How buildings work. You build parts, and each part uses one acre of land. A set number of parts makes one whole building. Every effect below is for one whole building; more wholes add up in a straight line. A partly built building counts at the square of its completed fraction (half built gives 25% of a whole one, 90% built gives 81%), so finish what you start.
Gold and Labor. Each part costs
Gold and
Labor. Labor is not a resource you hold: it is the construction work your kingdom can do. The Labor you can put into construction each turn is your
Laborers × your race's Construction modifier × your Construction study level × (1 + the
Build Modifier from Smithies and Castles) × any Watermills alliance improvement or collectable bonus. Build as many parts as your Labor and Gold both allow. The Build page in the game does this sum for you and shows how much you can build.
Villages
Housing for your people. Population pays your taxes, makes your mana and staffs market places and coliseums: one of the most important buildings in the game.
| Parts in a whole building | 15 |
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| Gold per part | 2,500 |
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| Labor per part | 500 |
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| Gold for a whole building | 37,500 |
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| Labor for a whole building | 7,500 |
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| Upkeep per whole building | 19 gold per turn |
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| Score per part | 2.5 |
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Farms
Grow food. Very few people live on farms, so most farm workers must come from your villages.
| Parts in a whole building | 5 |
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| Gold per part | 1,000 |
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| Labor per part | 100 |
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| Gold for a whole building | 5,000 |
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| Labor for a whole building | 500 |
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| Upkeep per whole building | 3 gold per turn |
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| Score per part | 1 |
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Each person can farm at most 3 food a turn. See the Races pages for each race's farming modifier.
Granaries
Store food so it isn't wasted, and keep part of it safe from thieves.
| Parts in a whole building | 5 |
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| Gold per part | 1,000 |
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| Labor per part | 100 |
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| Gold for a whole building | 5,000 |
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| Labor for a whole building | 500 |
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| Upkeep per whole building | 3 gold per turn |
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| Score per part | 1 |
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Barracks
Cheap, compact housing for troops and workers, plus storage for their gear. Barracks also cut your army's wages.
| Parts in a whole building | 2 |
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| Gold per part | 1,000 |
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| Labor per part | 500 |
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| Gold for a whole building | 2,000 |
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| Labor for a whole building | 1,000 |
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| Upkeep per whole building | 1 gold per turn |
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| Score per part | 10 |
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Outposts
Make your troops fight much better when you are attacked. Attackers usually weaken you first with spells, bombards, assassinations and raids, so fortifications are essential to a good defence.
| Parts in a whole building | 2 |
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| Gold per part | 2,000 |
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| Labor per part | 750 |
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| Gold for a whole building | 4,000 |
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| Labor for a whole building | 1,500 |
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| Upkeep per whole building | 2 gold per turn |
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| Score per part | 15 |
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Guard Towers
Fortify your troops like outposts, and also let your rangers guard you against enemy spies, thieves and assassins.
| Parts in a whole building | 2 |
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| Gold per part | 2,500 |
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| Labor per part | 1,000 |
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| Gold for a whole building | 5,000 |
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| Labor for a whole building | 2,000 |
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| Upkeep per whole building | 3 gold per turn |
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| Score per part | 15 |
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Schools
A place for your scholars to study, making them more effective.
| Parts in a whole building | 5 |
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| Gold per part | 2,500 |
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| Labor per part | 1,250 |
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| Gold for a whole building | 12,500 |
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| Labor for a whole building | 6,250 |
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| Upkeep per whole building | 6 gold per turn |
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| Score per part | 2.5 |
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Armories
Storage for weapons, armor, war machines and deflectors so they don't rust away, and protection for part of them from enemy thieves.
| Parts in a whole building | 5 |
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| Gold per part | 2,500 |
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| Labor per part | 1,250 |
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| Gold for a whole building | 12,500 |
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| Labor for a whole building | 6,250 |
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| Upkeep per whole building | 6 gold per turn |
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| Score per part | 5 |
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Vaults
Protect your gold from looting and raiding.
| Parts in a whole building | 5 |
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| Gold per part | 3,000 |
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| Labor per part | 1,500 |
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| Gold for a whole building | 15,000 |
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| Labor for a whole building | 7,500 |
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| Upkeep per whole building | 8 gold per turn |
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| Score per part | 3 |
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Cathedrals
A place for your people to pray, raising morale and mana, and to train your clerics.
| Parts in a whole building | 25 |
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| Gold per part | 5,000 |
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| Labor per part | 2,500 |
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| Gold for a whole building | 125,000 |
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| Labor for a whole building | 62,500 |
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| Upkeep per whole building | 63 gold per turn |
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| Score per part | 5 |
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Smithies
Materials and tools on hand so your laborers build faster. Best for big projects such as castles.
| Parts in a whole building | 15 |
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| Gold per part | 7,500 |
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| Labor per part | 3,500 |
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| Gold for a whole building | 112,500 |
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| Labor for a whole building | 52,500 |
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| Upkeep per whole building | 56 gold per turn |
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| Score per part | 5 |
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Market Places
Extra gold every turn, but each one needs people to run it. Often the backbone of a new kingdom's economy.
| Parts in a whole building | 30 |
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| Gold per part | 10,000 |
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| Labor per part | 5,000 |
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| Gold for a whole building | 300,000 |
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| Labor for a whole building | 150,000 |
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| Upkeep per whole building | 150 gold per turn |
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| Score per part | 15 |
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| Effect of one whole building | Amount |
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| Extra gold per turn | 20,000 |
Each whole market needs 10,000 housed population to run.
