Buildings

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Every building: its cost, size and what one whole building does.

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 building15
Gold per part2,500
Labor per part500
Gold for a whole building37,500
Labor for a whole building7,500
Upkeep per whole building19 gold per turn
Score per part2.5
Effect of one whole buildingAmount
Population housing2,500

Farms

Grow food. Very few people live on farms, so most farm workers must come from your villages.

Parts in a whole building5
Gold per part1,000
Labor per part100
Gold for a whole building5,000
Labor for a whole building500
Upkeep per whole building3 gold per turn
Score per part1
Effect of one whole buildingAmount
Food production (max, before race modifier)1,000
Population housing25

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 building5
Gold per part1,000
Labor per part100
Gold for a whole building5,000
Labor for a whole building500
Upkeep per whole building3 gold per turn
Score per part1
Effect of one whole buildingAmount
Food storage50,000
Food protection25,000

Barracks

Cheap, compact housing for troops and workers, plus storage for their gear. Barracks also cut your army's wages.

Parts in a whole building2
Gold per part1,000
Labor per part500
Gold for a whole building2,000
Labor for a whole building1,000
Upkeep per whole building1 gold per turn
Score per part10
Effect of one whole buildingAmount
Troop housing1,000
Weapon storage1,000
Armor storage1,000
Wage relief (gold off your army's wages each turn, at most half)250

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 building2
Gold per part2,000
Labor per part750
Gold for a whole building4,000
Labor for a whole building1,500
Upkeep per whole building2 gold per turn
Score per part15
Effect of one whole buildingAmount
Troop cover600

Guard Towers

Fortify your troops like outposts, and also let your rangers guard you against enemy spies, thieves and assassins.

Parts in a whole building2
Gold per part2,500
Labor per part1,000
Gold for a whole building5,000
Labor for a whole building2,000
Upkeep per whole building3 gold per turn
Score per part15
Effect of one whole buildingAmount
Troop cover500
Ranger screening100

Schools

A place for your scholars to study, making them more effective.

Parts in a whole building5
Gold per part2,500
Labor per part1,250
Gold for a whole building12,500
Labor for a whole building6,250
Upkeep per whole building6 gold per turn
Score per part2.5
Effect of one whole buildingAmount
Study modifier (all)0.02

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 building5
Gold per part2,500
Labor per part1,250
Gold for a whole building12,500
Labor for a whole building6,250
Upkeep per whole building6 gold per turn
Score per part5
Effect of one whole buildingAmount
Weapon storage5,000
Weapon protection2,500
Armor storage5,000
Armor protection2,500
War machine & deflector storage (total)1,000
War machine protection250
Deflector protection250

Vaults

Protect your gold from looting and raiding.

Parts in a whole building5
Gold per part3,000
Labor per part1,500
Gold for a whole building15,000
Labor for a whole building7,500
Upkeep per whole building8 gold per turn
Score per part3
Effect of one whole buildingAmount
Gold protection1,000,000

Cathedrals

A place for your people to pray, raising morale and mana, and to train your clerics.

Parts in a whole building25
Gold per part5,000
Labor per part2,500
Gold for a whole building125,000
Labor for a whole building62,500
Upkeep per whole building63 gold per turn
Score per part5
Effect of one whole buildingAmount
Cleric training space10,000
Mana modifier0.25
Morale modifier0.25

Smithies

Materials and tools on hand so your laborers build faster. Best for big projects such as castles.

Parts in a whole building15
Gold per part7,500
Labor per part3,500
Gold for a whole building112,500
Labor for a whole building52,500
Upkeep per whole building56 gold per turn
Score per part5
Effect of one whole buildingAmount
Build modifier0.10

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 building30
Gold per part10,000
Labor per part5,000
Gold for a whole building300,000
Labor for a whole building150,000
Upkeep per whole building150 gold per turn
Score per part15
Effect of one whole buildingAmount
Extra gold per turn20,000

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 building10
Gold per part1,000
Labor per part500
Gold for a whole building10,000
Labor for a whole building5,000
Upkeep per whole building5 gold per turn
Score per part2
Effect of one whole buildingAmount
Training space5,000

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 building50
Gold per part10,000
Labor per part10,000
Gold for a whole building500,000
Labor for a whole building500,000
Upkeep per whole building250 gold per turn
Score per part15
Effect of one whole buildingAmount
Extra gold per turn60,000
Morale modifier0.50

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 building70
Gold per part7,500
Labor per part2,500
Gold for a whole building525,000
Labor for a whole building175,000
Upkeep per whole building263 gold per turn
Score per part15
Effect of one whole buildingAmount
Mage housing30,000
Mage training space30,000
Mana modifier0.10
Study modifier (spells)0.35

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 building500
Gold per part25,000
Labor per part50,000
Gold for a whole building12,500,000
Labor for a whole building25,000,000
Upkeep per whole building6,250 gold per turn
Score per part40
Effect of one whole buildingAmount
Troop housing100,000
Fortification50,000
Training space25,000
Weapon storage100,000
Weapon protection25,000
Armor storage100,000
Armor protection25,000
War machine protection2,500
Deflector protection2,500
Gold protection10,000,000
Mana modifier3.50
Morale modifier1.00
Study modifier (all)1.00
Build modifier1.00

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.