House
3 Lumber and 3 Bricks
A House provides shelter and warmth for up to 4 people.  If you do not have enough homes to support your population, people will be more likely to get sick, or even die from exposure to the weather.

Hatred's Note
Houses give your people protection from sickness and also allow your population to grow. For each House you have built, you can support up to 4 people. When you first start the game, you will need to build enough Houses to catch up to your population before your women will get pregnant. For example, if you have 14 people when you start, you will not see any pregnant women until you build 4 Houses.

Tavern
8 Lumber and 6 Bricks
A Tavern becomes the meeting place for everyone who needs to grab something to eat.  Without a Tavern, your people will not be able to get the food they need to survive.  Remember that a Tavern can only serve food that has been created elsewhere.

Hatred's Note
The Tavern acts as a way to feed your population. Once you build a Tavern, you need to assign a Cook to prepare and serve the food. Without a cook, no one will be fed and your population will starve. Also keep in mind that peasants are needed to transport food to the Tavern to keep it stocked. Optionally, you can also assign a Bartender to serve Wine.

Storehouse
10 Lumber and 8 Bricks
A Storehouse acts as storage for all of your various supplies.  Without any Storehouse, the supplies you do have are probably strewn about on the ground, and will take much longer to search through.  Try to put the storehouse close to other buildings, because your peasants must carry items between them.

Hatred's Note
Storehouses don't technically store anything in Castaways. Storehouses help speed up peasants transporting goods by allowing them to collect resources from one area. The best use of a Storehouse is to put it in near buildings that require regular resources, such as the Tavern and Hospital.

Sawmill
4 Lumber and 4 Bricks
The Saw mill is filled with specialized saws and equipment, allowing a carpenter to convert the log of a tree, in to useful materials like Lumber.  Barrel makers also work in the Saw mill, where they craft wooden barrels to be used in wine storage.

Quarry
4 Lumber and 4 Bricks
In a Quary, stone masons carve large stones into usable bricks.  Place your Quary near stony ground, so that your stone masons don't have to travel as far to collect rocks.

Wheat Farm
5 Lumber and 3 Bricks
These Farms grow crops of wheat, that can later be milled in to flour.

Vegetable Farm
5 Lumber and 3 Bricks
These Farms grow vegetables that your people can eat.  Growing vegetables does not require any extra steps, so it is a good way to produce a steady food supply, early on in your settlement's development.

Butcher Shop
4 Lumber and 4 Bricks
After Hunters catch prey in the forest, they bring the animals to the nearest Butcher shop.  Once here, a butcher will separate the meat and the fur, so that both parts can be used elsewhere.

Mill
6 Lumber and 2 Bricks
A Mill is a large wooden wind mill, which grinds wheat, in to bags of flour.  A peasant will operate the Mill, when flour needs to be made.

Bakery
4 Lumber and 4 Bricks
A Bakery is where a baker works to turn bags of flour, in to loaves of bread.  If you can provide enough flour, bread can easily become the backbone to your peoples' food supply.

Vineyard
6 Lumber and 2 Bricks
A Vineyard is a farm that focuses on growing grapes.  A farmer presses the grapes to make wine, which is then stored in wooden barrels.

Hospital
4 Lumber and 4 Bricks
A Hospital provides a place for the sick, and injured, to rest and be healed by a doctor.  From time, to time, your people will get sick or injured, so a hospital becomes an essential structure.

Mine
8 Lumber and 2 Bricks
From a Mine, miners tunnel into the ground, looking for deposits of metal ore.  Before the metal ore can be used, it must be processed at a Forge.

Forge
3 Lumber and 10 Bricks
The Forge is the work space for both, blacksmiths, and metalurgists.  Metalurgists process raw metal ore, and convert it in to metal bars.  Blacksmiths skillfully craft those metal bars, in to suits of armor, and swords.

Textile
4 Lumber and 3 Bricks
A Textile is a shop specializing in cloth.  Peasants spin animal fur into yarn, and Tailors weave that yarn into cloth.  Cloth is used as bandages, by doctors, in order to heal people who are injured.

Barracks
8 Lumber, 12 Bricks, and 4 Metal Bars
A Barracks is the training center for your soldiers.  Soldiers work to defend your land against the approaching Goblin armies.  When a blacksmith forges a weapon and armor, and they are brought to the Barracks, an available soldier will automatically train to permanently become a Knight.

