Town restoration in Graveyard Keeper 2 means building 11 shops (7 market stalls picked from 8 shop types, plus 4 workshop courtyards) and repairing 15 houses. Shops cost kits and open traders and Town orders; houses pay Green Scrolls, which Linda turns into Town quality, the cap on your Likes.
The zombies wrecked the place, the guards took it back, and now somebody has to pay the contractors. That somebody is you, and the currency is kits. This page lists every project, what it costs, what it returns, and the order that squeezes the most Likes cap and trader money out of the least timber. All numbers are checked on version 1.008.
Town restoration at a glance
| Project | How many | Unlocked by | Paid with | What you get |
|---|---|---|---|---|
| Market-stall shops | 8 types for 7 plots | Market Stalls I, II, III | Kits, then kits plus (usually) a shop-specific good per upgrade | A trader, 2 Town orders per tier, a weekly Likes allowance |
| Workshop-courtyard shops | 4 types for 4 plots | Artisans I, Artisans II | Same | Same |
| House repairs | 15 | The Building Kit I recipe from Houses Repairing | Kits | Green Scrolls: 1, 3, 10 or 25 per house, 180 in total |
| Broken walls | 2 | Dynamite | 1 Dynamite each | A clear path, nothing more |
Three rules before you spend a single plank:
- Only Tier I needs a technology. Tiers II and III of a shop ask for materials and nothing else.
- Plots open district by district. A shop or house you cannot find is still in zombie hands; the battle that frees its street comes first.
- Shops pay in coins and Likes, houses pay in scrolls. Town quality decides how many of those Likes you can actually hold, so the two halves of the job feed each other.
Where the plots are
| District | Opened by | Shop plots | Houses |
|---|---|---|---|
| Port Area | Break Through to the Port, then Docked and Found | 3 market stalls (one on the Main Pier), 1 courtyard | The Small House beside the Town Warehouse |
| Eastern Districts | Hope It Doesn’t go South: Active Scouting, then the Purge | 2 market stalls, 1 courtyard | 4 houses |
| Square | Plaza Battle (Market Square Purge) | None | Large Houses and Blocks |
| Central Districts | Street Battles: Part I and Part II | 2 market stalls, 2 courtyards | 3 houses |
Every district above opens with a battle, so restoration speed is capped by your defense power. If you are stuck on a fight, the battles guide has the power each one needs and a squad build for it.
Every Town shop: technology and Tier I cost
Tier I costs are written as Building Kit I / Wooden Kit I / Iron Kit I. Technology costs are red / green tech points, all in the Building tree.
| Shop | Plot | Technology | Tier I kits | Goods for sale (I / II / III) |
|---|---|---|---|---|
| Apothecary | Market stall | Market Stalls I (free, from Safe Harbor) | 4 / 3 / 1 | 18 / 30 / 33 |
| Vegetable Stand | Market stall | Market Stalls I | 4 / 3 / 1 | 14 / 26 / 33 |
| Tailor | Market stall | Market Stalls I | 4 / 3 / 1 | 4 / 6 / 7 |
| Furniture Maker | Market stall | Market Stalls II (130 / 30) | 6 / 4 / 2 | 7 / 11 / 16 |
| Baker | Market stall | Market Stalls II | 6 / 4 / 2 | 9 / 12 / 12 |
| Fish Stand | Market stall | Market Stalls II | 6 / 4 / 2 | 12 / 21 / 22 |
| Alchemist | Market stall | Market Stalls III (150 / 50) | 8 / 6 / 3 | 20 / 35 / 48 |
| Jeweler | Market stall | Market Stalls III | 8 / 6 / 3 | 6 / 12 / 15 |
| Builder | Courtyard | Artisans I (75 / 25) | 4 / 3 / 1 | 10 / 18 / 21 |
| Smithy | Courtyard | Artisans I | 4 / 3 / 1 | 10 / 18 / 25 |
| Tavern | Courtyard | Artisans II (100 / 75) | 6 / 4 / 2 | 9 / 11 / 13 |
| Brewery | Courtyard | Artisans II | 6 / 4 / 2 | 8 / 11 / 15 |
The four paid technologies cost 455 red and 180 green points on their own, but they sit deep in the Building tree. Everything except Market Stalls I waits on Conveyors, which needs Jack at 50 reputation after Jack’s Back in Business and Tool Rack II.
