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| Village Hall | |
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Description:
The Village Hall allows you to purchase town structures and earns your kingdom 500 gold per day.
Requirements:
None.
Cost:
None.
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| Town Hall | |
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Description:
The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.
Requirements:
- Village Hall - Tavern
Cost:
2500
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| City Hall | |
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Description:
The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
Requirements:
- Town Hall - Mage Guild Level 1 - Marketplace - Blacksmith
Cost:
5000
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| Capitol | |
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Description:
The Capitol earns your kingdom 4000 gold per day.
Requirements:
- City Hall - Castle
Cost:
10000
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| Fort | |
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Description:
The Fort provides your town with defensive walls.
Requirements:
None.
Cost:
20
20
5000
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| Citadel | |
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Description:
Including a 50% increase to base creature growth, the Citadel adds a keep, and other terrain obstacles, to a town's defenses.
Requirements:
- Fort
Cost:
5
2500
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| Castle | |
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Description:
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
Requirements:
- Citadel
Cost:
10
10
5000
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| Tavern | |
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Description:
The Tavern increases morale for troops defending the city.
Requirements:
None.
Cost:
5
500
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| Blacksmith | |
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Description:
The Blacksmith provides your armies with First Aid Tents.
Requirements:
None.
Cost:
5
1000
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| Marketplace | |
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Description:
With the Marketplace, you can buy and sell resources (exchange rates increase with each Marketplace you own).
Requirements:
None.
Cost:
5
500
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| Resource Silo | |
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Description:
The Resource Silo provides you with an additional +1 wood and +1 ore each day.
Requirements:
- Marketplace
Cost:
5
5000
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| Shipyard | |
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Description:
The Shipyard allows you to purchase ships.
Requirements:
Access to water.
Cost:
20
2000
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| Mage Guild Level 1 | |
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Description:
Entering the Mage Guild will allow a visiting hero to learn the spells kept within.
Requirements:
None.
Cost:
5
5
2000
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| Cedar Halls | |
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Description:
The Cedar Halls allows you to recruit Satyrs.
Requirements:
- Fort
Cost:
5
400
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| Upg. Cedar Halls | |
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Description:
The Cedar Halls allows you to recruit Fauns.
Requirements:
- Tavern - Cedar Halls
Cost:
5
1000
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| Hunters' Guild | |
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Description:
The Hunters' Guild allows you to recruit Moon Hunters.
Requirements:
- Cedar Halls
Cost:
5
5
1000
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| Upg. Hunters' Guild | |
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Description:
The Hunters' Guild allows you to recruit Moon Slayers.
Requirements:
- Hunters' Guild
Cost:
5
5
1000
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| Cave of Dreams | |
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Description:
The Cave of Dreams allows you to recruit Night Druids.
Requirements:
- Redwood Spires
Cost:
5
5
2500
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| Upg. Cave of Dreams | |
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Description:
The Cave of Dreams allows you to recruit Elder Druids.
Requirements:
- Cave of Dreams
Cost:
5
5
2500
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| Royal Chambers | |
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Description:
The Royal Chambers allows you to recruit Spider Princesses.
Requirements:
- Hunters' Guild
Cost:
10
5
3500
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| Quartz Fortress | |
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Description:
The Quartz Fortress allows you to recruit Quartz Dragons.
Requirements:
- Cave of Dreams - Royal Chambers
Cost:
5
15
10000
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| Amethyst Fortress | |
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Description:
The Amethyst Fortress allows you to recruit Amethyst Dragons.
Requirements:
- Quartz Fortress
Cost:
10
20
15000
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| Altar of Summoning | |
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Description:
The Altar of Summoning add +2 to a garrison hero's defense skill when defending against a siege and allows you to recruit Treebeards.
Requirements:
- Fort
Cost:
5
1
5000
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| Pillars of Magic | |
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Description:
The Pillars of Magic transform Centaurs and Dendroid Guards into Dryads and Centaur Captains, Sylvan Centaurs and Dendroid Soldiers into Grove Keepers.
Requirements:
- Altar of Summoning
Cost:
1
1000
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| Moonwells | |
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Description:
The Moonwells increase Satyrs and Fauns production by 6 per week.
Requirements:
- Cedar Halls
Cost:
1000
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| Guardian of Night | |
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Description:
The presence of the Guardian of Night increases weekly creature generation by 50%, provides your kingdom with an additional 5000 gold each day, increases the Attack and Defense strength of a garrison hero by +10 each when defending against a siege and summons one Faerie Dragon for every Spell Power point of hero.
Requirements:
Providing the Grail to town.
Cost:
None.
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