Guard Tower
4 Lumber, 8 Bricks, and 1 Metal Bar
Guard towers serve as fortifications around your land.  Traveling out, to attack Goblins, can waste tremendous amounts of time.  Position Guard towers near the areas you want protected most, and your soldiers, and knights, won't have to travel very far.

Ship
50 Lumber, 18 Metal Bars, and 30 Cloth
It was a great ship that first brought your people here, so it makes sense that one could send them home.

MISSION 2 AND 3 BUILDINGS

Animal Farm
5 Lumber and 3 Bricks
These Farms raise animals that your people can eat.  Wheat is fed to these farm animals, so this isn't a good farm to start out with.  While slow at producing food, the Animal farm is much safer, and more dependable, than sending out hunters and fisherman to get meat.  In addition to producing animals, the animal farm will produce some extra animal furs as the domesticated animals are sheered for their valuable coats.

Aprone's Note
As the game progresses, forests are thinned out by your lumberjacks.  Your Hunters will travel to the nearest forest, or dense forest, but eventually they will have to travel farther and farther away from your settlement.  Animal farms are slowerer than Hunters, but when the forests are thin enough, these farms actually bring in meat, and animal furs, faster than hunters.  As an extra bonus, animal farming is very safe compared to hunting, so you can expect fewer injuries.

Monastery
3 Lumber and 6 Bricks
The Monks tend to the spiritual, and record keeping duties of your people.  From within their Monastery, monks will painstakingly copy manuscripts by hand, preserving your knowledge in written Tomes.  3 pieces of leather will be transformed in to one Tome, which can be used to upgrade one of your people, by selecting them and pressing U.

War Tent
3 Lumber and 6 Cloth
From your War tent, soldiers prepare and plan out their attacks.  The larger your attack force is, the more damage you will deal to the enemy, but you are only able to send, up to 5 of each soldier type at a time.  Press Backspace on this War Tent, to launch an attack!

Aprone's Note
When you select your finished War Tent, arrow through its options, and you will be presented with a message telling you how many troops are ready to go out on a raid.  To launch your raid, press backspace.  You don't have direct control over how many troops are sent out.  The War tent will always send the most it is able to send, because the larger group improves their odds of survival, and destructive power.  Your troops will be gone for a while, and some will likely be injured or killed, so never send out troops if the Goblins are currently too much of a threat.  It doesn't do you any good to kill the Yetti, if the Goblins will just kill you.

Tannery
4 Lumber and 4 Bricks
At the Tannery, a leather worker will properly scrape and chemically treat the skins of dead animals, to produce usable sheets of leather.

Stables
5 Lumber, 4 Bricks, and 2 Metal bars
With the help of an animal breeder, 15 wheat will be used to raise a young horse to adulthood.  Horse mounted troops are able to cover ground much faster than your other soldiers, and they will be particularly useful against enemy archers who travel into your territory.

Wall
6 Lumber and 12 Bricks
To defend against enemy troops, large stone walls can be built.  Enemies will have to go around walls in order to attack your buildings, so strategically place them where they will be most effective.  As an example, if a wall is placed between 2 forests or rocks, enemies can not get past and will need to find another way to reach your buildings.

Catapult
8 Lumber, 2 Bricks, 5 Metal bars, and 1 Cloth
These giant weapons of war serve as a symbol of power among the developing nations.  The catapult will do you no good here, but you are building them to be sent back to your nation's capital.

Merchant cart
4 Lumber, 2 Metal bars, and 2 Cloth
This building is used during online games to trade resources with your allies.  To use the building, select it and press backspace.

MISSION 4 BUILDINGS

Tudor House
6 Lumber and 6 Bricks
A Tudor House provides shelter and warmth for up to 7 people.  This larger house costs more than traditional houses, but it saves on tile space.

MISSION 5 BUILDINGS

House and Tudor House
The price and normal function of these buildings stays the same, but in Mission 5 they can be stocked with firewood to fend off frost bite among your people.  Each log can be split into 3 firewood.

Prison
3 Lumber and 8 Bricks
The Prison, stocked with chains, makes it possible that your raid parties will return with a captured slave.

Survivor camp
no price
Survivors camps area already on the map when the mission begins.  These buildings must be protected from enemy raiders.

This guide has been provided by the user, Hatred.  I, Aprone, have added the new buildings that show up in missions 2-5.