| Technology | Own cost (red / green) | Needs first | Whole chain from scratch (red / green / blue) |
|---|---|---|---|
| Market Stalls I | Free | Woodworking II | 122 / 27 / 0 |
| Artisans I | 75 / 25 | Conveyors (Jack 50) | 327 / 62 / 40 |
| Artisans II | 100 / 75 | The Building Kit I technology (110 red, 10 blue) | 637 / 112 / 80 |
| Market Stalls II | 130 / 30 | The Building Kit I technology | 667 / 67 / 80 |
| Market Stalls III | 150 / 50 | The Furniture Kit I technology (120 red, 20 blue) | 917 / 87 / 120 |
Opening all 11 plots at Tier I, with the Fish Stand skipped, takes 60 Building Kit I, 43 Wooden Kit I and 19 Iron Kit I. Plan the Building Kit I in the crafting calculator.
Tier II and Tier III upgrades
| Shop | Tier II | Tier III |
|---|---|---|
| Apothecary | 4 Furniture Kit I, 1 Sculpture Kit I, 2 Glass Containers | 4 Furniture Kit II, 3 Building Kit II, 1 Sculpture Kit II |
| Vegetable Stand | 4 Furniture Kit I, 2 Glass Containers, 40 Cabbage | 4 Furniture Kit II, 3 Building Kit II, 40 Onion |
| Tailor | 4 Furniture Kit I, 1 Sculpture Kit I, 40 Flax Thread | 4 Furniture Kit II, 3 Building Kit II, 60 Fabric |
| Furniture Maker | 6 Furniture Kit I, 2 Sculpture Kit I, 4 Wooden beam | 6 Furniture Kit II, 4 Building Kit II, 12 Steel Screws |
| Baker | 6 Furniture Kit I, 2 Sculpture Kit I, 4 Flesh | 6 Furniture Kit II, 4 Building Kit II, 8 Flesh |
| Fish Stand | 6 Furniture Kit I, 2 Sculpture Kit I, 1 Advanced Rod | 6 Furniture Kit II, 4 Building Kit II, 1 Pro Rod |
| Alchemist | 10 Furniture Kit I, 4 Sculpture Kit II, 4 Blank Softcover Notebook | 10 Furniture Kit II, 4 Building Kit II, 4 Blank Hardcover Notebook |
| Jeweler | 10 Furniture Kit I, 4 Sculpture Kit II, 5 Polished Bronze | 10 Furniture Kit II, 4 Building Kit II, 10 Polished Bronze |
| Builder | 6 Furniture Kit I, 4 Marble Kit, 2 Carved Stone | 8 Furniture Kit II, 4 Building Kit II, 4 Wooden Joint |
| Smithy | 6 Furniture Kit I, 4 Marble Kit, 6 Advanced Detail | 8 Furniture Kit II, 4 Building Kit II, 12 Steel Screws |
| Tavern | 10 Furniture Kit I, 6 Marble Kit, 20 Apple Cider | 12 Furniture Kit II, 6 Building Kit II, 20 Blueberry Cider |
| Brewery | 10 Furniture Kit I, 6 Marble Kit, 20 Grape Juice (bronze) | 12 Furniture Kit II, 6 Building Kit II, 20 Grape Juice (gold) |
The shop-specific good is the line players forget. Sixty Fabric for the Tailor or forty Onions for the Vegetable Stand will not be lying around when the kits are ready, so start stockpiling the moment the previous tier goes up.
What each tier gives you
| Tier I | Tier II | Tier III | |
|---|---|---|---|
| Needs | A technology and Tier I kits | Materials only | Materials only |
| Trader’s daily purse income | 20 bronze | 50 bronze | 1 silver |
| Weekly Likes from selling to it | Up to 15 | Up to 30 | Up to 50 |
| New Town orders (Likes, before Happy supplier) | 1 urgent (30 to 50) and 1 regular (15 to 25) | 1 urgent (40 to 75) and 1 regular (25 to 40) | 1 urgent (50 to 75) and 1 regular (25 to 40) |
| Village reputation | +2 | +2 (+3 for the Tavern and Brewery) | +3 |
A shop’s purse starts at 1 silver, but each midnight a trader also sells part of any surplus stock at base price into his own purse, so a busy shop ends up far richer than its daily income suggests. Each upgrade also refills the trader’s shelf at once with the new tier’s goods. How orders, crates and trading caps work in detail is in the Town orders and trading guide.
