044 / 450.05 / 80
Onion★★—0.067 / 300.067 / 60
Onion★★★——0.1 / 40
Pumpkin★——0.1 / 40
Pumpkin★★——0.133 / 30
Pumpkin★★★——0.2 / 20
Orders
Tier I: 10× Supply: Vegetables for 30 (Happy supplier+10) happiness, urgent
Tier I: 10× Supply: Vegetables for 20 (Happy supplier+5) happiness
Tier II: 20× Supply: Preserves I for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Preserves I for 20 (Happy supplier+5) happiness
Tier III: 30× Supply: Preserves II for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Preserves II for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (3), Eastern Districts Purge (2), Central Districts Purge: Part II (2)

Notes

  • Upgrades take 40 silver-star Cabbages (tier II) and 40 gold-star Onions (tier III). The stand has no silver-star cabbages before tier II, so you’ll grow the first batch yourself.
  • Shovel prices are fixed, unaffected by stock, and whatever shovel the current tier sells can’t be sold back to it.

Shops on yard plots 5

Brewery Brewery

The Brewery sells grapes, hops and finished drinks from a yard plot. Building it costs Building Kit I ×6, Wooden Kit I ×4 and Iron Kit I ×2.

On sale: Grape Seeds, Grapes, Hop Seeds, ciders, Mead and Beer, plus Wine from tier II, with better grades of grapes and wine at higher tiers. Grapes and wine can’t be bought anywhere else.

It also takes a brewer’s leftovers without ever selling them: Hops, Wheat, Apple Juice, Berry Juice and Empty Bottles, with Grape Juice joining at tier II. Those are its happiness goods, and the full list is worth more than the weekly cap allows (10 vs 8, 23 vs 16, 34 vs 25), so you can pick and choose.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 6×Building Kit I, 4×Wooden Kit I, 2×Iron Kit I 2 — 20 8
II 10×Furniture Kit I, 6×Marble Kit, 20×Grape Juice★ 3 — 50 16
III 12×Furniture Kit II, 6×Building Kit II, 20×Grape Juice★★★ 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–3), Wooden Kit I (1–2), Iron Kit I (1).

Sells (stock at each tier)

ItemIIIIII
Grape Seeds★152030
Grapes★152030
Hop Seeds152030
Berry Cider101520
Apple Cider101520
Mead101520
Beer101520
Food bag111
Grape Seeds★★—1020
Grapes★★—1020
Wine★—1020
Grape Seeds★★★——15
Grapes★★★——15
Wine★★——15
Wine★★★——10

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Empty Bottle0.05 / 400.05 / 800.05 / 120
Apple Juice0.1 / 200.1 / 400.1 / 60
Berry Juice0.1 / 200.1 / 400.1 / 60
Hops0.067 / 300.1 / 400.067 / 60
Wheat0.05 / 400.05 / 60—
Grape Juice★—0.2 / 200.1 / 40
Grape Juice★★——0.133 / 30
Grape Juice★★★——0.2 / 20
Orders
Tier I: 10× Supply: Kitchen Utensils for 40 (Happy supplier+10) happiness, urgent
Tier I: 10× Supply: Kitchen Utensils for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Cutlery II for 70 (Happy supplier+20) happiness, urgent
Tier II: 20× Supply: Cutlery II for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Appliances II for 80 (Happy supplier+20) happiness, urgent
Tier III: 30× Supply: Appliances II for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (1), Eastern Districts Purge (1), Central Districts Purge: Part II (2)

Notes

  • Upgrades cost Grape Juice, 20 of it each time, and gold-star Grape Juice for the tier III step. Since the Brewery never sells juice, you’ll be pressing it yourself on a Vine Press.
  • Unconfirmed: wheat probably earns nothing at tier III, because its entry in the data is broken (id “wheat80”, count 0).
  • Tier II’s urgent order is the most generous in the game: deliver 20 Supply: Cutlery II for 70 happiness (90 with Happy supplier).
  • Tier II is worth 3 village reputation, one more than most shops.
Builder Builder

The Builder sells construction materials from a yard plot, and it’s among the cheapest shops to put up: Building Kit I ×4, Wooden Kit I ×3 and Iron Kit I ×1.

No other trader stocks Building Kit I (1 silver 50 each, tier I onward) or Building Kit II (tier II onward), the core material for every shop and house in town. Nails, boards, planks, stone and Bricks are on sale too, with beams and marble from tier II. At tier I it will buy Carved Stone and Stone Marbles while not selling either.

