Info Panels

A guide to every panel and report screen in the game — what it shows and how to open it.

Click-to-Open Panels

These panels open when you click directly on something in the world. They give you focused information about that specific thing.

Citizen Info Panel

Open: Click any villager.

The most detailed panel in the game — everything about one citizen. Three tabs:

The panel is draggable and pinnable. A minimap button pans the camera to the citizen's current location. The panel closes automatically if the citizen dies.

Building Info Panel

Open: Click any placed building.

Shows everything about one building. Tabs vary by building type but typically include:

Multiple Building Info panels can be open at once. Hovering over the efficiency rating shows a detailed breakdown of what's helping or hurting output.

Construction Site Panel

Open: Click any active construction site.

Shows what materials have been delivered, what's still needed, and whether the land is still being cleared. Includes a Cancel button — cancelling drops all delivered materials on the ground as recoverable items.

Merchant Panel

Open: Click the travelling merchant when they visit.

A two-column trade screen. The left column shows what the merchant has for sale; the right column shows your stockpile. Use the +/− buttons to set quantities, then confirm the trade when your offered value meets the merchant's asking value. Barter-value edicts improve how much you get per item offered.

Your People

Citizens List N

A scrollable table of every living citizen with their name, life stage, job, current activity, and colour-coded need bars. Filter by All / Adults / Children / Elders; sort by name, health, or happiness. Click any row to pan the camera to that citizen.

Need columns only appear for needs that have activated in your current game — Social, Safety, and Faith don't show until their unlock conditions are met.

Professions Panel F3

An at-a-glance workforce overview. Shows a summary of total working, idle, children, and elders, then a row per profession with assigned vs desired worker counts. Green means fully staffed, yellow means understaffed, red means no one assigned. Only professions with at least one building placed are shown.

Family Tree L

An interactive diagram of every citizen and their family connections. Married couples are joined by a gold bar; parents and children are connected by V-shaped lines. Pan with left-drag, zoom with scroll. Click any citizen node to pan the camera to them. The reset button (⊙) fits the whole tree on screen.

Resources & Production

Resources Panel F1

Your overall stockpile — how much of everything you currently have. The quickest way to see what you're short on.

Production Limits F2

Set caps on how much of each resource the settlement will stockpile before production stops. Resources are grouped (Tools, Clothing, Food, Fuel, etc.) with per-item and per-group caps. Also contains two important sections:

Production Summary F6

A table of every resource produced in your settlement, comparing last year's total to the current year to date. Useful for spotting declining yields or growth trends across seasons.

Stock History G

A line graph showing how a stockpile has changed over time, sampled once per season. Use the dropdown to select any resource or a category total (Food, Clothing, Tools, etc.). Helpful for diagnosing whether a shortage is a recent problem or a long-running one.

Land & Farming

Farming Calendar F8

A colour-coded grid showing which crops grow in which seasons on your current map's climate. Each cell shows whether a crop is growing (green), marginal (yellow), dormant (grey), or at harvest (orange H). Hover any cell for the exact temperatures involved. Always check this before committing to a new crop on a cold or hot map.

Fertility Overlay Y

Not a panel — a toggleable per-cell colour overlay drawn directly on farm footprints. Green cells are fertile, yellow are degraded, brown are exhausted. Rebuilds each season. See the Soil Fertility guide for full details.

Reports & History

Announcements F4

A scrollable log of recent events — fires, immigrant arrivals, disasters, deaths, research unlocks, and more. Entries are colour-coded by severity (blue info, amber warning, red critical). Many entries have a location button that pans the camera to where the event happened. The panel auto-opens when a new announcement fires.

Chronicle J

Your settlement's permanent historical record, written automatically as events occur. Newest entries at the top. Persists across saves — a 20-year-old town has 20 years of history in here. See the Town Chronicle guide for details on what gets recorded.

Town Management

Research F7

Shows all research nodes, their Knowledge costs, prerequisites, and unlock status. Spend accumulated Knowledge here to unlock new buildings and upgrades. Also displays your current Knowledge balance and daily earn rate. See the Research & Knowledge guide.

Book of Laws K

The full list of available edicts — permanent settlement-wide policies. Shows cost, effect, current status, prerequisites, and a repeal option for passed edicts (at a happiness cost). See the Laws & Edicts guide.

Citizen Status Icons

Small icons float above each villager's head when they have a critical problem. They're visible from across the map — you don't need to click the citizen to notice something is wrong. Multiple icons stack left to right; the leftmost is the most urgent.

Icons appear when a need drops below the desperate threshold (20) — the same point where a villager drops everything to go satisfy that need immediately.

IconMeaningWhat to do
💔Health criticalGet them to a herbalist or hospital; check what lethal need drove health this low
🍖StarvingCheck food stockpiles and barn access; build a market closer to workplaces
💧Desperately thirstyBuild or check wells; thirst decays fastest and kills quickly
🥶FreezingCheck home fuel supply and clothing; warmth is lethal in winter
😴Sleep deprivedUsually fixes itself at night; check they have a home assigned
😟Happiness criticalCheck moodlets for the cause — grief, cold, hunger, or missing comforts
🏚Homeless — no home assignedBuild more housing; homeless adults can't rest properly and won't improve

A citizen showing 💔 alongside other icons is in genuine danger — health drains when lethal needs bottom out. Prioritise whoever is showing the most icons.

Building Status Icons

Small icons float above buildings in the world to flag problems that need attention. Multiple icons can appear at once, stacked left to right, with the most urgent on the left. You don't need to click anything — the icons are always visible.

IconMeaningWhat to do
🔥Building is on fireCitizens will attempt to fight it; keep water sources nearby
🐛Infestation — output halved for 15–25 daysClears on its own; ensure food reserves can cover the gap
🦠Crop disease from poor rotation — output at 40%Switch to a different crop family this season to clear it
🍂Farm soil depleted (fertility below 30%, or blight risk ≥30%)Compost, rest the field, or plant clover to restore it
Recipe inputs unavailable — building is idleCheck stockpiles for the missing ingredient
Output capped — stockpile limit reachedRaise the cap in Production Limits (F2) or consume more of that resource
No workers assignedAssign at least one worker in the building panel
½Understaffed — some workers but fewer than desiredAssign more workers or accept reduced output
Building is pausedRe-enable it from the building panel

Worker icons (∅ and ½) are suppressed when the building is already blocked by a cap or missing inputs — the root cause is shown instead.

Quick Reference

KeyPanel
Click citizenCitizen Info Panel
Click buildingBuilding Info Panel
Click construction siteConstruction Site Panel
Click merchantMerchant Shop Panel
F1Resources (stockpile overview)
F2Production Limits & Fuel Priority
F3Professions (workforce overview)
F4Announcements log
F6Production Summary
F7Research
F8Farming Calendar
YSoil fertility overlay (toggle)
NCitizens list
LFamily Tree
JChronicle (settlement history)
KBook of Laws
MMinimap
BBuild menu