Which market stall to skip
Eight stall shops, seven plots: one shop type never gets built, and you pick which. Leave out the Fish Stand. Fish sell to it at a fixed price that tops out at 1 silver 92 for an Eel, and its two upgrades cost fishing rods.
The rest earn their plot:
- Jeweler: buys Fine Jewelry for about 3 gold 57 silver at Tiers I and II and Precious Trinkets for about 75 silver, the backbone of mid and late game money. From Tier II he also takes Golden ingots and stocks Keys for Looters.
- Alchemist: buys Paint at every tier, then Philosopher Stones (about 35 silver 75) and high-rune potions at Tier III.
- Vegetable Stand: the only buyer of star crops (silver and gold Cabbage and silver Onion from Tier II, gold Onion and silver and gold Pumpkins at Tier III) and the only trader who takes Pumpkins at all, from Tier II.
- Baker: from Tier II, the only trader who buys Flesh, the one corpse part with a price.
- Tailor: its Supply: Fabric order is one of the easiest early sources of Likes.
Patron of merchants counts plots, not shop types, so whichever stall you skip, the achievement stays safe. The money side of each shop is covered in the money-making guide.
House repairs and Green Scrolls
Each house has a blue repair signpost. A repair pays its Green Scrolls once.
| House | How many | Green Scrolls each | Cost per house |
|---|---|---|---|
| Small House | 1 | 1 | 4 Building Kit I, 3 Wooden Kit I, 1 Iron Kit I |
| House | 3 | 3 | One at 6 Building Kit I, 4 Wooden Kit I, 2 Iron Kit I; one at 20 Building Kit I, 10 Wooden Kit I, 6 Furniture Kit I; one at 30 Building Kit I, 10 Wooden Kit II, 4 Sculpture Kit II |
| Large House | 7 | 10 | Two at 16 Building Kit I, 8 Wooden Kit I, 4 Iron Kit I; four at 20 Building Kit I, 10 Wooden Kit I, 6 Furniture Kit I; one at 30 Building Kit I, 10 Wooden Kit II, 4 Sculpture Kit II |
| Block | 4 | 25 | 16 Building Kit II, 10 Furniture Kit II, 5 Sculpture Kit II |
That is 180 scrolls for all 15 houses. The game also holds a sixteenth repair, a fifth Block, but players find no signpost for it in the world, so do not go looking for it. A few other pages count that Block and quote 16 houses and 200 scrolls; plan on 15 and 180.
The scroll-per-kit maths is lopsided. The two cheap Large Houses pay 10 scrolls for 28 Tier I kits, while the cheap House pays 3 for 12 and the Small House 1 for 8. Blocks are the late-game jackpot at 25 scrolls each.
The Small House has a second reward: its owner Homobonus moves back in. His quests Homobonus I and Homobonus II end with him buying 10 Faith for 5 silver whenever you like, a handy outlet for surplus Faith.
The full bill
| Material | 11 shops, Tier I to III | 15 houses | Total |
|---|---|---|---|
| Building Kit I | 60 | 202 | 262 |
| Wooden Kit I | 43 | 73 | 116 |
| Iron Kit I | 19 | 11 | 30 |
| Furniture Kit I | 76 | 30 | 106 |
| Furniture Kit II | 84 | 40 | 124 |
| Building Kit II | 45 | 64 | 109 |
| Sculpture Kit II | 9 | 28 | 37 |
| Marble Kit | 20 | – | 20 |
| Wooden Kit II | – | 20 | 20 |
| Sculpture Kit I | 6 | – | 6 |
The Fish Stand is skipped, and the shop goods from the upgrade table come on top. These are crafting totals: every kit you buy from a trader instead comes off the bill (see Buy instead of craft below).