Its happiness list adds up exactly to each weekly cap (8, 16, 25) if you sell the full count of everything on it. Tier I wants Reinforced Planks and Polished Stone; by tier III the list includes 9 Building Kit II per week at a third of a point apiece.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 4×Building Kit I, 3×Wooden Kit I, 1×Iron Kit I 2 — 20 8
II 6×Furniture Kit I, 4×Marble Kit, 2×Carved Stone 2 — 50 16
III 8×Furniture Kit II, 4×Building Kit II, 4×Wooden Joint 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–2), Wooden Kit I (1).

Sells (stock at each tier)

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Reinforced Plank0.2 / 20——
Polished Stone0.1 / 40——
Reinforced Beam—0.2 / 400.15 / 40
Carved Stone—0.1 / 40—
Polished Marble—0.1 / 40—
Carved Marble——0.2 / 40
Wooden Joint——0.2 / 40
Building Kit II——0.333 / 9
Orders
Tier I: 10× Supply: Iron Tools for 20 (Happy supplier+5) happiness, urgent
Tier I: 10× Supply: Iron Tools for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Steel Tools for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Steel Tools for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Engineering Mechanism for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Engineering Mechanism for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (1), Eastern Districts Purge (1), Central Districts Purge: Part II (2)

Notes

  • Put the Builder up early if you’re rebuilding the town. Tier I shops each need 4 to 8 Building Kit I and some houses up to 30, while the Builder normally stocks 20 at tier I and 30 at tier II. You can craft kits as well.
  • Upgrade materials: tier II needs 2 Carved Stone, which the Builder buys but won’t sell until tier II, so carve it yourself on a Stonemason’s Workbench. Tier III needs 4 Wooden Joints, which it sells only from tier III.
Pottery Workshop no trader

Unlike the shops, the Pottery Workshop brings no trader to its yard plot; it adds town quality, 5 per tier across three tiers.

Tier Cost
I 12 Boards, 8 Bronze Nails
II 12 Wooden Planks, 8 Iron Details
III 8 Wooden beams, 8 Advanced Details

In the current files it seems half-finished: its trader entry is an empty placeholder, tiers II and III lack names in the game text, and it neither gives village reputation nor counts for the Shop Owner inspiration the way shops do.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 12×Board, 8×Bronze Nails — 5 — —
II 12×Wooden Plank, 8×Iron Detail — 5 — —
III 8×Wooden beam, 8×Advanced Detail — 5 — —
Plots
Break Through to the Port (1), Eastern Districts Purge (1), Central Districts Purge: Part II (2)

Notes

  • Unconfirmed: each shop can be built only once, but no such limit appears for the Pottery Workshop. If that’s right, every spare yard plot could host one, worth 15 town quality apiece at tier III.
Smithy Smithy

The Smithy handles metal, weapons and armour from a yard plot. It’s one of the cheapest shops to build: Building Kit I ×4, Wooden Kit I ×3 and Iron Kit I ×1.

Tier Metal goods Gear
I Bronze scrap, ingots, details, nails Pike, sword, armour and hammer in bronze
II Iron nails and details The same set in iron
III Steel details, screws, Engineering Details The same set in steel

Gear is fixed-price, running from 1 silver for the Light Pike to 250 silver for steel armour or a steel sword.

Rusty tools can be sold only here. The rusty axe, pickaxe, hammer, shovel, sword and armour go for 10 copper apiece, bronze tools for 1 silver 50 or more, and iron tools from tier II. Being fixed-price, they always fetch the full listed amount. It also buys Copper Trinkets.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 4×Building Kit I, 3×Wooden Kit I, 1×Iron Kit I 2 — 20 8
II 6×Furniture Kit I, 4×Marble Kit, 6×Advanced Detail 2 — 50 16
III 8×Furniture Kit II, 4×Building Kit II, 12×Steel Screws 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–2), Wooden Kit I (1).

Sells (stock at each tier)

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Bronze Scrap0.1 / 400.1 / 400.1 / 40
Bronze Ingot0.2 / 200.2 / 200.2 / 20
Iron Detail—0.2 / 200.2 / 20
Advanced Detail—0.2 / 200.2 / 20
Steel Screws——0.04 / 100
Engineering Details——0.125 / 40
Orders
Tier I: 10× Supply: Building materials I for 20 (Happy supplier+5) happiness, urgent
Tier I: 10× Supply: Building materials I for 25 (Happy supplier+5) happiness
Tier II: 20× Supply: Building materials II for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Building materials II for 40 (Happy supplier+10) happiness
Tier III: 30× Supply: Engineering Mechanism for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Engineering Mechanism for 40 (Happy supplier+10) happiness
Plots
Break Through to the Port (1), Eastern Districts Purge (1), Central Districts Purge: Part II (2)

Notes

  • Tier I’s cumulative order beats its urgent one. Both want Supply: Building materials I: 10 boxes before the deadline earns 20 happiness, but 10 boxes spread over any number of weeks earns 25. At tiers II and III they pay equally, so this is probably a data slip.
  • The current tier’s hammer can’t be sold back.
  • Upgrades call for the part the next tier stocks: 6 Advanced Details for tier II, 12 Steel Screws for tier III.
Tavern Tavern

The Tavern is the town shop for drinks, soups and stories. It takes a yard plot and costs Building Kit I ×6, Wooden Kit I ×4 and Iron Kit I ×2.

