AI-Generated

Buildings

Buildings occupy plots in a village. This is an index of the buildings named in the source, grouped by role. Some have their own dedicated articles; complex ones are detailed inline here.

Resource buildings

The mandatory resource fields and their boosters β€” see Resources:

  • Woodcutter (Lumber), Quarry (Stone), metal mine (Metal), Farm (Food/crop).
  • Sawmill β€” boosts Lumber. Mill and Bakery β€” boost Food/crop. (Crop fields, Mill, and Bakery can always be upgraded even under crop lock.)

Core / storage

Town Hall

The central building (renamed from “Main Hall” in update 15/05).

  • Its level determines how many building-queue slots you have; you gain an extra slot at levels 5, 10, 15, 20.
  • Restricts the research/upgrade queue for army units.
  • Used to upgrade a village into a City and to demolish buildings (level 10 required).
  • Has a Resources tab showing a production breakdown (added 30/07).

Warehouse & Granary

Store Lumber/Stone/Metal (Warehouse) and Food (Granary). Storage capacity does not scale with world speed β€” a level-20 Warehouse holds 80,000 at any speed.

Great Buildings

Larger versions with 3Γ— the storage, used mainly to store the ~1,000,000 of each resource needed for the endgame:

  • Great Warehouse / Great Granary β€” require the Great Storage Plan artefact to build and to keep upgrading (the artefact is needed for every level; lose it and you can’t level up further, and a queued upgrade is cancelled). In Ancient Monument villages they have 3Γ— more capacity again.
  • Great Barracks / Great Stable (“GB/GS”) β€” a second, non-capital barracks/stable for building large “hammer” armies. (A research keystone gives an equivalent “twin barracks” without using a plot.)

Military

  • Barracks β€” trains infantry. (Stormfang can also train scouts here.)

  • Stable β€” trains cavalry (and scouts for other tribes).

  • Workshop β€” builds siege (rams and catapults).

  • Smithy β€” upgrades unit levels. Each level = +1.5% unit strength (level 20 β‰ˆ +30%); Smithy upgrades also increase ram and catapult damage to buildings. The Smithy shows your own researched units’ stats per level. A level-20 catapult upgrade takes ~18 hours. You cannot refund/downgrade a Smithy upgrade past level 20.

  • Academy β€” the research building for units and the tech tree (max level 20). Also gives good CP. Destroying it does not un-research anything (units stay researched forever). Needed at level 15 to build the Herbalist, and at level 20 (with Residence/Palace 20) to build leaders/chiefs.

  • Watch Tower β€” the game’s wall / defensive building (under the military tab). Adds flat defense and a percentage defense bonus, with per-tribe stats:

    TribeDurabilityFlat defenseDef bonus @ lvl 20
    Embermark1Γ—+200+80.6%
    Verdant2Γ—+160+63.9%
    Stormfang5Γ—+120+48.6%

    You can queue and hire multiple Guards in the Watch Tower at once. In a City, Watch Tower Guards add up to +20% defense. The Watch Tower does NOT reveal incoming units (only Rally Point level does that). Ancient Stronghold/Monument villages cannot build a Watch Tower.

  • Rally Point β€” see below.

  • Herbalist (“hospital”) β€” heals fallen troops. See Combat β†’ Herbalist. In short: heals up to 40% of fallen units; siege, leaders, and settlers cannot be healed; healing costs half the resources and time of re-training in a Barracks/Stable of the same level as the Herbalist; requires Academy level 15.

  • Bannerfield β€” increases troop travel speed for the part of a journey beyond 20 tiles (added 03/06).

Rally Point

Controls sending and receiving troops.

  • Its level limits the number of concurrent attacks/raids you can have in flight, and it determines incoming-attack visibility: you see the count and type of incoming attacks only if the number of incoming attacks is ≀ your Rally Point level (this is the fake system; research can raise the threshold). See Combat.
  • Home to the Wave Builder, Combat Simulator access, catapult targeting, map presets, and troop-movement filters.

Expansion & utility

  • Residence / Palace β€” trains Settlers and leaders; gives expansion slots; shows CP. Only a Palace can switch the capital.
  • Embassy β€” join/create alliances and make personal pacts. Cheap and high-CP, so often leveled for faster expansion.
  • Marketplace β€” trade resources, set trade routes, and use the Quartermaster 3:1 exchange. Trade Office β€” increases merchant carry capacity (percentage-based; doubled for Embermark).
  • Festival Grounds β€” hosts celebrations (Tea Party / Grand Ball) for Culture Points.
  • Expedition Camp β€” required to claim/manage Wilder Sites; claim slots unlock at levels 5, 10, 15 (was 10/15/20 before 24/07). Cannot be demolished while the village owns active Wilder Sites; if catapulted to destruction you lose those Wilder Sites.
  • Treasury β€” holds an artefact. A level-10 Treasury holds a Small artefact; a level-20 Treasury holds a Large or Unique artefact. A village can hold exactly one artefact.
  • Shelter (cranny) β€” hides resources from raids. Hidden amount is shown as a total (not per resource). Verdant shelters hide +50%. Multiple Shelters combine (you can see the combined hidden total). The Shadow Veil artefact greatly boosts Shelter capacity. (To build multiple copies of the same building β€” e.g. Shelters β€” only one previous copy needs to be max level, per update 06/06.)
  • Stonemason’s Lodge β€” a capital-only building (removed if you move your capital away).

Tribe-unique buildings

Each is buildable by only one tribe (but visible to all):

Endgame

  • Ancient Monument β€” built only in special Ancient villages; raising it to level 100 wins the world.

Rebuilding

When a building is destroyed you can rebuild it with a building-speed bonus up to its previous level (base +25%, higher with the Reconstruction Crews research). A siege-destroyed level-0 building/field leaves “rubble” worth ~10% of its build cost, collectable by the defender.

See also