Two hidden costs follow from crafting everything. Every Furniture Kit II and Building Kit II eats a Wooden Kit II, and Wooden Kit II is made only from Special Wood (3 kits per piece, 1 silver each from Harold): the all-crafted late Town needs about 85 Special Wood, so roughly 85 silver. If you buy those two kits instead, only the 20 Wooden Kit II of the house repairs remain, about 7 Special Wood. Marble Kits take 2 Marble and Sculpture Kit II takes 4, which adds up to a little over 400 Marble when everything is crafted. A Zombie Marble Quarry earns its keep here: the zombies guide covers the crew.
Where the kits come from
| Kit | Recipe | Station | Technology |
|---|---|---|---|
| Building Kit I | 1 Stone Kit + 3 Brick | Woodworking Workbench I with its Tool Rack | Houses Repairing (45 red, 10 green) |
| Building Kit I | 1 Stone Kit + 1 Brick | Assembly bench I with Auto-hammer | Building Kit I |
| Wooden Kit I | 3 Wooden Plank + 1 Oiled Plank = 2 kits | Woodworking Workbench I with its Tool Rack | Oiled wood |
| Wooden Kit I | 1 Log + 4 Bronze Nails = 4 kits | Assembly bench I | Assembly bench |
| Iron Kit I | 1 Iron Ingot = 1 kit | Iron Anvil with its Hardening Bucket | Iron Works |
| Iron Kit I | 1 Iron Ingot = 4 kits | Factory Smithy I with Hammer | Smithy: Hammer |
| Furniture Kit I | 1 Wooden Kit I + 1 Iron Kit I | Woodworking Workbench II, or Assembly bench II with Drill press | Woodworking II or Furniture Kit I |
| Sculpture Kit I | 2 Stone | Assembly bench II | Ways of Stone |
| Marble Kit | 2 Marble | Assembly bench II | Ways of Stone |
| Sculpture Kit II | 4 Marble | Assembly bench III | Assembly bench III |
| Wooden Kit II | 1 Special Wood = 3 kits | Assembly bench II with Drill press | Wooden Kit II |
| Furniture Kit II | 1 Wooden Kit II + 1 Iron Kit II | Assembly bench III | Furniture Kit II |
| Building Kit II | 1 Wooden Kit II + 1 Marble Kit | Assembly bench III | Building Kit II |
Two lines in that table decide how painful the Town is. The factory Smithy turns one Iron Ingot into 4 Iron Kit I instead of 1, and the Auto-hammer makes Building Kit I with 1 Brick instead of 3. With 262 Building Kit I on the bill, that second saving alone is over 500 Bricks. Hand both jobs to zombies as early as you can: the factory guide shows how, the zombies guide says which zombie for which bench, and the iron guide covers the ingots.
Buy instead of craft
Two shop traders sell kits once their shop is built, so part of the bill never needs a bench. Stock is the usual shelf size at each shop level.
| Trader | Kit | Sold from | Usual stock by level (I / II / III) |
|---|---|---|---|
| Builder | Building Kit I | Level 1 | 20 / 30 / 30 |
| Builder | Building Kit II | Level 2 | 15 at level II, 30 at level III |
| Furniture Maker | Wooden Kit I | Level 1 | 20 / 30 / 60 |
| Furniture Maker | Furniture Kit I | Level 2 | 30 at level II, 60 at level III |
| Furniture Maker | Furniture Kit II | Level 3 | 30 |
Wooden Kit II and Sculpture Kit II are not on any shelf. The catch is the order of work: a shop must stand before it sells, and the upgrades that open the better kits cost kits themselves (the Furniture Maker’s Tier III upgrade eats 6 Furniture Kit II), so the first batches are crafted. After that, buying Building Kit II and Furniture Kit II spares you their Wooden Kit II and Special Wood. Base prices run 5 bronze for Wooden Kit I, 100 for Furniture Kit II and 175 for Building Kit II; the counter price for the Kit II items is not in our data, so check it before you rely on it.
Town quality: what the scrolls are for
Town quality is the cap on your Likes, and Likes above the cap are simply lost. On Wrath, your sermon’s attendance is the lower of your Likes and your Church quality, so a low Town quality throttles every sermon no matter how fine your church is.
It moves in three steps:
- 10 after Certificate, Please.
