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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.
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