Romestead Building Upgrades & Job Levels
Last updated: 2026-07-18
Romestead's progression doesn't really live in a tech tree — it lives in your building upgrades and your citizens' Job Levels. Most "I'm stuck" moments in the early game come from not understanding how these two systems interact. Here's the clean rule.
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The one-line rule
Each upgrade to a building adds +3 to that building's max Job Level. Higher Job Levels make the citizen work faster and unlock new recipes at that workshop.
If you can't craft a recipe you know should exist, or your citizens are "topped out" and idle, the answer is usually upgrade the building — not recruit more citizens, not move buildings around.
How you actually trigger an upgrade
The Carpenter's Workshop's in-game description reads "Unlocks the ability to upgrade buildings." Once the Workshop exists in your settlement, the upgrade ability is unlocked globally — you can initiate an upgrade from any workbench in your town, not just the Carpenter's. The interaction flow:
- Build the Carpenter's Workshop. (Which requires beating the Giant Owl first — see our Guardian of Minerva guide.)
- Walk up to any workbench in your settlement (Carpenter's external one, Workbench in your house, etc.) and press E.
- The upgrade menu opens with a camera-pan mode. You can scroll the view around the map and select any building you want to upgrade.
- Each upgrade requires the resource cost (varies per building), and sometimes a specific god blessing or quest completion.
No Carpenter's Workshop = no upgrades anywhere. Build it first; after that, the nearest convenient workbench works fine. For everything else the Carpenter does — recipes, the Constructing toggle, and keeping it fed with Lumber — see our Carpenter guide.
Building Appeal — a separate progression axis (NOT an upgrade gate)
Every building has a Building Appeal stat shown in its popup as X/Y, with the cap varying per building (Bakery 16, Farmstead 6 at L1 / 16 at L2, Lumber Yard 6, Leatherworker 6, etc.). It's tempting to assume this is a gate that blocks upgrades — but it isn't.
You can upgrade a building with zero Appeal. The Appeal stat doesn't block the Upgrade button. What Appeal appears to do is improve the building's efficiency — faster work, possibly better output, possibly happier citizens. Brian hasn't done solid testing on the exact effect, so treat this as the working theory rather than confirmed mechanic.
Appeal is raised by placing decorations (bushes) within the building's radius — a Small Bush gives +1 Appeal, Vertical/Horizontal Bushes +2, and a Big Bush +3, while Braziers give light but no Appeal. Appeal is local, not global, and filling a big cap takes a real number of decorations.
Full breakdown Every decoration's value and cost, the radius-planning math (how many bushes to fill a 16-cap building), and how to rearrange them are covered in our dedicated Building Appeal & Decorations guide.
For the record, what actually blocks an Upgrade button in Romestead is some combination of: (1) not enough resources to pay the cost, (2) a god blessing not yet purchased (e.g. Lumber Yard L2 requires Diana's blessing), or (3) a quest not yet completed (e.g. Carpenter L2 from Minerva's Virgil's Poem). Decorations / Appeal aren't part of that list.
Upgrade resource costs
Each upgrade consumes materials specific to that building. Observed costs:
- Altar → Altar Level 2: 5 of one material. Unlocks teleportation between L2 altars (a network — you need 2+ L2 altars to use it).
- Material Storage → Material Storage Level 2: 6 of one material + 1 of another. Holds more.
- Farmstead → Farmstead Level 2: 3 items required. Max farmer Job Level rises from 4 to 7; Appeal cap rises from 6 to 16.
The cost UI uses the standard X/Y (owned/required) format with color-coded indicators.
Upgrading a building doesn't just raise the max Job Level by +3 — it also raises the Appeal cap, often by a much larger amount. The Farmstead jumps from 6 Appeal at L1 to 16 Appeal at L2. So an upgraded building can keep growing past its old Appeal ceiling, and you'll likely need more decorations to unlock the NEXT upgrade tier. Plan decoration placement with this in mind.
How Job Levels work
- Every citizen assigned to a workshop has a Job Level shown in the building UI as
X / Y(current / max). - The numerator is the citizen's current level for that job.
- The denominator is the building's current max — not a global cap.
- Citizens gain Job Experience from doing the job. XP scales sharply between levels (we've seen 196 XP needed for a single level mid-tier).
- When a citizen hits the building's cap, you'll see the tooltip: "Max job level reached for this building. Upgrade the building to increase the max job level."
Job Level is only one cell on the citizen panel — for the full six-stat grid, traits, and the upgrade-vs-recruit call, see our Citizen Stats & Traits guide.
How building upgrades change the cap
Each building has a base max Job Level. Upgrade the building and that cap raises by 3.
| Building | Base Max | After 1st Upgrade |
|---|---|---|
| Carpenter | 3 | 6 |
| Bakery | 4 | 7 |
The base max varies by building — Carpenter starts at 3, Bakery at 4. But the +3 per upgrade pattern looks universal across building types.
The Roman-numeral badge
Look at your citizen's portrait in the building UI. There's a small badge with a Roman numeral matching their Job Level — II for level 2, III for level 3, and so on. It's the fastest way to check progression at a glance without opening every panel.
What higher levels actually unlock
The game tells you directly in the upgrade tooltip: "Higher level citizens work faster and unlock new recipes."
- Faster work — same job, less time per craft. Compounds heavily across a busy workshop.
- New recipes — specific craftable items become available only when the assigned citizen reaches a high enough level. This is why two players with identical buildings can have wildly different recipe lists.
This is the mechanism behind a lot of "I can't make X" forum posts. If a recipe isn't appearing, check both: is the building upgraded enough, and is the assigned citizen leveled enough?
When to upgrade vs recruit a new citizen
Two situations, two answers:
- Your worker is at max for the building (e.g. Job Level 3/3): upgrade the building. Recruiting another citizen here is wasted — they'll cap at the same level and you'll just split XP gains.
- Your worker is mid-level (e.g. Job Level 2/4): let them keep grinding. Adding a second citizen now splits XP and slows the leveling of both.
- You have an empty building you actually need: obviously recruit. But fill one citizen per workshop until they cap before adding a second.
This is also why the Bronze guide matters — the Mining Expertise requirement for Tin likely ties into this same system. Whether you can pull Tin depends on your mining building's cap and the assigned miner's level, not just a flag on the citizen.
How to remove or demolish a building
Placed a Workbench, workshop, or house in the wrong spot? Buildings in Romestead can't be dragged to a new location — the only way to move one is to demolish it and rebuild it where you want it. To remove a building:
- Clear it out first. Pull any stored items from the building's storage panel, and re-assign its worker if it has one, so nothing is stranded when it's gone.
- Select the building and choose its demolish/remove option from its management menu. The building comes down and frees the tile.
- Rebuild in the new spot from the build menu.
As of the 0.25.2_5 patch (July 10, 2026), demolishing an upgraded building refunds the materials from its previous tiers, not just the current one — so relocating a workshop you've poured upgrades into no longer wastes all that investment. The same fix applies to Decorations: tearing one down now returns its materials, so you can freely rearrange your Appeal layout. Removing farmland is cleaner too — there's now a dedicated Farmland removal tool, and the Crop removal tool returns the crop's seed.
Because you can't drag-to-move, place your first buildings deliberately — leave room around the Blacksmith and production hubs. This changes once you unlock the Logistics Tent: with routing automated, rearranging the base stops being painful. Small placeables like chests are different — those you can simply pick back up.
Removing the Workbench specifically The Workbench (the Mechanicus starter and your basic crafting station) follows the same rule — demolish it from its options to reclaim the space, then place a fresh one if you still need one. You lose the placement, not the ability to make another.