- 20 once the Port opens with Docked and Found.
- +1 per Green Scroll that Linda turns into new residents at the Dockside Club, up to 200 (10 + 10 + 180).
The catch is Linda. Her “New people” exchange works only on Lust after the first conversation, and her offers grow with her reputation:
| Linda reputation | How you earn it | Scrolls she takes |
|---|---|---|
| 10 | Safe Harbor: report your first Town shop | Batches of 1 and 3, once each |
| 20 | Safe Harbor: bring her 1 Paint | A batch of 10, once |
| 30 | Strings and Sinners: the Violin | A second batch of 10, once |
| 40 | Strings and Sinners: 1 Simple Incense | Batches of 1, 5 or 10, repeatable every Lust |
Until Linda reaches 40, only 24 scrolls get through and Town quality stalls at 44. Green Scrolls stack to 999, so keep repairing and bank them; just do not mistake a stalled counter for a broken game.
Two quests test this system directly: Linda’s Wealthy Clients asks for Town quality 100, and Gunter’s Why don’t you like me? asks you to hold 100 Likes, which needs a cap of at least 100 first. Every other way to fill the counter is in the Town Gratitude and Likes guide, and what the extra parishioners pay is in the church and sermons guide.
The best restoration order
This is the order we recommend for a normal run: early Likes cap first, money shops second, the expensive tiers once the factory can carry them.
1. The Port opens: one free shop and Linda
- Talk to Linda for Safe Harbor: the conversation hands you Market Stalls I for free.
- Research Houses Repairing (45 red, 10 green) for Building Kit I and Oiled wood (20 red, 20 green) for Wooden Kit I. Iron Kit I comes from the Iron Anvil.
- Build a Tailor or Vegetable Stand at the repair sign by the club (4 / 3 / 1). Report to Linda, then bring her 1 Paint: she is at 20 reputation and takes up to 14 scrolls.
- Repair the Small House next to the Town Warehouse for the same 4 / 3 / 1. It unlocks Back to Life and brings Homobonus home.
2. Fill the Port, then the courtyards
- Build the other two Market Stalls I shops on the remaining Port plots. All three cost the same and each adds two orders.
- Once Jack’s Back in Business has taken him to 50 reputation and you own Conveyors, research Artisans I (75 red, 25 green) for the Builder and the Smithy, the cheapest courtyard shops at 4 / 3 / 1.
- Take orders every Pride from now on: the Town orders guide explains the board.
3. Houses for scrolls, district by district
- As Hope It Doesn’t go South and the later battles open new streets, repair the two Large Houses at 16 / 8 / 4 first: 10 scrolls each for Tier I kits only.
- Finish Strings and Sinners before you have more than 24 scrolls in hand, so Linda’s repeatable exchange is open when they arrive. Its Violin comes from Albert’s Varnish Before You Fiddle for 1 Lacquer.
- Consider the Builder talent before the big batch of repairs: it sits about 6 to 7 Building points deep (see talents and inspirations).
4. The factory phase: every plot and the first upgrades
- Move kit production to the factory: Auto-hammer for Building Kit I, the factory Smithy with Hammer for Iron Kit I.
- Research Market Stalls II for the Furniture Maker and Baker, Artisans II for the Tavern and Brewery, and Market Stalls III for the Alchemist and Jeweler. The eleventh plot unlocks Patron of merchants.
- Tier II, in this order: Vegetable Stand II (star crops sell nowhere else) and Smithy II (buys Iron Swords at 30 silver and Iron Shovels at 17 silver 50), then the rest as Likes and orders demand. Leave the Jeweler and the Alchemist for the next step: both ask 4 Sculpture Kit II, which only an Assembly bench III makes.
- Repair the four Large Houses and the one House that take Furniture Kit I (20 / 10 / 6 FK I each).
5. Late game: Special Wood, Tier III and the Blocks
- Unlock Harold’s Special Wood with his Organic Music request (2 Building Kit I and 1 Iron Kit II) and build Assembly bench III: every Tier III upgrade and every Block runs on its kits.
- Upgrade the Jeweler to Tier II (Golden ingots and Keys for Looters) and the Alchemist to Tier II, now that Sculpture Kit II is within reach.
