| 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%. |
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| Human Buildings Differences |
| Name |
Land |
Function |
House (Home) |
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| 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) |
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Mourning Hall (Court House) |
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Orchard (Farm) |
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| 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%) |
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| 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 |
|
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| Shinobi Buildings Differences |
| Name |
Land |
Function |
|
| Barbarian Buildings Differences |
| Name |
Land |
Function |
Longhouse (Home) |
Tundra |
|
| Frost Temple |
|
Barbarians cannot build Frost Temples |
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| 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 |
|
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| Elemental Buildings Differences |
| Name |
Land |
Function |
Dark Temple (Home) |
Swamp |
|
| Slave Pit |
|
Elemental cannot build Slave Pit. |
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| Troll Buildings Differences |
| Name |
Land |
Function |
| Home |
|
Trolls cannot build homes |
| Tavern |
Highland |
|
Altar of Justice (Court House) |
Highland |
|
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| Minotaur Buildings Differences |
| Name |
Land |
Function |
Maze (Home) |
Highland |
|
| Guild Quarter |
|
Minotaur cannot build Guild Quarter |
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| 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) |
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