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FIRST LEVEL STRUCTURES:

STRUCTURE TYPE

COST

BUILD TIME

FEATURES TERRAIN

REQUIRES

UPGRADE
TOWN CENTER 60 2 Allows other Structure types to be built within its Territory; +06 Increase to Territory Production P, F, H

--

City

FARM 20 1 +2 increase to Territory Production P, F, H

--

--

HUNTING LODGE 20 1 +2 increase to Territory Production P, F, H, M

--

--

LUMBER YARD 20 1 Minimum +2  increase to Territory Production F

--

--

MINING CAMP 20 1 Minimum +2 increase to Territory Production H, M

--

--

WATCH TOWER 30 1 +10% Increase to Territory Defense; Minimum +02 Bonus to Attack/Defense Ratings P, F, H, M

--

--

BARRACKS 40 1 Creates Human Pikeman P, F, H

Town Center

Heavy Footman w/ Blacksmith

WAR HALL 40 1 Creates Dwarven Axeman P, F, H

Town Center

Dwarven Guard w/ Forge

PROVING GROUNDS 50 1 Creates Goblin Spearman and Kobold Slinger P, F, H

Town Center

--

BOWER & FLETCHER GUILD 40 1 Creates Human Archer

P, F, H

Town Center

Longbowman w/ Blacksmith

ARCHERY RANGE 40 1 Creates Halfling Slinger P, F, H Town Center

Gnomish Crossbowman w/ Forge

STABLES 40 1 Creates Light Horse P, F, H Town Center Heavy Cavalry with Blacksmith; Knight with Blacksmith, Academy AND Keep
PASTURELANDS 40 1 Creates Elven Light Horse P, F, H Town Center Elven Ranger with Dwarven Forge; Elven Warhorse with Dwarven Forge, Loremaster’s Study and Keep
WOLF PENS 40 1 Creates Wolf Rider P, F, H Town Center Worg Rider with Orc Smelting Pits
TRADING POST 40 1 Allows trade between kingdoms P, F, H Must originate in either a capitol or a Town Center --
MARKET 60 2 +8 increase to Territory Production P, F, H Town Center Bazaar w/ City
WHARF 60 2 Creates Trade Merchant Vessel P, F, H Lake or Sea; Town Center Warships w/ Shipwrights Guild
TAVERN 40 1 Allows the hiring of random mercenaries and heroes P, F, H Town Center --

 

SECOND LEVEL STRUCTURES:

STRUCTURE TYPE

COST

BUILD TIME

FEATURES TERRAIN

REQUIRES

UPGRADE
BLACKSMITH 60 2 Creates Heavy Foot, Longbowman and Knight; Can Smelt Mithril Ore and Fashion Improved Weaponry and Armor P, F, H

Town Center AND Barracks, Guild or Stables in same Territory

Paladin with Academy AND Church; Berzerker with Church

 

DWARVEN FORGE 60 2 Creates Gnomish Crossbowman, Dwarven Guard and Elven Ranger; Can Smelt Mithril Ore and Fashion Improved Weaponry and Armor P, F, H

Town Center AND War Hall or Archery Range in same Territory

Mystic Warder, Dwarven Battle Thane and Elven Longbowman with Loremaster’s Study and Druid’s Circle; Gnomish Demolition Platoon with Loremaster’s Study, Keep and War Hall

ORC SMELTING PITS 70 2 Creates Orc Archer, Hobgoblin Marauder and Worg Rider; Can Smelt Mithril Ore and Fashion Improved Weaponry and Armor P, F, H

Town Center AND Proving Grounds or Wolf Pens

Death Knight with Temple and Ogre Warmaster with Hall of Secrets; Goblin Suicide Squad with Keep and Hall of Secrets

KEEP 100 2 +10% Increase to entire Territory Defense; minimum 1 points per unit P, F, H

Town Center AND Blacksmith

Castle, Citadel OR Fortress with City

SHIPWRIGHTS GUILD 80 2 Allows kingdom to build Light Warships and Transport Vessels P, F, H

Lake or Sea; Town Center AND Wharf

--

 

THIRD LEVEL STRUCTURES:

STRUCTURE TYPE

COST

BUILD TIME

FEATURES TERRAIN

REQUIRES

UPGRADE
CITY 200 3

+20 Increase to Territory Production; Allows for Fourth Level Structures

P, F, H

Town Center AND Blacksmith, Dwarven Forge OR Orc Smelting Pits

This counts as an Upgrade to the Town Center; Structures may still be built during the Upgrade Phase

ACADEMY 70 3 Creates Paladin (with Church); Creates Berzerker P, F, H

Town Center AND Blacksmith

Paladin w/ Church

LOREMASTER'S STUDY 110 3

Creates Elven Longbowman and Dwarven Battle Thane; Creates Mystic Warder (with Druid’s Circle); Allow Research of Spells and Artifact Development; +06 bonus Mana to Territory

P, F, H Town Center AND Dwarven Forge Mystic Warder w/ Druid's Circle
HALL OF SECRETS 80 3 Creates Death Knight (with Temple) and Ogre Warmaster; Allows Artifact Development and Spell Research; +04 bonus Mana to Territory P, F, H Town Center AND Orc Smelting Pits Death Knight w/ Temple
CHURCH 80 3

Creates Paladin (with Academy); Automatically Heals any Wounded Hero; Increases Loyalty Base one Rank; +04 Bonus Mana to Territory; Grants Divine Realm Spell

P, F, H Town Center --
DRUID'S CIRCLE 90 3 Creates Mystic Warder; Automatically Heals any Wounded Hero; Increases Loyalty Base one Rank; +06 Bonus Mana to Territory; Grants Divine Realm Spell P. F. H -- --
TEMPLE 90 3 Creates Death Knight (with Hall of Secrets); Automatically Heals any Wounded Hero; Allows Research of Spells; Increases Loyalty Base 1 Rank; +04 Bonus Mana to Territory; Grants Divine Realm Spell P, F, H Town Center --
LIBRARY 90 2 Allows for Research of Wizardry Spells; +04 Bonus Mana to Territory P, F, H Town Center University w/ City
FOUNDRY 100 2 Allows kingdom to build stronger warships P, F, H Town Center, Wharf AND Shipwright’s Guild --

 

FOURTH LEVEL STRUCTURES:

STRUCTURE TYPE

COST

BUILD TIME

FEATURES TERRAIN

REQUIRES

UPGRADE
CASTLE 150 3 +25% Increase to entire Territory Defense; Includes 2 Heavy Footmen and 1 Human Archer (No Upkeep necessary; All 3 units must remain in the Castle) P, F, H Keep and City --
CITADEL 150 3 +10% Increase to entire Territory Defense; Includes 2 Dwarven Guard and 1 Gnomish Crossbowman (No Upkeep necessary; All 3 units must remain in the Citadel) P, F, H Keep and City --
FORTRESS 150 3 +10% Increase to entire Territory Defense; Includes 2 Hobgoblin Marauders and 1 Orc Archer (No Upkeep necessary; All 3 units must remain in the Fortress) P, F, H Keep and City --
UNIVERSITY 90 2 Allows for Artifact Development and Spell Research; +02 Bonus Mana to Territory P, F, H City and Library --
BAZAAR 70 2

+06 Increase to Territory Production; Random Artifact becomes available to kingdom for purchase

P, F, H City and Market --

 

  Universal Structure
  Human Structure
  Demihuman Structure
  Goblinoid Structure
P Plains
F Forests
H Hills
M Mountains

 

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