ESENRU

Kinhold — Systems and content analysis

Version 1.2 · 26 Oct 2026 · Based on GDD v0.9 · Complements the analysis document (catalogue)

DECIDED comes from the GDD PROPOSAL new content or value for your approval MISSING not defined yet QUESTION yours to decide

All figures (times, yields, capacities, durabilities) are starting values to be tuned through testing. None has been verified in play.

1. Diagnosis: what we had and what was missing

GDD v0.6 has the rules of each system. The analysis document had lists of content. What almost all of them lacked was the concrete workings: which tool gets each thing, how much it yields, at which station it is made, what it costs, how long it lasts. This document covers that as far as needed to start and move forward.

SystemRules (GDD)ContentConcrete workingsNow
GatheringYesListMISSINGtool, action, yieldSection 3
Hunting and fishingYesListMISSINGbutchering, productsSection 4
AgricultureYesTable by climateMISSINGsowing cycle, tending, harvest, processingSection 5
LivestockYesListMISSINGfeeding, breeding, productsSection 6
TechnologiesYes (by stations)List of stationsMISSINGtiers, cost of each station, what unlocks whatSections 2 and 7
CraftingYesChainsMISSINGrecipes with inputs and outputsSection 8
BuildingYesList of piecesMISSINGdimensions, material, weight, capacitySection 9
SurvivalYes—MISSINGrates of hunger, thirst, cold, fatigueSection 10
Durability and decayYes—MISSINGfiguresSection 10
Boundary stoneYes—MISSINGlevels, radii, upkeepSection 10
Combat and woundsYesHealingDefined while testing the duel milestonePending
Horses, ships, cartographyYesPartialDetailed when their milestones arrivePending

2. Technology tiers APPROVED (provisional)

The GDD says progress runs from the Early to the Late Middle Ages through stations, and that the boundary stone is upgraded with materials of the technology tier. For both to work, concrete tiers are needed. I propose five:

TierPeriodEntered by buildingTypical materials (for the boundary stone)What it unlocks
N0 Survival—Nothing: it is the startSticks, loose stone, fibreStone and flint tools, campfire, branch shelter, cord, firewood frame
N1 SettlementEarly (first half)Log workbenchLogs, branches, reeds, mud, ropeLog and wattle huts, basketry, basic tanning, drying rack, first plots
N2 IronEarlyBloomeryCharcoal, wrought iron, planks, leatherIron tools and weapons, forge, loom, pottery, hand mill, palisade
N3 StoneHighLime kilnLime, ashlar, mortar, roof tileRubble masonry and ashlar masonry, stone castles, watermill, mail, crossbow, boats
N4 SteelLateBlast furnaceSteel, glass, bronzePlate, longsword, cranequin crossbow, trebuchet, large ships, glass, cartography

Each tier is entered by building a specific station, and that station needs materials from the previous tier. This way progress feels natural and there is no tech tree to memorise.

3. Gathering: what, where, with what and how much PROPOSAL

Item size (decides the slot): S small (belt), M medium (hand or container), L large (two hands, back), H huge (dragged, cart or several people).

From the ground and plants

ResourceWhereWithActionYieldsSizeRespawns
Fallen branchesForestHandsPick up1–3 branchesMA few real days
Loose stoneRivers, slopesHandsPick up1 stoneMSlow (weeks)
FlintLimestone areas, riversHandsPick up1 noduleSSlow
Fibre (nettle, long grass)Clearings, riverbanksHandsPull up2–4 raw fibreSOne season
ReedsRiverbanks, marshesKnifeCut1 bundleMOne season
Withies (willow)RiverbanksKnifeCut rods1 bundle of rodsMOne season
Berries, mushrooms, nutsForest (by season)HandsPick3–6 unitsSThe following season
Medicinal and cooking herbsBy biomeHands or knifePick1–2 bunchesSOne season
BarkStanding tree or logKnife, axeStrip bark1–2 barkM—
ResinStanding conifersKnifeTap (takes real hours)1 resinSRepeatable
MudRiverbanks, mudflatsHands (a little), spadeDig1 basket of mudMInexhaustible
ClaySpecific riverbanksSpadeDig1 basket of clayMLarge deposit
SandBeaches, riversSpadeDig1 sackMInexhaustible
PeatPeat bogs (north)SpadeCut blocks; dry2 blocksMLarge deposit
WaterRivers, lakes, wellsWaterskin, bucket, jarFillDepends on containerS–MInexhaustible
Wild honey and waxHollow treesKnife + torch (smoke)Smoke out and cut1 honeycombSOne season
Wild eggsNestsHandsPick up1–3SSpring

