Home Guide Forum Archive
Overview FAQ Introduction Land Buildings & Population Improvements
Races Race by Race Military Faiths Heroes Mages & Spies
Government Realm Options The Law
Buildings & Population
There are many different structures that can be built in the world of Elveron. Each structure has a specific function, ability, and/or bonus. These effects are listed in the tables below. The "Buildings - Overview" table tells of the structures and their effects that are common to all the races of Elveron. However, some races cannot build all structures, and some structures have a completely different effect for a specific race, these differences are enlisted in each race's individual table below the first Structure Overview table. The individual race tables only show the differences from the common structures used by all races.

Almost all structures cost an amount of gold and lumber to construct. Constructing a building takes 12 hourchanges to complete. If the population of your kingdom is corrupt they will try to steal extra resources and overprice their labor, thus increasing the cost of buildings to a certain degree. (see "The Guide: Improvements")

Structures can also be destroyed if they do not satisfy the needs of the kingdom. There is a link to the "Destruction page" on the "Construction page". Destroying a building is slightly more expensive than building it in terms of gold cost.

It is extremely important to have a thriving economy so that your kingdom can afford to train its military! Gold is mined out of gold mines, but also collected in taxes from your peasants and workers (The 7th military unit). You collect 2.6 gold from every Peasant every hour from taxes, and 3.5 gold from every Worker every hour in production and taxes (Workers in training still pay the same amount as a Peasant in taxes each hour). In addition to Peasants and Workers, there are Slaves. Each Slave makes 3.2 gold every hour. All citizens (including military) eat 0.3 bushels of food every hour. Slaves do not get to eat any food at all since they are considered lower than all other inhabitants of your kingdom.

Population
Each acre of land houses 10 citizens
Each building houses an additional 10 citizens (10+10=20)
Each Academy houses an additional 5 citizens (10+10+5=25)
Each Home houses an additional 20 citizens (10+10+20=40)
Slaves: Slaves live in slavepits, 1% of your slaves dies every hourchange due to mistreatment and starvation


Buildings - Overview
Name Land Function
Farm Grassland +100 food/h per farm.
Home Grassland +20 extra citizens per home.
Diamond Mine Highland +10 diamonds/h per mine.
Gold Mine Mountain +60 gold/h per mine.
Iron Mine Mountain +110 iron ore/h per mine.
Tower Swamp +50 magic dust/h per Tower.
Frost Temple Tundra Reduces attacking time, and incoming land, by Frost Temple% * .25 to max 6 hours. Attacking time can never be less than 6 hours.
Guild Quarter Highland Reduces price on mages, spies, workers by 2.5 * Guild% to a max 50% cost reduction. Rate of price reduction is scaled down for units worth less than 1 spy or mage. Increases trainable workers per hour with 10 * Guild%.
Tavern Forest Increases offense and defense with 0.70 * Tavern% (no max).
Court House Grassland Reduces corruption by 2 * CourtHouse%.
Sawmill Forest +115 lumber/h per sawmill.
Alchemy Grassland Increases kingdom improvements with 2.5 * Alchemy%. Increases your realm improvements with 1.5 * Alchemy%.
Slave Pit Tundra Houses max 50 slaves. Do not house citizens in either the building or on the barren land it's built upon. Slavepits are initially empty and slaves are gained trough the kidnap operation or the raid attack.
Spire Tundra Successful offensive spyops and magical spells against kingdom have a chance of getting reflected back 1 - 0.75^Spire% (90% max) of the times. Increases spy and magic power by 2.5 * Spire% (no max)
Academy Grassland Increases chance of gaining a hero in battle with 7 * Academy%. Increases XP gain in all battles won except quests by 3.5 * Academy%. Increases the chance to find items in quest with Academy% to max 20%. Decreases hero mortality by Academy% * 4.0 (no max).
Hospital Highland Reduces military casualties by Hospital% * 5 to max 50%
Laboratory Tundra Increase kingdom improvements with 3.5 * Laboratory%.


Human Buildings Differences
Name Land Function
House
(Home)


Tollspry Buildings Differences
Name Land Function
Gold Mine Tollsprys cannot build Gold Mines
Iron Mine Tollsprys cannot build Iron Mines
Slave Pits Tollsprys cannot build Slave Pits
Diamond Mines Tollsprys cannot build Diamond Mines
Guild Quarters Tollsprys cannot build Guild Quarters
Tuning Hall Highland Increases worker train rate by Tuning Hall% * 30 to a max of 300%. Increases peasant growth rate by Tuning Hall% * 0.5.
Song Hive
(Home)
Mourning Hall
(Court House)
Orchard
(Farm)


Gryphon Buildings Differences
Name Land Function
High Nest
(Home)
Mountain
Low Nest
(Home)
Highland
Hunting Ground
(Farm)
Grassland
Hunting Area
(Farm)
Forest
Hunting Spot
(Farm)
Swamp
Court House Mountain
Tavern Tundra
Merchant Guild Highland Increases production of all production buildings, except Gold Mines, by Merchant Guild%, Increases population and gold production by .5(Merchant Guild%)


Sylvan Buildings Differences
Name Land Function
Grove
(Home)
Forest
Growth Temple
(Frost Temple)
Forest
Sawmill Sylvans cannot build Sawmill
Iron Mine Sylvans cannot build Iron Mine
Tavern Mountains


Shinobi Buildings Differences
Name Land Function


Barbarian Buildings Differences
Name Land Function
Longhouse
(Home)
Tundra
Frost Temple Barbarians cannot build Frost Temples


Animator Buildings Differences
Name Land Function
Warehouse Tundra Reduces decay by 0.5 * Warehouse%. Each warehouse employs 35 Collectors. Do not house citizens in either the building or on the barren land it is built upon.
Processor Tundra Increases food, lumber, iron ore, magic dust and diamond production by 2.7 * Processor%


Vampire Buildings Differences
Name Land Function
Mansion
(Home)
Highland
Tavern Highland


Elemental Buildings Differences
Name Land Function
Dark Temple
(Home)
Swamp
Slave Pit Elemental cannot build Slave Pit.


Troll Buildings Differences
Name Land Function
Home Trolls cannot build homes
Tavern Highland
Altar of Justice
(Court House)
Highland


Minotaur Buildings Differences
Name Land Function
Maze
(Home)
Highland
Guild Quarter Minotaur cannot build Guild Quarter


Dark Dwarf Buildings Differences
Name Land Function
Mountain Hall
(Home)
Mountain
Spider Slavery
(Slave Pit)
Forest Houses 50 slaves, No citizens and 75 spiders. 2 Spider Slaverys train one spider each hour.
Web Filled Cave Mountain Houses 300 spiders, No citizens or slaves.
Tavern Houses 10 spiders. Increases offense and defense with 0.70 * Tavern% (no max).
Altar of Justice
(Court House)