| 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. |
| 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 1.8 * Laboratory%. |
|
| Human Buildings Differences |
| Name |
Land |
Function |
House (Home) |
|
|
|
| Coven Buildings Differences |
| Name |
Land |
Function |
| Farm |
|
Covens cannot build Farms |
| Gold Mine |
|
Covens cannot build Gold Mines |
| Home |
Swamp |
|
| Laboratory |
Tundra and Swamp |
Coven can build Laboratories on both Tundra and Grassland |
|
| Shinobi Buildings Differences |
| Name |
Land |
Function |
|
| Dwarf Buildings Differences |
| Name |
Land |
Function |
Mountain Hall (Home) |
Mountain |
|
Blacksmith (Sawmill) |
Forest |
Blacksmith reduces training cost of Longbeards, Axe Man, Ironbreaker and Berserker with 1.5*Blacksmith% to max 30% reduction. No lumber is produced instead up to 50 iron ore is produced based on your defense per acre / 4. |
|
| Elemental Buildings Differences |
| Name |
Land |
Function |
Dark Temple (Home) |
Swamp |
|
| Slave Pit |
|
Elemental cannot build Slave Pit. |
|
| Elf Buildings Differences |
| Name |
Land |
Function |
| Gold Mine |
|
Elves cannot build Gold Mines |
| Iron Mine |
|
Elves cannot build Iron Mines |
| Diamond Mine |
|
Elves cannot build Diamond Mines |
| Guild Quarter |
|
Elves cannot build Guild Quarters |
Forest Enclaves (Home) |
Forest |
|
Woodlot (Sawmill) |
|
|
Enchanted Stone (Spire) |
Forest |
|
Secluded Grove (Academy) |
Forest |
|
|
| Flameweaver Buildings Differences |
| Name |
Land |
Function |
Cave (Home) |
Mountain |
|
| Tavern |
Mountain |
|
Criminal Incinerator (Court House) |
|
|
|
| Vampire Buildings Differences |
| Name |
Land |
Function |
Mansion (Home) |
Highland |
|
| Tavern |
Highland |
|
|
| Amazon Buildings Differences |
| Name |
Land |
Function |
Hidden Keep (Home) |
Forest |
|
| Guild Quarter |
|
Amazons cannot build Guild Quarter |
|
| Frostzorb Buildings Differences |
| Name |
Land |
Function |
Igloo (Home) |
Tundra |
|
Jail (Court House) |
Tundra |
|
| Tavern |
Tundra |
|
| Farm |
Tundra |
|
| Laboratory |
Mountain |
|
| Slave Pit |
|
Frostzorb cannot build Slave Pits |
|
| Dark Elf Buildings Differences |
| Name |
Land |
Function |
Den (Home) |
Mountain |
|
| Diamond Mine |
|
Dark Elf cannot build Diamond Mines |
Ritual Chamber (Guild Quarter) |
|
Guild Quarter bonuses and sets resources gained through sacrifice at Chamber%*1.5, with a maximum of 30%. |
|
| Goblin Buildings Differences |
| Name |
Land |
Function |
Tribunal (Court House) |
Tundra |
|
| Alchemy |
|
Goblins cannot build Alchemies |
War Academy (Academy) |
Tundra |
|
Burrow (Home) |
Highland |
|
| Diamond Mine |
|
Goblins cannot build Diamond Mines |
| Guild Quarter |
Mountain |
Reduces price on mages, spies, workers by 3 * 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%. |
| Hospital |
Mountain |
|
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