Turnfolk guide: Crafts

The twelve crafts: what they unlock and what they cost.

Economy

Farming

Farms on fertile plains

5

Mining

Mines on ore hills

5
first row

Trade

Markets and mills

12

Masonry

Walls

12
second row

War

Archery

Archers

5

Riding

Riders

5
first row

Shields

Spearmen

12

Smithing

Swordsmen

12
second row

Land

Forestry

Camps and boats. Forests no longer end your move

5

Climbing

Units can cross mountains

5
first row

Roads

+1 move for units starting on your land

12

Siegecraft

Catapults

18
second row

How crafts work

  • Before the first turn you pick one first-row craft for free.
  • The two crafts side by side are rivals. Learning one locks the other for 5 turns. After that you can learn it too.
  • To learn a second-row craft you need at least one of the two first-row crafts in the same branch.

What a craft costs

  • 5gold for a first-row craft
  • 12gold for a second-row craft
  • +6extra for Siegecraft
  • +2for each craft you have already learned, not counting your free first one
  • +2on a first-row craft for each city you own beyond your first
  • +3on a second-row craft for each city you own beyond your first

More cities bring in more gold but make every craft more expensive.