From trees

StepWithResultSize
Fell a young treeStone or iron axe1 thin log + branchesL
Fell a mature treeIron axe (with stone it takes very long)1 long log + many branches; leaves a stumpH
Cross-cut the long logAxe (slow) or crosscut saw (fast, best with two people)3–4 short logsL
Split a short logAxe + wedges and maulFirewood or half-logsM–L
Hew / sawAdze, saw (on a bench or sawhorse)Beams, planks, postsL
ReplantHands (sapling or seed)A tree that grows in real weeks—

Species by band (from the analysis): fir and birch in the north; oak, beech and ash in the temperate zone; olive, cork oak and pine in the south. Oak gives the best building timber and bark for tanning; pine, resin; yew, bows; ash, handles.

From the earth (quarries and mines)

ResourceWhereWithYieldsSizeTier
Quarry stoneRock outcropsPick, wedges and maul1 rough blockHN2
LimestoneLimestone areasPickStone for limeLN3
SlateMountainsPick + chiselSlabs for roofingMN3
Bog ironMarshes, peat bogsSpade + sieve1 basket of oreMN2
Rock iron oreMountain veinsPick1 oreMN2
Copper, tin, leadMountain veinsPick1 oreMN3
SilverScarce veinsPick1 oreMN4 (decorative; coin is minted by NPCs)
SaltCoastal salt pans; salt minesBuilt salt pan (evaporation) or pick1 sack of saltMN2

4. Hunting, butchering and fishing PROPOSAL

Hunt → the animal falls → butcher with a knife (on the spot or after carrying it whole) → products → the meat spoils over time unless cooked or preserved.
PreyHowWholeButchering
Hare, rabbit, birdThrowing spear, sling, snare, bowMMeat ×1, small hide, feathers (birds)
FoxTrap, bowMMeat ×1, fox pelt
Roe deerBow, spearLMeat ×4, hide, bone, sinew, fat
Red deerBow, spearHMeat ×8, large hide, antler, bone, sinew, fat
Wild boarSpear (dangerous if cornered)HMeat ×8, thick hide, tusks, fat
WolfSpear, bow (attacks)LMeat ×3, wolf pelt
BearGroup with spears (very dangerous)HMeat ×12, bear pelt, plenty of fat

Fishing

MethodTierWhereNotes
Wooden harpoonN0Shallow waterRequires skill (aiming)
Line and bone hookN1Rivers, lakes, coastBait: worms, scraps
Wicker fish trapN1RiversLeft in place; checked later
NetN2Wide rivers, coast, boatBigger catch

5. Agriculture: sowing and harvesting PROPOSAL

DECIDEDOne season per real month; yield by climate band (good, poor, unviable).

The cycle

  1. Seeds. Three sources: wild plants of your biome (wild cereal and pulses, wild vegetables), NPC merchants (seeds from other bands) and keeping part of your harvest.
  2. Prepare the plot. The unit is a 2 × 2 m crop tile, on the same grid as building. With a hoe it is prepared tile by tile; with a plough and a draught animal, several at once (for large fields).
  3. Sow in season. Each crop has a sowing window. Outside it, the seed does not germinate.
  4. Tend. The biome's rain waters on its own; in the south, in summer, you must water with a bucket or an irrigation channel. Manure from your animals increases yield.
  5. Grow. The crop advances through visible stages (sprout, growing, ripe). If winter arrives in the north before harvest, it is lost.
  6. Harvest with the right tool (table).
  7. Process the harvest to make it useful (threshing, milling, drying, retting…).
  8. Store seed for the next sowing and the produce in a granary or storehouse.

Crops: sowing, harvest and processing

CropSowingHarvestToolProcessingProduct
Wheat, rye (winter)AutumnSummerSickle or scytheSheaves → thresh on a threshing floor with a flail → winnow → millFlour, straw, seed
Barley, oats (spring)SpringSummerSickle or scytheThe same; barley also for aleFlour, grain, straw
FlaxSpringSummerPull up by handRet in water → dry → break → hackleFlax fibre, linseed
HempSpringSummerSickleRet → dry → breakFibre for rope and coarse cloth
Peas, broad beansSpringSummerHandsDry → shellDried pulses
Chickpeas, lentilsSpringSummerHandsDry → shellDried pulses
Turnip, cabbage, onionSpring or summerAutumnHands, knife—Vegetable (spoils)
HopsSapling, onceAutumn every yearKnifeDryHops (beer)
Apple, pearSapling, onceAutumn, from the second game yearHandsPress (cider) or eatFruit
VineCutting, onceAutumn, from the second yearKnifePress → ferment in a barrelGrapes, wine
OliveSapling, onceWinter, from the third yearBeat with poles + handsOil pressOil, olives
Fig, almondSapling, onceSummer/autumn, from the second yearHandsDryDried figs, almonds

A game year is 4 real months, so a fruit tree gives its first harvest after 4–8 real months: it is a long-term investment, as in real life.