Goods Sells Buys
Beer, Berry Cider, Apple Cider, Blueberry Cider Yes Yes
Carrot, cabbage and vegetable soup; fish soup from tier II; soldier’s stew from tier III Yes No
Stories, higher grades at higher tiers Yes Yes

It’s the one trader that handles Stories in either direction.

The four drinks are the happiness goods. Selling 40 of each per week fills the tier I cap of 8; at tier III it takes 100 of each.

TierMaterials ReputationTown quality Daily income Weekly happiness cap
I 6×Building Kit I, 4×Wooden Kit I, 2×Iron Kit I 2 — 20 8
II 10×Furniture Kit I, 6×Marble Kit, 20×Apple Cider 3 — 50 16
III 12×Furniture Kit II, 6×Building Kit II, 20×Blueberry Cider 3 — 100 25

When you build it, each of these has a chance to come back: Building Kit I (1–3), Wooden Kit I (1–2), Iron Kit I (1).

Sells (stock at each tier)

ItemIIIIII
Story★101010
Beer203050
Berry Cider203050
Apple Cider203050
Blueberry Cider203050
Carrot soup102030
Cabbage soup102030
Vegetable soup102030
Food bag111
Story★★—1010
Fish soup—2030
Story★★★——10
Soldier's stew——30

Happiness from sales (each item / most counted per week, by tier)

ItemIIIIII
Beer0.05 / 400.067 / 600.06 / 100
Berry Cider0.05 / 400.067 / 600.06 / 100
Apple Cider0.05 / 400.067 / 600.06 / 100
Blueberry Cider0.05 / 400.067 / 600.07 / 100
Orders
Tier I: 10× Supply: Preserves I for 20 (Happy supplier+5) happiness, urgent
Tier I: 10× Supply: Preserves I for 15 (Happy supplier+5) happiness
Tier II: 20× Supply: Beer for 40 (Happy supplier+10) happiness, urgent
Tier II: 20× Supply: Beer for 25 (Happy supplier+5) happiness
Tier III: 30× Supply: Wine for 50 (Happy supplier+10) happiness, urgent
Tier III: 30× Supply: Wine for 25 (Happy supplier+5) happiness
Plots
Break Through to the Port (1), Eastern Districts Purge (1), Central Districts Purge: Part II (2)

Notes

  • Its upgrades want its own cider: 20 Apple Cider for tier II, 20 Blueberry Cider for tier III. Tier I stocks 20 of each, but buying the lot pushes the price up; you can also brew cider in a Fermentation Barrel.
  • Tier II is worth 3 village reputation, one more than most shops’ upgrades.

House repairs 4

Repair Small House 1 plot

Repair Small House fixes up the town’s only small house, which stands in the “Break Through to the Port” battle area. No repair is cheaper: 4 Building Kit I, 3 Wooden Kit I and 1 Iron Kit I, matching the cheapest shop. You get one Green Scroll for it.

Finishing it earns the “Back to Life” achievement (“The town has taken its first steps toward recovery”); so does the neighbouring house in the same area (Repair House).

PlotMaterials ReputationTown quality Green scrolls
Break Through to the Port 4×Building Kit I, 3×Wooden Kit I, 1×Iron Kit I — — 1

When you build it, each of these has a chance to come back: Building Kit I (1–2), Wooden Kit I (1).

Notes

  • House repairs earn no reputation. Most houses have a village reputation value in the data, but the game never reads it.
  • Each repair, however small, advances Home Sweet Home.
Repair House 3 plots

Repair House restores one of three mid-sized town houses. All three pay 3 Green Scrolls, but the price depends on where the house stands:

Location Cost
“Break Through to the Port” area 6 Building Kit I, 4 Wooden Kit I, 2 Iron Kit I
Eastern Districts 20 Building Kit I, 10 Wooden Kit I, 6 Furniture Kit I
Central Districts 30 Building Kit I, 10 Wooden Kit II, 4 Sculpture Kit II

The port-side one also grants the “Back to Life” achievement.

PlotMaterials ReputationTown quality Green scrolls
Break Through to the Port 6×Building Kit I, 4×Wooden Kit I, 2×Iron Kit I — — 3
Eastern Districts Purge 20×Building Kit I, 10×Wooden Kit I, 6×Furniture Kit I — — 3
Central Districts Purge: Part II 30×Building Kit I, 10×Wooden Kit II, 4×Sculpture Kit II — — 3

When you build it, each of these has a chance to come back: Building Kit I (1–3), Wooden Kit I (1–2), Iron Kit I (1).

