Accommodations & Training
Accommodations are where your dwarves live — and, crucially, where their stats live too. Remember the core rule from the Overview: scalar stats live on accommodations, not on dwarves. You train a building, and every dwarf housed in it benefits from the higher stat at once. This page covers the eight accommodation types, the training-queue system, recovery rates, and the two special recovery buildings (Hospital and Tavern).
How Accommodations Work
Each accommodation is the stat holder for one domain (extraction, research, market, etc.). It does two jobs simultaneously:
- Holds a trainable stat for its domain, shared by all occupants. Higher stat
= higher
accommodationStat(domain)in the capability formula. - Passively recovers occupants’ Health and Fatigue via its
comfortRate, boosted when the colony is well-fed.
A dwarf housed in a building matching its class gets the full domain stat; a dwarf of a non-matching class gets 0.5× the domain stat (but still full comfort/recovery). Universal buildings (Habitat, Hospital, Tavern) treat every class equally.
The Eight Accommodation Types
| Accommodation | Domain | Class Fit | Max Level | Capacity (Lv1→max) | Build Cost (Lv1) | Training Cost (base) |
|---|---|---|---|---|---|---|
| Habitat | comfort | Any (1.0) | 8 | 4 → 18 | Iron 200, Credits 100 | Meals 10, Credits 25 |
| Miner Quarters | extraction | Miner 1.0 / others 0.5 | 8 | 4 → 18 | Iron 600, Credits 400 | Iron 15, Credits 25 |
| Engineering Bay | construction | Engineer 1.0 / others 0.5 | 8 | 4 → 18 | Iron 1400, Credits 600 | Iron 20, Credits 30 |
| Science Dorm | research | Scientist 1.0 / others 0.5 | 8 | 4 → 18 | Iron 2000, Credits 1200 | Electronics 2, Credits 40 |
| Pilot Barracks | piloting | Pilot 1.0 / others 0.5 | 8 | 4 → 18 | Iron 2400, Credits 1500 | Fuel 10, Credits 40 |
| Trade Lodge | market | Trader 1.0 / others 0.5 | 8 | 4 → 18 | Iron 1800, Credits 1000 | Credits 60 |
| Hospital / Medbay | recovery | Any (1.0) | 6 | 2→4 occupants + 3→10 benched | Iron 800, Water 400, Credits 1000 | Water 15, Meals 8, Credits 25 |
| Tavern / Mead Hall | morale | Any (1.0) | 6 | 6 → 20 | Iron 1600, Credits 1200 | Meals 8, Credits 30 |
Unlock conditions:
| Accommodation | Unlock |
|---|---|
| Habitat | None (starting building on Alpha-1) |
| Miner Quarters | Mine Shaft level ≥ 2 |
| Engineering Bay | Mine Shaft level ≥ 2 |
| Science Dorm | After your first Station |
| Pilot Barracks | First Cargo Shuttle Dock built |
| Trade Lodge | None |
| Hospital | Habitat level ≥ 2 |
| Tavern | Brewery level ≥ 1 |
Training-cost themes match the domain: comfort uses Meals, extraction uses Iron, piloting uses Fuel, research uses Electronics, market uses Credits only. Credits are paid empire-wide; physical goods are paid from the local asteroid’s inventory.
A Garrison also trains a “defense” domain, but it is a defence building, not a standard accommodation — see Combat.
The Training System
You raise a building’s domain stat by queuing training sessions. Each session runs for a duration, then awards XP; accumulated XP levels the stat up. This is shared progress — leveling the stat benefits all occupants, with no per-dwarf XP.
XP and Stat Formulas
All accommodations share the same curve:
xpToLevel(n) = 100 × n^1.6 # XP needed to reach stat level n
statMultiplier = 1.0 + (statLevel × 0.08) # the actual output multiplier
sessionDuration = 300 × statLevel^1.4 # seconds per training session (grows with level)
So every stat level adds +8% to that domain’s multiplier. A stat at level 5 is ×1.40; at level 10, ×1.80; at level 20, ×2.60.
Concrete Training Numbers
Representative session lengths and XP awards (same for every accommodation type):
| Stat Level | Session Duration | XP Awarded | XP to Reach This Level | Cumulative XP |
|---|---|---|---|---|
| 1 | 300s (5 min) | 60 | 100 | 100 |
| 2 | 530s | 90 | 241 | 341 |
| 3 | 790s | 125 | 435 | 776 |
| 4 | — | — | 681 | 1,457 |
| 5 | 1,380s (23 min) | 210 | 979 | 2,436 |
| 10 | 3,770s (~63 min) | 500 | 2,981 | 16,000 |
| 20 | 10,600s (~3 hr) | 1,200 | 9,514 | 110,000 |
Sessions get longer and XP requirements climb steeply, so high stat levels are a genuine long-term investment.
Training Cost Scaling
The base training cost in the table above is the cost at the lowest level. The actual cost charged when you queue a session scales with the stat level being trained:
actualCost = baseCost × (statLevel + 1)
For example, a Miner Quarters (base Iron 15) training its extraction stat at level 5 charges Iron 90 per session (15 × 6).