Calendar (north)SpringSummerAutumnWinter
What is doneSow spring cereal, flax, pulses, vegetablesHarvest cereal, flax, pulsesSow winter cereal; harvest vegetables and fruitNothing grows; live off what was stored

In the south winter is mild and the problem is summer drought: there you irrigate.

RuleWhat it is
DECIDEDFallowRepeating the same crop on the same tile yields less each time. Leaving it fallow for a season (or sowing pulses) restores it.

6. Livestock and breeding PROPOSAL

Get an animal (tame it in its biome or buy from an NPC merchant) → pen it (fence, pen, stable) → give it food, water and shelter → produce → breed (male + female).
AnimalEatsNeedsProducesBreeding (gestation)
HenGrain, scrapsHenhouseEggs (every game day), feathers, meatBroods eggs: a few real days
Goose, duckGrain, pasturePen with waterEggs, feathers, meatThe same
PigScraps, acorns (forest)PigstyMeat, fat, leatherOne season
GoatPasture, branchesPenMilk, meat, hideOne season
SheepPasture, hayPen, sheepfoldWool (shear in spring), milk, meatOne season
Cow, oxPasture, hayByreMilk, meat, leather; the ox pulls the plough and the cartOne and a half seasons
Donkey, mulePasture, hayByreCarrying with a packsaddle, light draughtOne and a half seasons
HorsePasture, hay, grain (for hard work)Stable, horseshoes (N2)Riding, draught, carryingTwo seasons; heritable traits
DogMeat, scraps—Guarding, hunting, herdingOne season
BeesNearby flowersHiveHoney and wax (summer and autumn)New swarm in spring

Pasture: animals in a meadow eat the grass, which grows back; if there are too many for the size of the meadow, it runs out and they must be given hay. Hay: grass is cut with a scythe in summer and dried for winter.

If neglected: without food or water, the animal falls ill and stops producing. DECIDEDIt does not die: once cared for again, it slowly recovers. Calculations are based on elapsed time, so this happens even when you are away.

7. Workstations and their cost PROPOSAL

StationTierBuilding costMakes
CampfireN06 loose stones + 4 branchesCooking, warmth, fire-hardening, torches
Knapping stone (on the ground)N01 large stoneStone and flint tools
Log workbenchN1 (entry)2 short logs + stone toolWoodwork, handles, basketry, first building pieces
Drying rackN14 posts + 2 ropesDrying meat, hides, fibres, herbs, hay
Hide scraper (frame)N14 rods + ropeCleaning hides
Tanning pitsN1Pit + mud + 2 logsLeather (with oak bark and water)
Clay ovenN110 mud + 6 stones + strawBread, roasts, drying clay
Charcoal clampN1Stacked firewood + earth (consumed)Charcoal
Spindle (tool)N1Rod + stone or boneSpinning fibre and wool
BloomeryN2 (entry)20 mud + 10 stones + 4 charcoalIron ore → bloom
Forge and anvilN2Stones + mud + bellows (leather and wood) + anvil (stone at first, iron later)Bars, nails, tools, weapons, horseshoes, repairing metal
WhetstoneN2Sandstone + wooden frameSharpening (restores some edge durability)
Carpenter's benchN2Planks + nailsFurniture, wheels, carts, doors, fine pieces
LoomN2Planks + rope + nailsLinen and woollen cloth
Pottery kilnN2Clay + stonesJars, roof tiles, bricks
Hand millN22 dressed stones + woodFlour (slow)
Threshing floorN1Levelled floor of stone or rammed earthSeparating grain and straw
SmokehouseN2Planks + mudSmoked meat and fish
Writing deskN2Planks + nailsRecipe books, letters
Lime kilnN3 (entry)Stones + mud + limestoneLime
Stonemason's workshopN3Bench + chiselsAshlar blocks
WatermillN3Wooden wheel + millstones + building beside a riverFast flour
PressN3Beam + wooden screw + vatOil, wine, cider
Mailmaker's workshopN3Bench + pliers + wireMail
ShipyardN3Slipway by the water + frameworkBoats (large ships at N4)
Blast furnaceN4 (entry)Bricks + stone + large bellowsSteel
Armourer's workshopN4Advanced forge + anvilsPlate, longsword
Glass furnaceN4Bricks + fireclayGlass
Siege workshopN2 (ram) to N4 (trebuchet)Planks + beams + ropeSiege equipment
Cartographer's tableN4Planks + instrumentsMaps

