Replace the building that produces the unwanted good

You can change settlement production in County of Fortune by demolishing a building and constructing a different one in its place. The official FAQ explicitly includes the settlement's starter building in that option. You can therefore repurpose an existing settlement instead of assuming its original product is permanent.

The official County of Fortune demo FAQ describes this as changing what a settlement produces, without requiring you to restart the county.

Check what the replacement will need

Choose the new production with the settlement's location and supply in mind. Starting-building placement depends on the resource area, while workshops need their production inputs to reach them.

That means an available slot does not guarantee a working replacement. A resource producer still needs access to the relevant resource, and an input-dependent workshop still needs a supply chain. The updated interface helps with production-chain tooltips and missing-input warnings.

Also check what the old building supplies. If it produces a food, equipment good or guild resource that other settlements are using, removing it changes that supply. Arranging an alternative producer before demolition is a planning precaution based on those dependencies, rather than a required demolition order.

Demolish and rebuild in the existing settlement

Use the building's demolition option to remove the production you no longer want, then construct the replacement in its place. This applies even when the unwanted production came from the building originally used to found the settlement.

The FAQ does not give a universal resource refund, rebuilding cost or completion time for this change. Read the current construction requirements rather than assuming demolition returns everything needed for the replacement.

You may have another option if the settlement needs both products: supply equipment to unlock another building slot. For the first Peasant equipment need, wooden chests or wool tunics unlock the second slot. You can then add production without necessarily removing the original building.

Reconnect production to the region's needs

After changing a building, check its required inputs and the deliveries its output is meant to supply. Within a region, roads should connect the settlements' central market squares. Selecting a receiving food recipe or equipment need enables automatic distribution when enough goods are available.

If the settlement's new role no longer fits its mayor, compare the available production bonuses. The October demo's mayor rework removes the penalty for swapping mayors between settlements, so an existing mayor elsewhere may be a better match for the replacement industry.

FAQ

Can I replace the building that founded the settlement?

Yes. The official FAQ specifically says the starter building can be demolished and another building put in its place.

Do I have to remove a building to produce another good?

Not always. Equipment can unlock another building slot, allowing additional production alongside the existing building.

Does changing production automatically supply the new workshop?

No. Check its input requirements, available resources and connection to suppliers. A new building does not create the goods it consumes.