Housing & Comfort

A furnished home is more than shelter. The Hearthfolk care deeply about where they live.

House Types

Three house tiers are available, each upgradeable from the previous. Better houses keep residents warmer and can hold more people.

HouseWarmth providedNotes
HouseStandardThe basic wood-framed starting house. Affordable and fine for early game.
Stone HouseDoubleStone walls hold heat better. Requires research and more materials.
Brick HouseDoubleSame warmth as stone; requires fired bricks in addition to stone. Prestige visual upgrade.

Upgrading a house keeps its residents in place — they don't need to move out during the upgrade. The building remains functional throughout.

Other residential buildings are also available for specific populations: the Inn (travellers and immigrants), the Elder Home (elderly villagers), and the Boarding House (higher density housing for workers).

Room Quality

A furnished home makes its residents happier. Citizens automatically haul furniture and decor items from the barn to their home — you don't need to micromanage it. Once items are in place, they stay there permanently and contribute to a quality score for that building.

The quality score runs from 0 to 100 and grants a permanent happiness moodlet to everyone who lives there:

Quality scoreMoodletBonus
0–24None
25–49Cosy Home+1 happiness (permanent)
50–74Comfortable Home+2 happiness (permanent)
75–99Fine Home+3 happiness (permanent)
100Splendid Home+4 happiness (permanent)
Note: A bare house gives no penalty — only furnished houses give bonuses. Quality is always additive. The goal is "this is a cosy home," not "failing to have a fine home is a problem."

Furniture

Furniture is crafted at the Sawmill (and some items at the Tailor) and delivered to homes automatically once available. Each item contributes to the house's quality score.

ItemMade atIngredientsQuality contribution
ChairSawmill1 plank+5 each (up to one per resident)
TableSawmill2 planks+10 (one per house)
BedSawmill1 plank + 1 cloth+15 each (up to one per resident)

Decor

Beyond furniture, decor items add additional quality and push a home toward the Splendid threshold. These are crafted at the Sawmill or Tailor.

ItemMade atIngredientsQuality contribution
RugTailor3 wool+8 (one per house)
Wall HangingTailor3 cloth+5 each (up to two per house)
Hearth RugTailor4 wool + 1 leather+12 (one per house)
CandleholderSawmill1 plank + 1 iron+6 each (up to one per resident)
Wooden ChestSawmill2 planks+6 each (up to one per resident)

Quality in Social Buildings

The room quality system also applies to the Tavern and Chapel. A well-furnished tavern gives visitors a better happiness moodlet than a bare one — the visit-time moodlet scales with the building's quality score.

Taverns want tables, chairs, rugs, wall hangings, and candleholders. Chapels want benches, candleholders, and wall hangings. Citizens haul furniture to these buildings the same way they do for homes.

Residential buildings like the Inn, Boarding House, and Elder Home also benefit from quality furnishing — residents there receive the same quality moodlets as house residents.