Training Fields
Room for your troops (not mages) to practise and slowly gain quality every turn.
| Parts in a whole building | 10 |
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| Gold per part | 1,000 |
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| Labor per part | 500 |
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| Gold for a whole building | 10,000 |
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| Labor for a whole building | 5,000 |
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| Upkeep per whole building | 5 gold per turn |
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| Score per part | 2 |
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Coliseums
Entertainment for your people (raises morale) and ticket sales for your treasury, if you have enough people to buy the tickets.
| Parts in a whole building | 50 |
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| Gold per part | 10,000 |
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| Labor per part | 10,000 |
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| Gold for a whole building | 500,000 |
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| Labor for a whole building | 500,000 |
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| Upkeep per whole building | 250 gold per turn |
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| Score per part | 15 |
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| Effect of one whole building | Amount |
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| Extra gold per turn | 60,000 |
| Morale modifier | 0.50 |
Each whole coliseum needs 50,000 housed population to fill it.
Mage Towers
Home for your mages (they can live in barracks, but hate it). Mages here train, study magic faster, and make extra mana.
| Parts in a whole building | 70 |
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| Gold per part | 7,500 |
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| Labor per part | 2,500 |
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| Gold for a whole building | 525,000 |
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| Labor for a whole building | 175,000 |
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| Upkeep per whole building | 263 gold per turn |
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| Score per part | 15 |
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Castles
The all-rounder. Castles don't house population, grow food or store food, but do a little of everything else, and fortify better than anything. They also add a lot of score, which can make you a target.
| Parts in a whole building | 500 |
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| Gold per part | 25,000 |
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| Labor per part | 50,000 |
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| Gold for a whole building | 12,500,000 |
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| Labor for a whole building | 25,000,000 |
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| Upkeep per whole building | 6,250 gold per turn |
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| Score per part | 40 |
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| Effect of one whole building | Amount |
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| Troop housing | 100,000 |
| Fortification | 50,000 |
| Training space | 25,000 |
| Weapon storage | 100,000 |
| Weapon protection | 25,000 |
| Armor storage | 100,000 |
| Armor protection | 25,000 |
| War machine protection | 2,500 |
| Deflector protection | 2,500 |
| Gold protection | 10,000,000 |
| Mana modifier | 3.50 |
| Morale modifier | 1.00 |
| Study modifier (all) | 1.00 |
| Build modifier | 1.00 |
Glossary: what the terms mean
- Population housing
- How many people your kingdom can house. Only housed people pay taxes, make mana and staff market places and coliseums. Villages (and, a little, farms) provide it.
- Troop housing
- Room for troops, scholars and laborers (mages can live in mage towers instead). When you are attacked, unhoused troops don't fight: your defenders fight at the share of them that is housed. Unhoused scholars (and mages) study at that share too.
- Food production / storage / protection
- Farms grow food, but each person in your kingdom can farm at most 3 food a turn, so farms need villages. Granaries store food; 50% of what they store is protected from thieves.
- Storage (weapons, armor, war machines)
- Equipment you have no storage for rusts away: you lose 10% of the unstored weapons or armor every turn, and war machines and deflectors rust too. Barracks, armories and castles store weapons and armor; only armories store war machines and deflectors.
- Protection
- The amount that is safe from enemy thieves (and, for gold, from raids too). Armories and castles protect weapons, armor, war machines and deflectors; vaults and castles protect gold; granaries protect food. War machines and deflectors get one tenth of the protection that weapons and armor do.
- Fortification & troop cover
- Defence only: when you are attacked, troops inside fortifications fight much harder. Each troop fortified in a castle adds +160% to its damage and absorption, and each troop covered by an outpost or guard tower adds +80% (equipment gets half those bonuses). Castles fill first; outposts and guard towers cover the rest. Mages, and laborers not manning war machines, don't count. It is averaged over your whole defending army, so cover for only some of your troops gives a smaller overall bonus.
- Ranger screening (guard towers)
- Rangers defend you against enemy spies, thieves and assassins. Guard towers greatly strengthen that defence for the rangers they can screen (one ranger per five housing places); screened rangers' covert defence rises by up to +500%. With no guard towers your rangers get none of this bonus.
- Training space
- Troops gain quality (experience) a little each turn if they have room to train. With training space for all of them they train at the full rate; with space for half, at half the rate. Mages train only in mage towers. Clerics train at full rate in cathedrals; clerics without a cathedral place train at half the training-field rate.
- Study Modifier (all) / (spells)
- Multiplies your scholars' research. (all) applies to every study, magic included (schools, castles). (spells) is added on top for Magic Skill and the six magic realms only (mage towers).
- Build Modifier
- Multiplies your laborers' construction power: +1.00 doubles it. See Gold and Labor.
- Mana Modifier
- Multiplies the mana your housed population produces each turn. The gain is under a square root, so it tails off as you add more.
- Morale Modifier
- Raises your kingdom's natural morale, which your morale drifts back toward each turn. Higher morale means a higher tax rate. Also under a square root: the first buildings help most.
- Wage relief
- Barracks take gold off your army's wages each turn, up to half of them.
- Upkeep
- Every building part costs a little gold each turn. If you can't pay your upkeep you start losing troops, equipment and buildings.
- Score
- Each part adds to your kingdom's score, which decides who can attack you. Big-score buildings (castles!) can make you a target.
A full Warfare guide, with the combat details behind fortification and screening, is planned for this wiki.