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| Smithy | | Smithy | ||
| Animist's Guild | | Animist's Guild | ||
| Cavalry, Centaurs, Doom Drakes, Dragon Turtles, Horsebowmen, Stag Beetles, Wolf Riders | | Cavalry, Centaurs, Doom Drakes, Dragon Turtles, Horsebowmen, Stag Beetles, War Mammoths, Wolf Riders | ||
| City must have grassland squares | | City must have grassland squares | ||
| Dwarves, Halflings | | Dwarves, Halflings |
Revision as of 19:29, 28 December 2011
This page contains a list of all available building in the game. Note that, depending on your race, some buildings may not be available. Note also that some buildings have terrain requirements.
All bonuses to gold, production, growth, mana, research and unrest are additive.
Cities can also build Housing and Trade Goods. These functions transform the production into population growth and gold, respectively.
Name | Cost | Upkeep | Needed | Allows Buildings | Allows Units | Effects | Banned Races |
Alchemist's Guild | 250 | 3 | Sage's Guild | Wizard's Guild | - | +3 mana, new units receive magic weapons | Gnolls, Trolls, Lizardmen, Klackons |
Animist's Guild | 300 | 5 | Stables, Temple | Fantastic Stables | Manticores, Rangers | Farming rate +1, -1 unrest, Increased healing, Nightshade | Barbarians, Dwarves, Draconians, Lizardmen, Klackons, Halflings, Gnolls |
Armorer's Guild | 350 | 4 | Fighter's Guild | Fantastic Stables, War College | Elven Lords, Golem, Minotaurs, Paladins, Stag Beetle, War Mammoths | - | Lizardmen, Halflings |
Armory | 80 | 2 | Barracks, Smithy | Fighter's Guild, Maritime Guild | Halberdiers, Slingers | - | - |
Bank | 250 | 3 | Marketplace, University | Merchant's Guild | - | +50% gold | Gnolls, Trolls, Lizardmen, Klackons, Barbarians, Dwarves, Halflings |
Barracks | 30 | 1 | - | Armory | Allows troops beyond Spearmen | - | - |
Builder's Hall | 60 | 1 | - | City Walls, Granary, Library, Miner's Guild, Shrine | Engineers | - | - |
Cathedral | 800 | 4 | Parthenon | - | Paladins | +4 mana, -1 unrest | Barbarians, Dwarves, Dark Elves, Lizardmen, Klackons, High Elves, Gnolls |
City Walls | 150 | 2 | Builder's Hall | - | - | Detection 3, Walls in combat | - |
Fantastic Stables | 600 | 6 | Animist's Guild, Armorer's Guild, Stables | - | Griffins, Nightmares, Pegasi, Wyvern Riders | - | High Men, Barbarians, Dwarves, Draconians, Lizardmen, Klackons, Halflings, Beastmen, Gnolls, Trolls |
Farmer's Market | 100 | 2 | Granary, Marketplace | - | - | +3 food, +30 growth | - |
Fighter's Guild | 200 | 3 | Armory | Armorer's Guild | Beserkers, Hammerhands, Javelineers, Nightblades, Pikemen, War Trolls | New units start at Regular | - |
Forester's Guild | 200 | 2 | Sawmill | - | - | +2 food, +25% production | - |
Granary | 40 | 1 | Builder's Hall | Farmer's Market | - | +2 food, +20 growth | - |
Library | 60 | 1 | Builder's Hall | Sage's Guild | - | +2 research | Gnolls, |
Maritime Guild | 400 | 4 | Armory, Shipyard | - | Warships | - | Beastmen, Dwarves, Klackons, Nomads, Trolls |
Marketplace | 100 | 1 | Smithy | Farmer's Market, Bank | - | +50% Gold | |
Mechanician's Guild | 600 | 5 | Miner's Guild, University | - | - | +50% production | Draconians, Lizardmen, Trolls |
Merchant's Guild | 600 | 5 | Shipyard, Bank | - | - | +100% gold | Beastmen, Dwarves, Klackons, Trolls |
Miner's Guild | 300 | 3 | Builder's Hall | Mechanician's Guild | Steam Cannon | +50% production, +50% to bonus resources, city must have mountains or hills | Draconians, Lizardmen, Trolls |
Oracle | 500 | 4 | Parthenon, University | - | - | Detection 4, -2 unrest | Barbarian, Dwarves, Gnolls, Halflings, High Elves, Klackons, Lizardmen, Trolls |
Parthenon | 400 | 3 | Temple | Cathedral, Oracle | Priests | +3 mana, -1 unrest (and no nightshade?) | Dwarves, Gnolls, High Elves, Klackons, Lizardmen |
Sage's Guild | 120 | 2 | Library | Alchemist's Guild, University | - | +3 research, Nightshade (really? double-check) | Gnolls, Klackons, Lizardmen, Trolls |
Sawmill | 100 | 2 | Smithy | Forester's Guild, Shipyard | Bowmen, Longbowmen | +25% production to forest squares, city must have forest squares | |
Ship Wright's Guild | 100 | 1 | - | Shipyard | Triremes | City must have water access | |
Shipyard | 200 | 2 | Sawmill, Shipwright's Guild | Maritime Guild, Merchant's Guild | Air Ships, Galleys | - | Beastmen, Dwarves, Klackons, Trolls |
Shrine | 100 | 1 | Builder's Hall | Temple | Shamans | -1 mana, -1 unrest, Nightshade | |
Smithy | 40 | 1 | - | Marketplace, Sawmill, Stables | Swordsmen | - | - |
Stables | 80 | 2 | Smithy | Animist's Guild | Cavalry, Centaurs, Doom Drakes, Dragon Turtles, Horsebowmen, Stag Beetles, War Mammoths, Wolf Riders | City must have grassland squares | Dwarves, Halflings |
Temple | 200 | 2 | Shrine | Animist's Guild, Parthenon | - | +2 mana, -1 unrest, Nightshade | Klackons |
University | 300 | 3 | Sage's Guild | Oracle, War College, Wizard's Guild, Bank | - | +5 research | Barbarian, Dwarves, Gnolls, Halflings, Klackons, Lizardmen, Trolls |
War College | 500 | 5 | Armorer's Guild, University | - | - | New units start as Veteran | Barbarian, Beastmen, Dwarves, Gnolls, Halflings, Klackons, Lizardmen, Trolls |
Wizard's Guild | 1000 | 5 | Alchemist's Guild, University | - | Magicians, Warlocks | -3 mana, +8 research | Barbarian, Dwarves, Gnolls, Halflings, Klackons, Lizardmen, Nomads, Trolls |