Skills and Technology
The two advancement systems kept straight. Six personal Skill trees that grow from doing, and four settlement-wide Technology categories that unlock buildings and schemes.
At a glance
| Skills | Six personal trees, max level 10 each. Earned by doing the matching activity. |
| Technology | Four settlement-wide categories. Generated by everyone in your settlement. |
| Skills do | Set your (and each villager’s) efficiency and unlock talents. |
| Technology does | Unlock buildings for free and make item schemes buyable with coins. |
Skills and Technology are separate systems that new players tend to conflate. Skills are per-character. Technology is settlement-wide. You grow both at once by playing, but they pay off in different ways.
The six Skills
Each tree maxes at level 10 and is earned by doing that activity. You gain an extra skill point on every even-numbered level and can spend up to 15 points per tree. Reset with a Potion of Possibilities.
| Skill | Governs | Villager jobs it boosts |
|---|---|---|
| Extraction | Resource gathering | Lumberjacks, Miners, Water Carriers |
| Hunting | Hunting wild animals | Hunters |
| Farming | Farming actions | Farmers, Barn Workers, Millers, Beekeepers, Animal Breeders |
| Diplomacy | NPC interaction, reputation gain | Stallholders |
| Survival | Surviving and gathering | Herbalists, Fishermen |
| Production | Crafting and cooking | Craftsmen, Seamsters, Cooks, Innkeepers, Blacksmiths, Builders |
Skill XP thresholds to reach each level (per the wiki): 1=100, 2=250, 3=500, 4=750, 5=1,000, 6=1,250, 7=1,500, 8=2,000, 9=2,500, 10=3,000.
The four Technology categories
Technology points are generated by the actions of everyone in your settlement, you and all villagers. Accumulate enough in a category and buildings unlock instantly for free, while item schemes become buyable with coins.
| Category | Generated by | Unlocks |
|---|---|---|
| Building | Constructing buildings, logging | Storage and extraction buildings, fences, furniture, decoration schemes |
| Survival | Hunting, gathering, fishing | Hunting buildings, schemes for hunting gear, campfires, traps |
| Farming | Farm work | Farming and animal-husbandry buildings and schemes |
| Production | Crafting at Workshop, Smithy, Sewing Hut, Kitchen, Tavern | Production buildings, schemes for most tools, clothing, food |
Do this in order
- Push Hunting early. A wildlife-highlight perk around Tier 2 helps you survive winter.
- Spend a skill point during Chapter III (one of its goals).
- Let routine play build Technology points, then buy schemes for the tools and food you need.
- Once you have villagers, their job actions add to settlement Technology too, so a busy village advances faster.
Watch out for
- Treating Skills and Technology as one bar. They are separate systems with separate sources.
- Expecting a Skill to rise from anything other than its own activity.
- Hoarding coins instead of buying the item schemes a Technology category has already unlocked.
Related: Chapters and Dynasty Reputation, Villagers, Jobs, and Mood, and Building and Settlement.