Aqueduct 
 Food production increased by 8% for every 1% (max +40%).
 8% population growth rate for every 1% (max 40%).

Battery 
 Drains 2 mana per tick per artefact in the realm.
 Only effective on up to 5% of land.
 +10 artefact aegis restoration per tick

Bazaar 
 Must be devoted to Barathu Bint to build or use this building.
 Gold production increased by 2% for every 1% (max +10%).
 Resource exchange rates improved by 4% for every 1% (max +20%).

Bog 
 Produces 50 food per tick.

Constabulary 
 Spy strength on defense increased by 10% for every 1%.
 Houses 40 spies and units that count as spies.
 Houses 0 people.

Factory 
 2% construction costs for every 1% (max 30% reduction).
 1.3% construction time for every 1% (max 20% reduction).
 1.5% cost of machine units for every 1% (max 15% reduction).

Gold Mine 
 Produces 40 gold per tick.

Granary 
 Protects 25000 food from theft.
 Protects 12500 lumber from theft.

Guard Tower 
 Defensive power increased by 1.5% for every 1% (max +30% DP).

Infirmary 
 2.5% defensive casualties for every 1% (max 50% reduction).
 2.5% offensive casualties for every 1% (max 50% reduction).
 1.25% population growth rate for every 1%.

Lapidary 
 Must be devoted to Mirnon to build or use this building.
 +3% improvement points from gems for every 1% (max +30%)
 +3% improvement points from ore for every 1% (max +30%)

Lumberyard 
 Produces 35 lumber per tick.

Military Academy 
 Prestige gains increased by 5% for every 1% (max +50%)

Mire 
 Houses 30 people.
 Provides 0 jobs.

Obelisk 
 Must be devoted to Elskas to build or use this building.
 Increases deity perks 20% for every 1% (max +100%)

Redoubt 
 Must be devoted to Bregon to build or use this building.
 Houses 36 military units.
 Houses 0 people.
 Defensive power increased by 0.3% for every 1% (max +15% DP).
 Houses 15 draftees.
 Provides 10 jobs.

Sanctuary 
 Must be devoted to Druva to build or use this building.
 Food production increased by 4% for every 1% (max +40%).
 Lumber production increased by 4% for every 1% (max +40%).
 4% population growth rate for every 1% (max 40%).
 4% defensive casualties for every 1% (max 40% reduction).

School 
 Improvements increased by 1.75% for every 1%.

Siftery 
 Produces 6 gems per tick.
 Gem production increased by 0.50% for every 1% (max +50%).

Spire 
 Must be devoted to Sazal to build or use this building.
 Produces 24 mana per tick.
 +5% spell duration for every 1% (max +100%).

Syndicate Quarters 
 +2% resources stolen for every 1% (max +40%).
 2% cost of spies for every 1% (max 40% reduction).
 Houses 40 spies and units that count as spies.
 Houses 0 people.

Tower 
 Produces 20 mana per tick.

Training Grounds 
 Offensive power increased by 1.5% for every 1% (max +30% OP)

Trench 
 Defensive power increased by 1% for every 1% (max +100% DP).
 0.5% defensive casualties for every 1% (max 50% reduction).

University 
 Must be devoted to Ix to build or use this building.
 Generates 100 XP per tick.
 You can at most have one per 100 Schools, Chrysalis, Orchards, and Institutes. Unpaired buildings are not effective.

Vault 
 Protects 25000 gold from theft.
 Protects 2500 gems from theft.

Watch Tower 
 1.5% defensive modifiers for enemy dominions for every 1% (max 30% or 0% defensive modifiers).

Wizard Guild 
 Wizard strength recovery increased by 0.15% for every 1% (max +3%).
 Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
 Spell mana costs decreased by 2% for every 1% (max 40% reduction).
 Houses 40 wizards and units that count as wizards.
 Houses 0 people.