- Repair the four Blocks (25 scrolls each) and the last House and Large House that take Wooden Kit II. The fifteenth house unlocks Urban Planner.
- Tier III priorities: Smithy III (buys a Steel Sword for a flat 2 gold 50), Alchemist III (Philosopher Stones and potions), Vegetable Stand III (gold Onion, silver and gold Pumpkins).
- Jeweler III goes last, and only once you have sold every Fine Jewelry you own.
Three Tier III shops hide a 1-bronze trap. The big one is the Jeweler III: he pays 1 bronze for Fine Jewelry he bought for about 3 gold 57 silver a tier earlier, and nobody else buys it, so sell every piece before the upgrade. The Furniture Maker III offers 1 bronze for Paint and Lacquer (the Trademaster and the Alchemist pay properly), and the Alchemist III offers 1 bronze for Berserker Potion III, which no other trader takes.
Talents and inspirations that pay off
| Talent or inspiration | Tree | What it does | Worth it? |
|---|---|---|---|
| Builder (talent) | Building, after Building mastery +1 and Carpenter | On a Tier I shop or a house repair, each kit type has a 30% chance to refund some kits, up to half of that type (rounded down) | If you craft your kits: it costs about 6 to 7 Building points with its chain (mastery node 1, Axeman, Splinter Proof, Carpenter, mastery node 3 and the node before it), and at best returns about 15% of the kits on average |
| Happy supplier (talent) | Book writing, after Good fellow (at least 3 points: mastery nodes 1 and 2, then Good fellow) | +5 to +35 Likes on every Town order | Yes, once you fill orders every week |
| Shop Owner (inspiration) | Building | Counts shops built: levels at 1, 3, 6, 9 and 12, costing 1, 3, 9, 15 and 30 Faith (58 in all) | Claim levels I to IV; level V asks for 12 shops, one more than the 11 plots, so it is unconfirmed whether it can be reached |
| Home Sweet Home (inspiration) | Building | Counts houses repaired: levels at 1, 4, 7, 10, 13 and 16, costing 0, 1, 4, 6, 8 and 10 Faith (29 in all) | Claim levels I to V; level VI asks for 16, one more than the 15 signposted houses |
Both inspirations appear once you have Market Stalls I. The Builder refund only covers Tier I shops and house repairs, never the Tier II or III upgrades. The full trees are in the talents and inspirations guide.
Achievements tied to the Town
| Achievement | What it asks | Share of Steam players (5 Oct 2026) | How to get it |
|---|---|---|---|
| Back to Life | Restore your first Town house | 43.1% | The Small House or the cheap House, whichever opens first |
| Open for Business | Complete your first Town order | 52.6% | Jack’s one-off Supply: Iron in Workshop Hours |
| Supplier | Craft 50 Supply crates | 18.4% | Every order needs crates; automate them in the factory |
| Patron of merchants | Build a shop on all 11 plots | 11.5% | Tier I is enough; the stall type you skip does not matter |
| Urban Planner | Restore all 15 houses | 6.1% | The four Blocks need Assembly bench III kits |
| Merchants’ Best Friend | Complete 25 merchant orders | 5.8% | Two orders at a time, accepted on Pride (only your first visit to the board stays open until the next Pride ends): more shops mean more orders to pick from |
| A New Dawn | Clear the south of the Town | 23.6% | Finish Hope It Doesn’t go South, Street Battles and Battles in the Sewers: most of the fights that open your plots count |
None of them is missable: houses stay repairable and orders stay available all game.
Town quality and a hidden achievement (late story)
Wealthy Clients belongs to Linda’s romance with Albert, which only opens after the election. Once Albert is cured and Town quality reaches 100, sleep, then enter the Dockside Club: the couple’s scene unlocks the hidden achievement A Dangerous Romance. Linda and Albert’s help in the final battle depends on that scene, so those 100 points of Town quality are not optional in the long run.
Two broken walls
The Town also holds two Broken Walls. “Demolish the Wall” costs 1 Dynamite each and pays nothing beyond the open path. Dynamite is 2 Explosive Dust + 1 Alcohol at the Formulation Bench once you have the Dynamite technology (30 red, 30 green). It stacks to 20, so craft both sticks in one go. Patch 1.007 says Dynamite can now be sold or destroyed, but no trader buys it, so do not make spares to sell.
