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

SkillsSix personal trees, max level 10 each. Earned by doing the matching activity.
TechnologyFour settlement-wide categories. Generated by everyone in your settlement.
Skills doSet your (and each villager’s) efficiency and unlock talents.
Technology doesUnlock 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.

SkillGovernsVillager jobs it boosts
ExtractionResource gatheringLumberjacks, Miners, Water Carriers
HuntingHunting wild animalsHunters
FarmingFarming actionsFarmers, Barn Workers, Millers, Beekeepers, Animal Breeders
DiplomacyNPC interaction, reputation gainStallholders
SurvivalSurviving and gatheringHerbalists, Fishermen
ProductionCrafting and cookingCraftsmen, 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.

CategoryGenerated byUnlocks
BuildingConstructing buildings, loggingStorage and extraction buildings, fences, furniture, decoration schemes
SurvivalHunting, gathering, fishingHunting buildings, schemes for hunting gear, campfires, traps
FarmingFarm workFarming and animal-husbandry buildings and schemes
ProductionCrafting at Workshop, Smithy, Sewing Hut, Kitchen, TavernProduction buildings, schemes for most tools, clothing, food

Do this in order

  1. Push Hunting early. A wildlife-highlight perk around Tier 2 helps you survive winter.
  2. Spend a skill point during Chapter III (one of its goals).
  3. Let routine play build Technology points, then buy schemes for the tools and food you need.
  4. Once you have villagers, their job actions add to settlement Technology too, so a busy village advances faster.

Watch out for

Related: Chapters and Dynasty Reputation, Villagers, Jobs, and Mood, and Building and Settlement.