HomeBuilding Upgrades & Job Levels

Romestead Building Upgrades & Job Levels

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.

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.

Why this matters

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

Clicking a building shows you info and a greyed-out Upgrade button, but that's not where upgrades happen. The actual upgrade interaction:

  1. Build the Carpenter's Workshop. (Which requires beating the Giant Owl first — see our Guardian of Minerva guide.)
  2. The Carpenter's Workshop has an external workbench on the outside of the building. Walk up to it and press E.
  3. The upgrade menu opens, same as any workbench — but with a camera-pan mode. You can scroll the view around the map and select any building you want to upgrade.
  4. Each upgrade requires (a) the building has enough Building Appeal (see below), and (b) you have the resource cost.

No Carpenter's Workshop = no upgrades anywhere. The Workshop is the central upgrade hub for the whole settlement.

Building Appeal — the 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, Lumber Yard 6, Leatherworker 6, etc.). A building can't be upgraded until it has enough Appeal.

Appeal is raised by placing decorations within the building's radius. Each decoration adds Appeal to nearby buildings only — not globally.

Decorations aren't cosmetic clutter. They're a real progression system that gates building upgrades.

Upgrade resource costs

On top of the Appeal gate, each upgrade also consumes materials specific to that building. Observed costs:

The cost UI uses the standard X/Y (owned/required) format with color-coded indicators.

How Job Levels work

How building upgrades change the cap

Each building has a base max Job Level. Upgrade the building and that cap raises by 3.

BuildingBase MaxAfter 1st Upgrade
Carpenter36
Bakery47

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."

The hidden gate

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:

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.