Code-Verified

Buildings

Buildings occupy village-center plots; resource fields use separate fixed positions. The in-game level overview beside an upgrade button is the definitive source for per-level costs, population, Culture Points, duration, and effects.

Manual demolition requires Town Hall level 10. It removes one level and normally refunds one-third of the resources spent on that level; Material Salvage research raises the refund to 35% / 40% / 45%.

Resource and storage buildings

  • Lumberyard, Quarry, Foundry, Farm: the four resource fields.
  • Sawmill, Brickyard, Forge, Mill, Bakery: percentage production enhancers. Industrial Expansion can raise their level cap from 5 to 6 / 7 / 8.
  • Warehouse and Granary: a level-20 building stores 80,000 of each applicable resource. Cities may raise them to level 22.
  • Great Warehouse and Great Granary: level-20 capacity is 240,000. A normal village needs an active Great Storage Plan; an Ancient Stronghold or Ancient Wonder village has access without that artefact. Losing access blocks further upgrades but does not remove the building.

Town Hall

The Town Hall speeds construction and controls the shared upgrade/pre-queue capacity. Queue capacity is 3 at levels 0–4, then 4 at level 5, 5 at level 10, and 6 at level 15; level 20 remains at 6. Queue Planning research can add three more slots.

Embermark splits active work between building and field queues. Second Work Crew allows two active upgrades for other tribes and three for Embermark through the split queues.

Town Hall level 10 enables demolition. A City requires Town Hall 20 and Academy 10.

Military buildings

  • Barracks, Stable, Workshop: train infantry, cavalry, and siege. Stormfang’s scout is trained in the Barracks.
  • Great Barracks and Great Stable: non-capital secondary training buildings. Twin Barracks research instead permits one additional normal Barracks or Stable.
  • Smithy: buys per-unit attack and defense ranks. The effect is non-linear and depends on the unit’s base statistic and upkeep; it is not a flat 1.5% per level. Siege upgrade damage uses a separate 1.0205-per-rank multiplier. Advanced Smithy raises unit-rank caps to 21 / 22 / 23 while the building stays capped at 20.
  • Academy: researches units and opens the village research tree. Destroying it does not revoke completed research. Academy 15 is required for an Herbalist, Academy 20 for leader training, and Academy 10 for a City upgrade.
  • Watch Tower: provides flat defense, a multiplicative troop-defense bonus, and tribe-specific ram durability. At level 20: Embermark has +200 flat and 1.03²⁰ defense with 1× durability; Verdant +160 and 1.025²⁰ with 2× durability; Stormfang +120 and 1.02²⁰ with 5× durability.
  • Herbalist: stores and heals eligible wounded infantry/cavalry. Base recovery is 40%; Field Medicine raises it to 45% / 50% / 55%. Siege, settlers, and leaders are not recoverable.
  • Bannerfield: speeds only the portion of troop travel beyond 20 tiles.

Rally Point

The Rally Point controls dispatch, incoming visibility, Wave Builder, Operation Plans, combat simulation, siege targeting, troop routes, and movement views. Its level supplies the base concurrent hostile-mission limit. Campaign Orders adds 2 / 4 / 6.

Incoming troop composition is revealed when the incoming count is within the effective threshold. Signal Fires raises the defender threshold; Masking Drills lowers it for missions from the researched attacker village.

Expansion, trade, and utility

  • Residence / Palace: provide expansion slots, loyalty regeneration, settlers, and leaders. Only one Palace is allowed per profile and it can change the capital.
  • Embassy: level 3 supplies the six-member alliance base capacity and manages personal pacts.
  • Marketplace / Trade Office: merchants, offers, routes, Quartermaster, and carry-capacity upgrades.
  • Festival Grounds: Tea Parties and Grand Balls for Culture Points.
  • Expedition Camp: Wilder Site slots at levels 5 / 10 / 15; Frontier Command adds one.
  • Treasury: one artefact per village. Small artefacts require level 10, Large level 15, and Unique level 20.
  • Shelter: hides resources from attacks and raids. Verdant capacity is 50% higher. Shield Cracker research can steal 10% / 20% / 30% of otherwise protected resources on a successful raid.
  • Stonemason’s Lodge: capital-only building durability.

Tribe buildings

  • Rider’s Wells: 1% faster cavalry training per level; removes one Food upkeep from Sentinel at 10, Sun Rider at 15, and Crimson Lancer at 20.
  • Thornsnare Grove: trains traps and permanently speeds outgoing reinforcements as lifetime captures reach speed-scaled thresholds.
  • Stormbrew Works: capital-only; an active Stormbrew Celebration grants 1% attack per level profile-wide, while randomizing catapult targets and halving leader persuasion.

Ancient Monument villages

Ancient Strongholds and Ancient Wonders reserve a fixed Monument slot, remove seven normal plots, cannot build a Watch Tower, Residence, Palace, or Treasury, and cannot become Cities. Construction there takes half the normal time. Great storage is available without a plan, but its capacity is the normal Great-storage capacity.

Rebuilding

Catapult-damaged levels can be rebuilt at a base time multiplier of 0.75 (25% faster) up to the remembered level. Reconstruction Crews improves this to 0.65 / 0.50 / 0.35. A fully destroyed building or field leaves rubble worth 10% of the destroyed investment; Material Salvage raises this to 15% / 20% / 25%.

See also