Wiki · Buildings
Twenty buildings, one city.
Civic halls, producers, war yards, harbor works and industry. Filter by district, or compare every building at a glance.
Rules from game revision 999310651f, checked 5 October 2026, plus 5 updates and corrections checked against e737bc7.
Civic

Town Center Hall
Every city starts with this building at level 1. Its village overview also shows production, storage, defense health, support bonuses, and effective training reductions.

Warehouse
Wood, Food, Stone, Metal, and Crystals each have a storage cap that rises with the Warehouse level. Without a Warehouse, capacity is 2,000 each; production pauses individually when that resource reaches its cap. Gems are account-wide, not a city producer.

University
Completes permanent, account-wide unit unlocks and unit-specific stat research using Crystals.
Production

Farm
Produces Food continuously, including while you are offline, until Food storage is full.

Lumber Camp
Produces Wood continuously until Wood storage is full.

Quarry
Produces Stone continuously until Stone storage is full.

Iron Mine
Produces Metal continuously until Metal storage is full.

Crystal Mine
Produces Crystals for University research until Crystal storage is full.
Military

Castle
The Castle trains Princes. Its first construction requires Town Center Hall level 15.

Walls
Every city starts with level-1 Walls. Land attackers face 1,000 wall health per level while the wall is intact; naval attacks do not use Walls.

Barracks
Trains infantry, cavalry, and the scouting-only Scout in sequential batches. One batch is active; extra batches wait in order, and units finish individually while offline.

Siege Workshop
Builds siege units in sequential batches. One batch is active; extra batches wait in order, and units finish individually while offline.

Archery Range
Trains ranged troops in sequential batches. One batch is active; extra batches wait in order, and units finish individually while offline.
Maritime

Port
Builds additional trading ships one at a time after Port level 1. A starting city already owns one free trading ship, even before the Port is built. Ship prices depend on total ship number, not Port level.

Navy
Trains naval combat ships in sequential batches. Units finish individually, including offline; additional batches can wait behind the active batch.

Ship Command Station
Protects stationed naval units with 1,000 defensive health per completed level. It is targeted before the fleet in a naval attack, and does not protect against land attacks.
Industry
At a glance
Level 1 and level 25 effects, plus the total cost and base build time of all 25 levels.
| Building | District | Level 1 | Level 25 | Total cost (all levels) | |
|---|---|---|---|---|---|
Town Center Hall | Civic | Allows other buildings to level 1 | Allows other buildings to level 25 | 5d 23h 59m | |
Warehouse | Civic | 5,000 each; 1,000 protected | 1,500,000 each; 300,000 protected | 6d | |
University | Civic | 1 project meets level gate | 359 projects meet level gate | 6d | |
Farm | Production | 6d | |||
Lumber Camp | Production | 6d | |||
Quarry | Production | 6d | |||
Iron Mine | Production | 6d | |||
Crystal Mine | Production | 6d | |||
Castle | Military | Training time −0% | Training time −48% | 6d | |
Walls | Military | 1,000 wall HP | 25,000 wall HP | 5d 23h 59m | |
Barracks | Military | Training time −0% | Training time −48% | 6d | |
Siege Workshop | Military | Training time −0% | Training time −48% | 6d | |
Archery Range | Military | Training time −0% | Training time −48% | 6d | |
Port | Maritime | Ship: 20m; market locked | Ship: 10m 24s; market open | 6d | |
Navy | Maritime | Training time −0% | Training time −48% | 6d | |
Ship Command Station | Maritime | 1,000 naval defense HP | 25,000 naval defense HP | 6d | |
Tavern | Industry | +5% Food | +40% Food | 6d | |
Sawmills | Industry | +5% Wood | +40% Wood | 6d | |
Masonry | Industry | +5% Stone | +40% Stone | 6d | |
Blacksmith | Industry | +5% Metal | +40% Metal | 6d |