8. Recipes PROPOSAL

Tiers N0 to N2 are detailed (the ones the first milestones need). N3 and N4 will be detailed when we reach them; their stations and products are in section 7.

N0 — Survival (no station, or campfire / knapping stone)

ItemMaterialsWhereNotes
Fibre cord3 raw fibreHandsAlso works as a cord belt (1 slot)
Flint flake (knife)1 flint + 1 stoneKnapping stoneCuts fibre, reeds; butchers
Stone axe1 stone + 1 branch + 2 cordKnapping stoneFells young trees; mature ones very slowly
Fire-hardened spear1 long branchCampfireHunting and defence
Digging stick1 branchHandsDigs mud and roots, not very efficient
Sling2 cord + 1 small hideHandsSmall game
Torch1 branch + 1 fibre (or resin)CampfireLight; lasts a while
Firewood frame (double-L frame)4 branches + 2 cordHandsOnly firewood and short logs
Drag sled2 long branches + 3 branches + 2 cordHandsDragged by hand: 2–3 short logs or a heap of stones, slowly; it stays where you leave it, with its load
Tied bundle2 cordHandsHides, fibres, straw
Branch shelter12 branches + 4 cordOn the groundFirst roof; counts as a bindable bed
Harpoon1 branch + 1 flint flake + cordHandsFishing
Hide foot wraps1 hide + 1 cordHandsBetter than barefoot

N1 — Settlement (log bench, drying rack, tanning, clay oven)

ItemMaterialsWhereNotes
Rope3 cord (or 2 flax/hemp fibre)BenchBasis of almost everything
Rope belt2 ropeBench2 small slots
Gathering basket2 bundles of withies or reedsBenchGathering backpack
Fisherman's creel2 bundles of withiesBenchFish and tackle
Fish trap2 bundles of withiesBenchFishing trap
Hook and line1 bone + 1 cordBenchFishing
Snare1 rope + 2 branchesBenchSmall game
Wooden spade1 short logBenchMud, clay, sand, earth
Wood-and-stone hoe1 branch + 1 stone + ropeBenchPreparing crop tiles
Flint sickle1 curved branch + 3 flakesBenchHarvesting cereal
Flail2 branches + ropeBenchThreshing
Wooden bucket1 short logBenchWater, milk
Solid-wheel barrow1 log slice + 2 poles + 1 short logBenchHand transport; it can be parked and works as a container
Waterskin1 hide + cordHandsWater (shoulder)
Clean hide1 hideScraperStep before leather
Leather1 clean hide + 2 oak bark + waterTanning pitsTakes real days
Hide satchel2 clean hide + cordBenchSmall mixed backpack
Hide vest3 clean hide + cordBenchWarmth
Thread2 flax fibre or woolSpindleFor sewing and weaving
Charcoal10 firewoodCharcoal clampTakes real hours; yields 4 charcoal
Bread2 flour + waterClay ovenFood that keeps
Dried meat2 meat + (salt optional)Drying rackKeeps a long time
HayCut grassDrying rack or in the sunWinter fodder
Bandages1 coarse cloth or fibreHandsTreating cuts

N2 — Iron (bloomery, forge, carpenter, loom, pottery)

