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:
- Info: Name, age, current activity, job and home assignments, all nine need bars, clothing slots, and equipped tool.
- Profile: Family members (clickable to open their panels), education status, traits, relationships (top 5 by score), personality values, active moodlets, biographical memories, favorite food and drink, skill passions, and experience per profession. For children, shows inherited XP from parents that will materialise at adulthood.
- Inventory: What the citizen is currently carrying.
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:
- Info: Building name and type, assigned workers (with names), assigned residents for homes, current production cycle progress, efficiency rating, and any building-specific controls (e.g. the composting toggle on farms, the fuel reserve slider on the Great Hearth, the immigrant queue on the Inn).
- Inventory: Resources currently stored in the building. For storage buildings (barns, carts), this tab also shows two extra controls:
- Priority (Low / Normal / High): Controls delivery routing. High-priority storages fill first when workers are hauling goods. Idle workers will gradually move stock out of Low-priority storages into higher-priority ones — useful for designating a building as an overflow dump that empties itself over time.
- Accepts: A collapsible list of resource categories. Uncheck any category to stop this building from accepting those goods. Useful for keeping barns near a specific workshop stocked only with what that workshop needs.
- History: Production output over recent seasons.
- Upgrades: Available upgrade tiers if the building can be improved.
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:
- Consumption Reserves: For food and drink, set a minimum stock below which citizens won't eat or drink it. Useful for protecting brewing ingredients (barley) from being eaten before the brewery gets to use them.
- Industrial Fuel Priority: Drag fuels up or down to set which your smelters, blacksmiths, and other industrial buildings burn first — coal, charcoal, or firewood.
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.
| Icon | Meaning | What to do |
|---|---|---|
| 💔 | Health critical | Get them to a herbalist or hospital; check what lethal need drove health this low |
| 🍖 | Starving | Check food stockpiles and barn access; build a market closer to workplaces |
| 💧 | Desperately thirsty | Build or check wells; thirst decays fastest and kills quickly |
| 🥶 | Freezing | Check home fuel supply and clothing; warmth is lethal in winter |
| 😴 | Sleep deprived | Usually fixes itself at night; check they have a home assigned |
| 😟 | Happiness critical | Check moodlets for the cause — grief, cold, hunger, or missing comforts |
| 🏚 | Homeless — no home assigned | Build 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.
| Icon | Meaning | What to do |
|---|---|---|
| 🔥 | Building is on fire | Citizens will attempt to fight it; keep water sources nearby |
| 🐛 | Infestation — output halved for 15–25 days | Clears 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 idle | Check stockpiles for the missing ingredient |
| ■ | Output capped — stockpile limit reached | Raise the cap in Production Limits (F2) or consume more of that resource |
| ∅ | No workers assigned | Assign at least one worker in the building panel |
| ½ | Understaffed — some workers but fewer than desired | Assign more workers or accept reduced output |
| ⏸ | Building is paused | Re-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
| Key | Panel |
|---|---|
| Click citizen | Citizen Info Panel |
| Click building | Building Info Panel |
| Click construction site | Construction Site Panel |
| Click merchant | Merchant Shop Panel |
| F1 | Resources (stockpile overview) |
| F2 | Production Limits & Fuel Priority |
| F3 | Professions (workforce overview) |
| F4 | Announcements log |
| F6 | Production Summary |
| F7 | Research |
| F8 | Farming Calendar |
| Y | Soil fertility overlay (toggle) |
| N | Citizens list |
| L | Family Tree |
| J | Chronicle (settlement history) |
| K | Book of Laws |
| M | Minimap |
| B | Build menu |