Notes

  • The two pricier houses are poor value. The Eastern Districts house costs the same as a Large House there, and the Central Districts one the same as the Large House beside it, yet they pay 3 scrolls where a Large House pays 10.
Repair Large House 7 plots

Repair Large House covers the town’s seven large houses, the repair you’ll do most often. Each pays 10 Green Scrolls, 70 across the set, and the price climbs the deeper into town you go:

Houses Cost each
Two near the port 16 Building Kit I, 8 Wooden Kit I, 4 Iron Kit I
Eastern Districts and Market Square (four) 20 Building Kit I, 10 Wooden Kit I, 6 Furniture Kit I
Central Districts (one) 30 Building Kit I, 10 Wooden Kit II, 4 Sculpture Kit II
PlotMaterials ReputationTown quality Green scrolls
Break Through to the Port 16×Building Kit I, 8×Wooden Kit I, 4×Iron Kit I — — 10
Break Through to the Port 16×Building Kit I, 8×Wooden Kit I, 4×Iron Kit I — — 10
Eastern Districts Purge 20×Building Kit I, 10×Wooden Kit I, 6×Furniture Kit I — — 10
Eastern Districts Purge 20×Building Kit I, 10×Wooden Kit I, 6×Furniture Kit I — — 10
Market Square Purge 20×Building Kit I, 10×Wooden Kit I, 6×Furniture Kit I — — 10
Market Square Purge 20×Building Kit I, 10×Wooden Kit I, 6×Furniture Kit I — — 10
Central Districts Purge: Part II 30×Building Kit I, 10×Wooden Kit II, 4×Sculpture Kit II — — 10

When you build it, each of these has a chance to come back: Building Kit I (1–8), Wooden Kit I (1–4), Iron Kit I (1–2).

Notes

  • Start with the two by the port. At 28 tier-I kits for 10 scrolls, they’re the cheapest scrolls in town.
  • The Builder perk can refund up to half the kits, rolled separately for each material.
Repair Block 4 plots

Repair Block rebuilds an entire block of houses, the biggest repair job in town. There’s one block in each of the four parts of town, each worth 25 Green Scrolls (100 total), and all cost the same: 16 Building Kit II, 10 Furniture Kit II and 5 Sculpture Kit II. That means waiting until tier II kits are within reach, whether crafted or bought.

PlotMaterials ReputationTown quality Green scrolls
Break Through to the Port 16×Building Kit II, 10×Furniture Kit II, 5×Sculpture Kit II — — 25
— 16×Building Kit II, 10×Furniture Kit II, 5×Sculpture Kit II — — 20
Eastern Districts Purge 16×Building Kit II, 10×Furniture Kit II, 5×Sculpture Kit II — — 25
Market Square Purge 16×Building Kit II, 10×Furniture Kit II, 5×Sculpture Kit II — — 25
Central Districts Purge: Part II 16×Building Kit II, 10×Furniture Kit II, 5×Sculpture Kit II — — 25

When you build it, each of these has a chance to come back: Building Kit II (1–8), Furniture Kit II (1–5), Sculpture Kit II (1–2).

Notes

  • Over half the town’s Green Scrolls are in blocks: 100 of the 180 available from all houses combined.
  • The town’s shops supply tier II kits: the Builder sells Building Kit II from tier II, the Furniture Maker sells Furniture Kit II from tier III. You can craft both too.
  • A fifth block worth 20 scrolls exists in the data, but it has no signboard anywhere in the world and can’t be built.

Other 1

Demolish the Wall 2 plots

Demolish the Wall is how you get rid of the Factory’s two broken walls. One Dynamite per wall, and like all town construction it’s instant.

The effect is confined to the Factory: no Green Scrolls, and it isn’t treated as a house repair.

PlotMaterials ReputationTown quality Green scrolls
Factory 1×Dynamite — — —
Factory 1×Dynamite — — —

Notes

  • Plots are in short supply. There are 7 house plots for 8 house-plot shops, and 4 yard plots for 5 yard-plot shops (the Pottery Workshop included). Every shop is single-build and nothing demolishes one, so one shop of each size always misses out. This is drawn from the game files and hasn’t been checked in play.
  • A house repair alone raises neither town quality nor reputation. All it produces is Green Scrolls.
  • Every shop is locked behind a technology. The story hands you Market Stalls I when you meet Linda at the port, covering the Apothecary, Vegetable Stand and Tailor; Market Stalls II and III and Artisans I and II must be bought for the rest. The Pottery Workshop has no technology.
  • Construction can’t fail. There’s no mastery check and no energy cost; you just need the materials.