Structures in Thveit are divided into several major categories based on their purpose within the settlement. This organization helps players navigate the construction menu more easily while also defining the functional identity of different parts of the village.

Each category contributes to the growth, survival, atmosphere, and visual identity of the settlement.


Homesteads

Homesteads are residential buildings used to house settlers.

They provide shelter, warmth, comfort, and allow settlers to consume food and survive seasonal conditions. Expanding residential areas is essential for population growth and workforce management.

Homesteads are typically dense, cozy, and heavily stylized structures inspired by Norse and Scandinavian architecture.

Examples:

  • Tier I Homestead
  • Tier II Homestead (TBD)
  • Guesthouses (TBD)

Nature

Nature structures represent natural elements and environmental objects found throughout the world.

They all have gameplay purposes such as resource gathering, environmental storytelling, or terrain interaction.

This category helps maintain the organic and untamed feeling of the world.

Examples:

  • Trees
  • Rocks
  • Bushes
  • Mushrooms
  • Fertile soil
  • Ocean (for fishing)

Some buildings in this branch:

  • Herbsholm - a herbalist building that allows players to grow their own bushes in a small garden for herbs and berries.
  • Woodholm - traditional foresters lodge building for gathering wood by cutting down trees.
  • Fishstrond - a fishing hut building used for catching fish in the ocean.
  • Stoneholm - a quarry of sorts that detects nearby stone deposits and dispatches workers to mine them for stone.

Industry

Industry buildings are responsible for production, processing, storage, and resource management.

These structures form the economic backbone of the settlement and allow raw resources to be transformed into usable materials, tools, and goods.

Industry areas are typically noisier, busier, and visually dense with activity.

Examples:

  • Tresmidia - a lumberyard of sorts, takes in raw wood to produce planks. Planks are then used for advanced building constructions.
  • Stonecutter (TBD)
  • Blacksmith (TBD)
  • Warehouse - used for storing all kind of goods, from raw resources to industry produced ones.
  • Verksholm - employs laborers to do all the constructions that player sets them to do.
  • Tradeholm - a dock that represents a trading hub, allows ships to dock. Ships can bring new settlers for the players settlement or trade opportunities.
  • Longhouse - used for unlocking taxation (pledges), management of funds (gold), upkeep and lighter diplomacy.
  • Market - used for selling surplus of resources locally (within your own settlement) for gaining a bit more profit and boosting up comfort (market days event in game).
  • Beekeeper Holm - allows players to place down beehives that produce honey over time.
  • Bryggholm - a brewery that brews mead for consumption of your settlers.
  • Meadholm - a tavern building that settlers use to socialize with one another and enjoy brewed mead / food.

Farm

Farm structures support food production and livestock management.

Agriculture plays a major role in sustaining larger populations, especially during harsh seasonal changes and winters.

Farm areas are intended to feel calmer and more open compared to industrial districts.
Farm buildings - Akersteads as we call them - allow players to place down different variety of crops within its radius, meaning, players are allowed to mix vegetables such as cabbage, carrots, pumpkins with crops such as rye, barley or oats.

Examples:

  • Rye Farm
  • Orchard
  • Barn
    • Livestock pen.
  • Grain Storage

Faith

Faith structures represent the spiritual and mythological beliefs of the settlers.

These buildings can influence comfort, culture, rituals, seasonal events, and potentially interactions with Norse mythology and supernatural elements within the world.

Faith structures are designed to feel mystical, ancient, and atmospheric.

Examples:

  • Shrine
  • Ritual Circle
  • Temple
  • Offering Stones
  • Sacred Grove

Decorations

Decorations are cosmetic and infrastructural objects used to shape the visual identity and layout of the settlement.

While many decorations are primarily aesthetic, some also improve navigation, organization, or settlement efficiency as well as give boost to settler’s comfort.

Decorations branch into additional subcategories such as roads and bridges.

Roads

Roads help organize settlement layouts and improve movement flow for settlers and transport.

Different road types may affect movement speed, aesthetics, or accessibility.

Examples:

  • Dirt Path
  • Stone Road (TBA)
  • Wooden Walkway (TBA)

Bridges

Bridges allow settlers to cross rivers.
They also contribute heavily to the visual composition of settlements and exploration routes.

Examples:

  • Wooden Bridge
  • Stone Bridge (TBA)

The structure category system is designed to remain expandable throughout development, allowing new gameplay systems and thematic content to naturally integrate into the construction menu over time.

Mechanics