Common mistakes
- Upgrading the Jeweler to Tier III with jewelry in your bag. Fine Jewelry drops from about 3 gold 57 silver to 1 bronze, and nobody else buys it.
- Building the stall you did not want. Only 7 of the 8 stall types fit. Decide before the seventh plot goes up; the Fish Stand is the easy cut.
- Banking scrolls with Linda below 40. Her one-off batches take 24 scrolls in total. Without Strings and Sinners done, Town quality sits at 44 while a stack of scrolls gathers dust.
- Earning Likes against a full cap. A Tier III shop takes up to 50 Likes of sales a week, but once your counter reaches Town quality, every extra Like vanishes. Repair houses before you push trading.
- Making kits the slow way. One Iron Ingot gives 1 Iron Kit I at the anvil and 4 at the factory Smithy with Hammer; Building Kit I costs 3 Brick at the workbench and 1 at the Auto-hammer bench. Several kits can also be bought from the Builder and the Furniture Maker.
- Forgetting the shop goods. Most Tier II and III upgrades want a shop-specific good on top of the kits: 40 Flax Thread and then 60 Fabric for the Tailor, 40 Cabbage and then 40 Onion for the Vegetable Stand, Flesh for the Baker, ciders and Grape Juice for the Tavern and Brewery.
- Buying the Builder talent for the wrong reason. Over 200 Building Kit I go into the houses alone, but the talent costs 6 to 7 Building points with its prerequisites and refunds only on Tier I shops and house repairs, never on Tier II or III. Count the points before you count the kits.
- Hunting for the sixteenth house. Players find no signpost for it. Fifteen is the whole job.
FAQ
Which market stall should I skip in Graveyard Keeper 2?
The Town has 8 market-stall shop types but only 7 Merchant Stalls plots, so one type is never built. Skip the Fish Stand: fish sell at a fixed price (an Eel tops out at 1 silver 92) and its upgrades cost fishing rods. Keep the Jeweler and the Alchemist, the two best money stalls. Patron of merchants counts plots, not shop types, so the choice never blocks the achievement.
How do you unlock more shops in Graveyard Keeper 2?
Tier I of every shop needs a Building technology: Market Stalls I (free from Linda's quest Safe Harbor) for the Apothecary, Vegetable Stand and Tailor, Market Stalls II for the Furniture Maker, Baker and Fish Stand, Market Stalls III for the Alchemist and Jeweler, Artisans I for the Builder and Smithy, and Artisans II for the Tavern and Brewery. All but Market Stalls I sit behind Conveyors, which needs Jack at 50 reputation. The plots themselves only appear as battles retake each district. Tiers II and III need materials only.
How do I get Green Scrolls in Graveyard Keeper 2?
Repair Town houses. Each pays once: 1 scroll for the Small House, 3 per House, 10 per Large House and 25 per Block, 180 in total across the 15 repairable houses. Hand them to Linda at the Dockside Club on Lust to raise Town quality.
How do I raise Town quality in Graveyard Keeper 2?
Town quality is 10 after Certificate, Please and 20 once the Port opens. After that it rises by 1 per Green Scroll that Linda turns into new residents. Her first batches are one-offs tied to her reputation (24 scrolls in all), and the repeatable exchange only opens at Linda reputation 40, after Strings and Sinners. The maximum is 200.
How many houses do you need for Urban Planner?
15: 1 Small House, 3 Houses, 7 Large Houses and 4 Blocks. The game also holds a fifth Block repair, but players find no signpost for it in the world, so 15 is the real maximum. The Blocks need late kits (Building Kit II, Furniture Kit II and Sculpture Kit II), and only about 6% of Steam players have the achievement.
Is it worth upgrading Town shops to tier III?
Usually yes. A tier III trader stocks more goods, earns 1 silver a day instead of 20 bronze, takes up to 50 Likes of sales a week instead of 15, and posts two more orders worth up to 75 Likes. The exception is the Jeweler: at tier III he pays 1 bronze for Fine Jewelry instead of about 3 gold 57 silver, so sell every piece first.