Feed the Scorchpot Buildings
Fifty-plus structures, one rule: the corner you pick is the building you deserve.
Buildings are the skyline of Feed the Scorchpot. Farms collect. Houses and halls add peasants, dice, or ducats. Shrines and harbors change how neighbors pay. Trade posts buy recipe slots. The store page highlights farms, shrines, and harbors because that trio is the scoring engine in miniature.
Placement rules live on Island Layout. Rankings live on the buildings tier list. This page is the role list so you stop treating every structure like a house with extra steps.
Farms and collectors
Farms (and other collectors) pull ingredients from adjacent hexes when a Mark lights those numbers. Triple-corner farms are the reason geography exists. A collector on one tile is a peasant hut. A collector on three live numbers is a factory.
Upgrade collectors before you spam new ones. An upgraded farm on 8-9-10 beats two fresh farms on 2 and 11.
Shrines, harbors, and multipliers
Shrines tend to sit on the Flavor / Essence / piety side of the ledger: they make a harvest count as more meal without growing more grain. Harbors tend to sit on trade, fish, and slot economy. Exact names vary in the Codex; the job does not. Put them where they can see the farms they are supposed to bless. A shrine on an empty cliff is a statue.
Adjacency bonuses are why the board looks like Catan and scores like a spreadsheet. If two multiplier buildings cannot see the same cluster, you built two half-engines.
Houses, dice buildings, and gold printers
Some structures exist to add dice, rerolls, or ducats. They are real. They are also how new cooks delay the first recipe. Buy a gold printer when the shop is dry and you need next year’s card. Buy a dice building when your cluster is already placed and the tray cannot hit it. Do not buy a house because the village looked empty.
Tier gates
Higher-tier buildings often need a tier-one relative or a year threshold. Reviewers noted you can start a run with tier-two pieces via unlocks, including ones you cannot use until the prerequisite exists. That is a joke at your expense. Unlock it, then still place the tier-one corner first.
Leave empty corners for these gates. The walkthrough repeats that advice because paved islands cannot accept the Essence building that would have saved year sixteen.
Building toward recipes and dice
A building is only as good as the recipe it feeds and the die that lights it. Read Recipes and Dice as part of the same shopping trip. The shop tools page is for years when the skyline is already wrong and you need a one-shot fix.
A buy order that survives year ten
- Triple-corner farm on numbers you roll.
- Matching recipe.
- Multiplier building that sees that farm.
- Die that prints those Marks.
- Gold or slot building if the shop is starving you.
- Panic tool.
If you invert that list, you will own a beautiful town and a raw meal. The dragon grades the meal.
Cross-check the Tier List Hub before you spend a windfall. Then go cook; the Scoring Combos page is the exam.
Reading a Codex line without panicking
When a building mentions three different bonuses, rank them. The first clause is usually the job (collect, multiply, print gold). The second clause is the adjacency dream. The third clause is flavor. Buy for the first clause if it matches your cluster. Buy for the second only if the corner already sees farms. Never buy for the third.
Year-four players often own a “flexible” hall that does a bit of everything and a bit of nothing. Flexible is a marketing word for unfocused. The dragon does not grade flexibility. If you want a teaching run, pick an easier dragon instead of a vague house. If you want a screenshot, double down on one cluster and let the opposite coast stay empty. Empty coast is a strategy. It is also how you keep a corner for Essence later.
Steam’s 50+ count includes upgrades. An upgraded farm is still a farm. Do not count it as a new idea.
Frequently Asked Questions
Quick answers to the most common questions.
How many buildings are there?
The store page lists 50+. The Codex in your save is the live roster, including upgrades.
What is the most important building type?
A farm on a triple corner that you can actually Mark. Multipliers come second. Houses come last.
Do harbors only work on the coast?
Treat Codex text as law for a given card. In practice, put multiplier buildings where they see farms, not where the shoreline looks pretty.
Why can't I place a tier-two building?
You likely lack the tier-one prerequisite or a free corner. Unlock menus can hand you cards you are not allowed to stamp yet.