Ratopia

Ratopia

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Building Order - Getting Started
By madrigal
A checklist of buildings in build order for getting started in Ratopia. For players who don't like TLDR guides and videos.
The list is for Normal difficulty with invasions disabled. If Invasions are enabled, add training camps and spiked traps as needed.
The intent is to build enough things so ratizens will begin to enter middle class. It will take you through the first game year and most of the second game year.

The list assumes you have a decent standard map seed with rabbits and fish close to the starting location, and a workable number of trees and wood. It's a decent list for the first two game years and a population of 30-35 ratizens. Your mileage may vary.

It doesn't explain how the buildings work or how to layout your settlement or any game mechanics. It's just a list with a few notes. It may or may not be helpful for other difficulty settings or maps or rapid expansion.
   
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Building List
Building
hire rat
assign rat
Production & notes
City Entrance
2
Sawmill
1
make lumber immediately, sticks later
Beds
Toilet
Research Desk
Use research points from gathering items
Laboratory
2
1
ASAP
Logging Camp
1
wood
Gathering Camp #1
1
grain, grass, flowers
Mini-storage
Double Bed
Hunter Hut
1
1
rabbits
Tables (2)
Code Stone
make tax laws
Shrine of Rat
easier tax collection
Butchery #1
2
1
meat from rabbits
Grain Farm – quest
needs research
Training Camp – quest
needs research
Weaving mill
1
rope & fabric
Masonry
1
1
stone blocks
Explorer Hut – needs fabric
2
1
Assign 2 rats if you get good recruits
Prisons (2) – needs rope
Wooden door
to control bees
Royal Bed
Kiln
1
1
charcoal to process ores
Explorer Hut – hire
1
1
survey for spider webs
Jobless recruit
1
2
diggers and builders
Sub-total year 0.5
13
13
13-15 rats depending on recruits quality
Fishery #1
1
1
or build Butchery #2 for meat
Tax Office #1
1
1
Furnace
1
1
copper and gold bars
Circus Stand
1
1
Joy
more toilets, tables, beds
as needed
Dewebs 6-9 of them
survey for spider webs
Police Station
1
1
because chasing criminals is no joy
Apiary – for winter honey
1
1
because bees are everywhere
need a law to allow the poor to eat honey
Railroads
optional - to get far away resources
Water Gatherer
1
1
for optional grain farm
Wood Workshop
1
1
cogs and tools – needs copper bars
Diplomacy Office
triggers messenger birds
Sub-total year 1
21
21
Lifts and rope ladders
start building main elevator network
Wooden ladders
if wood is plentiful
Butchery #2
1
1
leather from rabbits
Tannery
1
1
leather bags for carry capacity
Gathering Camp #2
1
1
optional if berries and other things are nearby
School
1
1
joy: needs tools
Trade Station
trade with towns and make more money
Fishery #2
1
1
to make oil at the grinder
Grinder #1
1
1
oil for necessities and massage bed
Tax Office #2
1
1
because one is incompetent
Mint
1
1
money supply
Silvicuture
1
1
Large Gardens
Plant thorn trees – 4 blocks high
Sub-total year 2
30
30
Now there should be enough necessities, joy and food variety for some ratizens to become middle class.
Might need one more necessity item.
Continue expanding in year 2 for middle class needs and trade items