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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
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Barracks β trains infantry. (Stormfang can also train scouts here.)
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Stable β trains cavalry (and scouts for other tribes).
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Smithy β upgrades unit levels. Each level = +1.5% unit strength (level 20 β +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.
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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.
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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:
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.
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Rally Point β see below.
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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.
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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 β€ 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):
- Rider’s Wells (Embermark) β cheaper food & faster training for its cavalry.
- Thornsnare Grove (Verdant) β traps that capture attackers.
- Stormbrew Works (Stormfang) β attack bonus during a celebration.
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
- Resources Β· Culture Points Β· Research Β· Combat