Buildings

Your land set-up is something you will frequently change throughout the age, depending on the conditions your tribe is currently facing (eg. War, Growth, Dying, Killing, Alliance Research).

The standard building construction time is 4 months (4 server ticks) and each building requires wood and crowns to complete. Demolition is immediate, free and you do not receive any of the used resources back.

You should strive to keep your land 100% built upon at all times for the health and protection of your tribe. Most tribe leaders tend to work out what to build using percentages rather than absolute numbers.

Academies

Increase your mage level

Holds
  • 10 Citizens
  • 10 Citizens for Balrog
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
Effects
  • 1% increases Mage Level by 1
  • Mage level is capped at acres / 100
Exceptions
  • For Balrog and Dark Elf and Fairy and Light Elf and Templar and Tiefling and Wizard it is recommended to build no Academies

Barracks

Barracks are the logistical backbone of your military. Aiding in the training of new troops and organizing soldiers to perform military, and non military duties. They also house the military’s mages, and informants. In times of war they are filled with military units preparing to fight.

Holds
  • 80 Citizens
  • 45 Citizens for Dragon
  • 150 Citizens for Dwarf
Maximum Allowed
  • 20% of land maximum
Effects
  • 1% reduces military training costs by 0.75%
  • 1% reduces military upkeep by 1%
  • 1/10 Mana regen and storage of a Guild
  • 1/10 Plans regen and storage of a Hideout
Exceptions
  • Hobbit cannot build Barracks

Churches

Adds protection against magic

Holds
  • 10 Citizens
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
Maximum Allowed
  • 20% of land maximum
Effects
  • 20% blocks 70% of incoming spells

Farms

Produce food for your population

Holds Produces
  • 40 Citizens
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
  • 150 Citizens for Hobbit
  • 250 kgs of food per month
Exceptions
  • Dragon farms produce 60% of normal
  • For Hobbit it is recommended to build minimum 13% of Farms
  • For Mori Hai and Templar it is recommended to build minimum 10% of Farms
  • For Spirit it is recommended to build no Farms

Guard Houses

Adds protection against thievery

Holds
  • 10 Citizens
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
Maximum Allowed
  • 20% of land maximum
Effects
  • 20% blocks 70% of incoming thievery operations

Guilds

Generate and store mana

Holds
  • 10 Citizens
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
  • 25 Citizens for Eagle
Effects
  • Holds minimum(3, 0.5 + Tribe Size/1000) Mana

Hideouts

Generate and store thievery plans

Holds
  • 20 Citizens
  • 50 Citizens for Brittonian
  • 10 Citizens for Dragon
  • 90 Citizens for Dwarf
  • 15 Citizens for Eagle
Effects
  • Holds minimum(3, 0.5 + Tribe Size/1000) Plans
Exceptions
  • For Mori Hai it is recommended to build no Hideouts unless needed

Homes

Provide housing for military and citizens

Holds
  • 300 Citizens
  • 400 Citizens for Brittonian
  • 175 Citizens for Dragon
  • 350 Citizens for Raven
Maximum Allowed
  • 30% of land maximum
  • Cannot be demolished to less then 66.66% of maximum
Exceptions
  • Balrog can have a maximum of 15% Homes
  • Dwarf cannot build Homes
  • Mori Hai and Templar can have a maximum of 45% Homes
  • For Balrog it is recommended to build minimum 15% of Homes
  • For Mori Hai and Templar it is recommended to build minimum 45% of Homes

Laboratories

Produce research points for your alliance to invest in research

Holds Produces
  • 10 Citizens
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
  • 1 Research Point per month

Mines

Produce crowns for your tribe

Holds Produces
  • 40 Citizens
  • 5 Citizens for Dragon
  • 140 Citizens for Dwarf
  • 400 crowns per month
Exceptions
  • Dragon mines produce 60% of normal
  • Light Elf mines produce 150% of normal

Temples

Train Priests. Priests Increase your offence and defence. Priests also increases the production from your Farms, Mines and Yards. Priests pay taxes just like Citizens.

Holds Produces
  • 10 Citizens
  • 80 Citizens for Dark Elf
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
  • 1 Priest per month, up to 10 PPA
Maximum Allowed
  • 20% of land maximum
Effects
  • Priests increase your offence and defence. 1% per priest per acre
  • Priests increases the production of your Farms, Mines and Yards. 2% per priest per acre
  • Priests pay taxes just like Citizens

Walls

Adds to the defence of your military

Holds
  • 70 Citizens
  • 35 Citizens for Dragon
  • 90 Citizens for Dwarf
Maximum Allowed
  • 20% of land maximum
Effects
  • 1% Increases defence by 1%
  • 1% Reduces combat losses when defending by 1%
  • 1% Increases combat losses to attackers when defending by 3%
  • 20% Decreases building damage taken on destructive attacks by 62.5%
  • 1% reduces military upkeep of Defensive Specialists by 3% and Elites by 1%

Weaponries

Adds to the offensive capabilities of your military

Holds
  • 10 Citizens
  • 10 Citizens for Balrog
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
  • 85 Citizens for Viking
Maximum Allowed
  • 20% of land maximum
Effects
  • 1% increases offence by 1%
  • 1% increases self gains from Military Exercises by 1%
  • 1% reduces military upkeep of Offensive Specialists by 3% and Elites by 1%
Exceptions
  • Balrog cannot build Weaponries

Yards

Produce logs for your tribe

Holds Produces
  • 40 Citizens
  • 5 Citizens for Dragon
  • 90 Citizens for Dwarf
  • 25 logs per month
Exceptions
  • Dragon yards produce 60% of normal
  • Light Elf yards produce 150% of normal