Training Queues
Each accommodation has a limited number of concurrent training slots, which grows with the building level (not the stat level):
| Building Level | Typical Training Queue Slots |
|---|---|
| 1–2 | 1–2 |
| 3–5 | 2–4 |
| 6–8 | 3–5 |
(The exact progression varies slightly per accommodation; specialist buildings tend to reach more slots faster than the Habitat.)
Upgrading the Building
Building level is separate from stat level. Upgrading the building raises:
- Capacity — how many dwarves it can house (4 → 18 for standard accommodations).
- Training queue slots — how many sessions run at once.
- Comfort rate — passive Health/Fatigue recovery (for the Habitat and recovery buildings).
Upgrade time grows per level: baseUpgradeTimeSeconds × multiplier^level, where
the base ranges from 45s (Habitat) to 180s (Science Dorm, Pilot Barracks,
Hospital, Tavern) and the multiplier is 1.8–2.2. Upgrade resource costs climb
steeply (e.g. a Habitat from Iron 200 at Lv1 to Iron 60,000 at Lv8).
Recovery (comfortRate)
Every accommodation passively recovers its occupants. comfortRate is expressed
as Health-per-hour and Fatigue-per-hour, multiplied by mealsMultiplier
(typically ×1.5) when the colony is well-fed.
The Habitat has the strongest standard comfort curve, scaling from level 1 to level 8:
| Habitat Level | Health / hr | Fatigue / hr |
|---|---|---|
| 1 | 5 | 8 |
| 2 | 7 | 11 |
| 3 | 9 | 15 |
| 4 | 12 | 20 |
| 5 | 16 | 27 |
| 6 | 21 | 36 |
| 7 | 28 | 48 |
| 8 | 37 | 65 |
Specialist accommodations (Miner Quarters, Engineering Bay, etc.) provide a flat, modest comfort rate of about 6 Health / 10 Fatigue per hour at every level — they are built for work, not recovery. For real recovery, use a Habitat, Hospital or Tavern.
Hospital / Medbay (Recovery Specialist)
The Hospital is where Injured dwarves heal. Key behaviours:
- Injured dwarves (
status = injured) auto-route to benched slots — a separate pool from occupant slots — so a busy Hospital still treats the wounded. - Recovery scales with Hospital level via:
recoveryMultiplier = hospitalLevel × 0.25 + mealsFactor + aleBuffBonus(mealsFactor 1.0 well-fed / 0.5 starving; aleBuffBonus +0.5 when Healing Mead is active in the data tables). - Severe-injury baseline recovery time drops sharply with level:
| Hospital Level | Occupant / Benched Slots | Comfort (HP / Fatigue per hr) | Severe Injury Time |
|---|---|---|---|
| 1 | 2 / 3 | 10 / 15 | 24 h |
| 2 | 2 / 4 | 16 / 22 | 15 h |
| 3 | 3 / 5 | 24 / 32 | 10 h |
| 4 | 3 / 6 | 36 / 46 | 7 h |
| 5 | 4 / 8 | 52 / 65 | 5 h |
| 6 | 4 / 10 | 75 / 90 | 3.5 h |
See Status & Needs for the full injury-severity table and the Downed → Rescued → Injured pipeline.
Tavern / Mead Hall (Morale & Ale Hub)
The Tavern serves two roles:
- Fatigue recovery — it clears Fatigue fast (no Health recovery at all). Its fatigue rate scales from 18/hr at Lv1 up to 100/hr at Lv6.
- Morale + ale distribution — training its
moralestat grants +5% global productivity per morale level, and it is where you serve ale buffs.
Tavern levels also increase ale storage per type (20 at Lv1 → 200 at Lv6) and an ale buff duration multiplier (×1.0 at Lv1 → ×1.75 at Lv6 in the data tables), so a higher-level Tavern both holds more ale and makes its buffs last longer.
| Tavern Level | Capacity | Fatigue / hr | Ale Storage / Type | Buff Duration × |
|---|---|---|---|---|
| 1 | 6 | 18 | 20 | 1.00 |
| 2 | 8 | 26 | 35 | 1.10 |
| 3 | 10 | 37 | 55 | 1.20 |
| 4 | 12 | 52 | 85 | 1.35 |
| 5 | 15 | 73 | 130 | 1.50 |
| 6 | 20 | 100 | 200 | 1.75 |
Unconfirmed: the Tavern’s
aleBuffDurationMultiplierand the data-table ale effect magnitudes are first-pass and differ from the live buff durations applied by the simulation. See Ale & Potions for the authoritative effects.
Training Strategy
- Level the buildings your crew actually fills. A high extraction stat is wasted if your Miner Quarters is half-empty — and a full Quarters makes every extraction level pay off many times over.
- Match classes to buildings. Non-matching classes only get 0.5× the domain stat, so house miners in Miner Quarters, scientists in Science Dorms, etc.
- Keep Credits and the themed resource flowing — training is charged up-front per session and scales with stat level, so a deep training queue is a real resource sink.
- Don’t neglect the universal buildings. Habitat comfort, a leveled Hospital, and a morale-trained Tavern keep the whole colony fed-fast, healed-fast and buffed — multiplying the value of every specialist building you own.