Building |
Perks |
Aqueduct |
- Food production increased by 8% for every 1% (max +40%).
- 8% population growth rate for every 1% (max 40%).
|
Barracks |
- Houses 36 military units.
- Provides 0 jobs.
- Houses 0 people.
- Houses 15 draftees.
|
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%).
|
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).
|
Farm |
- Produces 50 food per tick.
|
Gold Mine |
- Produces 40 gold per tick.
|
Granary |
- Protects 25000 food from theft.
- Protects 12500 lumber from theft.
|
Grove |
- Houses 30 people.
- Provides 0 jobs.
|
Guard Tower |
- Defensive power increased by 1.5% for every 1% (max +30% DP).
|
Harbour |
- Produces 20 food per tick.
- XP generation increased by 5% for every 1% (max +25%).
- Resource exchange rates improved by 4% for every 1% (max +20%).
|
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%)
|
Monument |
- Increases deity perks 10% 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%.
|
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%).
|
Stone Wall |
- Defensive power increased by 1.25% for every 1% (max +50% DP).
- Provides 12 raw defensive power.
|
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)
|
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.
- Protects 10000 ore 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.
|