ItemMaterialsWhereNotes
Iron bloom3 ore + 4 charcoalBloomeryRaw iron
Iron bar1 bloom + 1 charcoalForgeBase material for metal
Nails (×10)1 barForgeCarpentry
Iron axe1 bar + 1 ash handleForgeFast felling
Crosscut saw2 bars + 2 handlesForgeBest with two people
Adze, chisel, brace1 bar + handleForgeFine carpentry
Pick1 bar + handleForgeQuarry, mines
Iron spade1 bar + handleForgeFaster
Sickle, scythe1–2 bars + handleForgeHarvest and hay
Ploughshare2 barsForgePlough + draught animal
Iron knife1 bar + bone handleForgeBetter than flint
Shears1 barForgeWool
Horseshoes (×4)1 barForgeHorses
Iron bucklefraction of a barForgeBetter belts
Leather belt2 leather + buckle (bone or iron)Bench3 slots (one medium)
Belt with rings2 leather + iron buckle + 2 ringsBench4 slots (two medium)
Sword belt3 leather + iron buckleBenchScabbard + 2 small
Frame backpackPlanks + 2 leather + ropeCarpenterLarge mixed
Stone carrierPlanks + ropeCarpenterStones and blocks
Back-carried tool chestPlanks + leather + nailsCarpenterTools
Quiver1 leatherBenchArrows
Linen / woollen cloth4 threadLoomClothing, bandages, ship sails
Woollen shirt and trousers2 woollen cloth + threadBenchWarmer than linen
Gambeson4 cloth + padding (wool or flax) + threadBenchBasic protection
Hood, cloak1–2 woollen clothBenchCold and rain
Shoes, boots1–2 leather + threadBenchFeet
Leather gloves1 leatherBenchHands
Hardened leather (pieces)Leather + wax or hot waterBench + campfireLight armour
Round shieldPlanks + leather + bar (shield boss)CarpenterDefence
Iron spearFraction of a bar + shaftForgePolearm
War axe1 bar + handleForgeWeapon
One-handed sword2 barsForgeWeapon (the longsword is N4)
Self bow1 yew or ash stave + sinew stringBenchRanged (later milestone)
Arrows (×10)Shafts + feathers + heads (flint or iron)Bench—
Jar, storage jarClayPottery kilnStorage for liquids and grain
Roof tile (×10)ClayPottery kilnRoof that does not rot
BarrelPlanks + iron hoopsCarpenterLiquids, salting
ChestPlanks + nailsCarpenterStorage
Plank wheelbarrowPlanks + wheelCarpenterHand transport, carries more than the solid-wheel barrow
Two-wheeled cartPlanks + 2 wheels + nailsCarpenterDraught animal
Hand ram1 log + bar (head)Siege workshopAgainst gates and palisades
ParchmentClean hide + lime or ashBenchBooks and letters
InkSoot + water (or oak galls)BenchBooks and letters
Recipe bookParchment + inkWriting deskTeaches recipes you know
Smoked meatMeatSmokehouseKeeps a long time
Salt curingMeat or fish + saltBarrelKeeps longer than anything

9. Building pieces PROPOSAL

DECIDEDGrid module: 2 m horizontally and 2.5 m of height per storey. It is the size of a crop tile, of a wall section and of a palisade section.

Load: each piece has its own weight (kg) and a capacity (kg it can hold on top). Weight is passed down through the supports to the ground. The figures are for internal calculation; the player does not carry by weight.

Milestone 1 pieces (N0–N2)

PieceTierMaterialsWeightHoldsNotes
Boundary stoneN03 loose stones——Claims land; levels up with materials
Loose-stone foundation (2×2)N18 loose stones4003000Rests on the ground; base for anything heavy
Log foundation (2×2)N12 short logs1501200Rots faster
Log postN11 thin log60800Vertical, at the grid corners
Log beamN11 thin log60400Horizontal between posts; holds floors and roof
Split-log floorN12 half-logs120300Needs beams or a foundation underneath
Wattle-and-daub wallN14 rods + 4 mud150150Cheap; cannot hold a second storey
Log wallN14 thin logs300600Solid; holds one storey above
Wall with door / window openingN1As its wall, a little less—A little lessVariants of each wall
Half wallN1Half——Fences, railings, pens
Thatched roof (sloped section)N12 rods + 4 bundles of straw or reeds80—Must be renewed; burns
Roof finishN1The same40—Ridge and corners
LadderN12 long branches + rope15—Access to height
Rod doorN14 rods + rope20—Weak
Rod fenceN14 rods + rope20—For animals
Plank floorN24 planks + nails100400—
Plank wallN26 planks + nails200400—
Timber-framed wallN2Beams + wattle + mud250700Typically medieval; holds a storey
Plank staircaseN26 planks + nails100—Between storeys
Plank doorN24 planks + nails + hinges40—With family permissions
Shutter, trapdoorN22 planks + nails20——
Shingle roofN2Shingles + nails100—Lasts longer than thatch
Tiled roofN210 tiles + beams200—Does not rot or burn easily; heavy
Palisade (2 m × 3 m section)N26 sharpened thin logs500—Almost immune without a siege
Palisade gateN2Logs + iron bars + hinges400—Weak point against the ram
Wall-walkN2Planks + posts100300Behind the palisade
Log bridge (section)N2Logs + beams400600Resting on banks or piers
Chimney / indoor hearthN2Stones + mud600—Warmth indoors without the house catching fire

Decoration (free placement)

Straw bed (N0), wooden bed (N2), bench, table, stool, shelf, chest, storage jar, barrel, wall torch, tallow lamp, hide rug, tapestry (cloth), family banner, tool hooks.

