Advanced Buildings

These buildings are used to give your tribe a situational advantage in either science, defence, offence and may be crucial to your survival.

Churches

Adds protection against magic

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

Guard Houses

Adds protection against thievery

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

Laboratories

Produce research points for your alliance to invest in research

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

Walls

Adds to the defence of your military

Holds
  • 70 Citizens
  • 5 Citizens for Balrog
  • 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
  • 5 Citizens for Balrog and 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