N3–N4 (detailed when we get there)

Rubble masonry wall, ashlar wall, tower, crenellations, portcullis, drawbridge, moat, slate roof, stone bridge, glazed window, bartizan.

10. Values for each system PROPOSAL

One game day = 3 real hours (2 of daylight, 1 of night).

Survival

NeedRateWarningIf it reaches the maximumRecovered by
HungerYou must eat 2–3 times per game dayOrange circleFaster fatigue, then slow woundsFood; cooked food is more filling
ThirstFaster than hungerBlue circleThe same, fasterWater, milk, ale
ColdDepends on biome, season, night, rain and clothingLight blue circleClumsy movement, fatigue, slow woundsFire, roof, clothing
HeatDepends on biome, season, sun and armourRed circleFaster fatigue and thirstShade, water, light clothing
FatigueRises when working, running, carrying, fightingGrey circleYou cannot run or strike hardResting seated; sleeping fully restores it

Durability

ItemStone / woodIronSteel
Axe (mature trees felled)~3~30~60
Pick (quarry blocks)—~40~80
Weapon (blows taken or dealt)~50~400~800
Clothing and armourWears out when taking blows and with use; repaired at its station with its material

Decay and upkeep

MaterialWithout upkeep, starts to fail after…Disappears after…Kept up with (in the boundary stone)
Straw and reeds~1 real week~3 weeksStraw
Untreated wood~2 weeks (less in damp areas)~6 weeksWood
Treated wood (pitch)~5 weeks~12 weeksWood + resin
StoneNever disappears: remains as a ruin—Lime

Boundary stone consumption: a small amount per real week according to what is built (for example, 1 unit of each material for every 10 pieces of that material). So a hut is kept up with a couple of logs a week.

Boundary stone

LevelUpgraded withLand radiusExclusion radius
1Placing it (3 stones)20 m300 m
2N1 materials (logs, rope, mud)40 m500 m
3N2 materials (iron bars, planks, leather)80 m800 m
4N3 materials (lime, ashlar)150 m1,2 km
5N4 materials (steel, glass)250 m2 km

Death

Hired NPCs

TypePayEatsNeeds
Mercenary / sentryHigh, per real week2 rations per game dayWeapon, armour, bed
WoodcutterLow2 rationsAxe
Day labourerLow2 rationsHoe, sickle
ShepherdLow2 rationsCrook, dog (optional)
MessengerPer journey, by distance——

11. A player's first day

A check that everything fits together: what someone does in their first session with what is defined above.

  1. Appears in a linen shirt and trousers, barefoot, at an accessible spot in their region.
  2. Thirst warnings: finds a river and drinks with their hands.
  3. Pulls up fibre and makes cord; ties the cord on as a belt (1 slot).
  4. Gathers flint and stone, sets up a knapping stone and makes a flake and a stone axe.
  5. Gathers branches, makes a firewood frame, lights a campfire for the night.
  6. Plants their boundary stone (3 stones) and builds a branch shelter, which binds as a bed.
  7. With the fire-hardened spear hunts a hare, butchers it with the flake and roasts it.
  8. Fells a young tree, makes the log bench and enters N1.

No step needs anything that is not defined. From there on: the log cabin, the basket, the spade and the first crop tiles.

12. What is still missing

WhatWhen it is defined
Detailed N3 and N4 recipes and piecesWhen development reaches those tiers
Combat: fencing approach, weapons by type of blow, effect of each woundDuel milestone
Step-by-step healingSurvival and duel milestone
Taming horses and other wild animalsHorses milestone
Ship design and buoyancyNavigation milestone
List of NPC commissions and prices in coinEconomy milestone
Specific style of each of the 5 regions (architecture, clothing, names)World milestone; affects the piece variants
Premium content catalogue (cosmetics, furniture)Before launch
Values in this documentTesting each milestone

13. Questions

None pending.