Castles and Keeps | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
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MAIN CASTLE | Main Castle Fortified Castle Stronghold | 4 | BARON | 0 -20 -40 | 0 7000 15000 | 25 100 250 | 5 | 375 1500 4500 | 30 70 99 |
CLERIC KEEP | Keep Fortress Castle | 2 | CLERIC | 0 -9 -18 | 0 2000 8000 | 20 100 250 | 5 | 150 800 2500 | 30 70 99 |
DWARF KEEP | Keep Fortress Castle | 2 | DWARF | 0 -10 -20 | 0 2000 8000 | 20 70 180 | 5 | 100 500 1750 | 30 70 99 |
ELF KEEP | Keep Fortress Castle | 2 | ELF | 0 -8 -18 | 0 2500 9000 | 10 70 150 | 5 | 75 500 1500 | 20 40 60 |
FIGHTER KEEP | Keep Fortress Castle | 2 | FIGHTER | 0 -10 -20 | 0 1000 5000 | 20 80 200 | 5 | 90 400 1100 | 30 60 90 |
HALFLING KEEP | Keep Fortress Castle | 2 | HALFLING | 0 -10 -15 | 0 1000 4000 | 20 60 130 | 5 | 250 900 2600 | 30 70 99 |
MAGE KEEP | Keep Fortress Castle | 2 | MAGE | 0 -8 -16 | 0 3000 10000 | 10 70 150 | 5 | 50 600 2000 | 20 40 60 |
THIEF KEEP | Keep Fortress Castle | 2 | THIEF | 0 -5 -10 | 0 600 2000 | 20 80 200 | 5 | 60 280 800 | 10 20 30 |
OUTPOST | 2 | ANYONE | -20 | 3000 | 10 | 0 | 300 | 50 | |
Generates new units at a remote location. Not available until Baron reaches Marquis; can build one per level threeafter. | |||||||||
Housing | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
CLERIC HOUSE | Chamber Refuge Retreat | 1 | CLERIC | 0 | 10 200 800 | 2 10 5 | 0 | 30 160 500 | 20 60 99 |
DWARF HOUSE | Home Hall Mansion | 1 | DWARF | 0 | 10 200 800 | 2 7 18 | 0 | 20 100 350 | 30 60 99 |
ELF HOUSE | House Cottage Home | 1 | ELF | 0 | 10 250 900 | 2 7 15 | 0 | 10 120 400 | 10 40 80 |
FIGHTER HOUSE | Residence House Mansion | 1 | FIGHTER | 0 | 10 100 500 | 2 8 20 | 0 | 18 80 220 | 20 50 80 |
HALFLING HOUSE | Lodge Adobe Dwelling | 1 | HALFLING | 0 | 10 100 400 | 2 6 13 | 0 | 50 180 520 | 30 60 90 |
MAGE HOUSE | Room Cottage Manor | 1 | MAGE | 0 | 10 300 1000 | 2 5 15 | 0 | 15 100 300 | 10 40 80 |
THIEF HOUSE | Hut Shack House | 1 | THIEF | 0 | 10 60 200 | 2 8 20 | 0 | 12 56 160 | 10 20 40 |
Training Halls | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
Increases the rate at which units go up in level. Effects all units belonging to the leader, not just the ones in the block with the training hall. | |||||||||
ELF GARDEN | Nursery Flower Garden Elf Garden | 2 | ELF | -8 -16 -24 | 1000 5000 10000 | 0 | 0 | 0 | 10 20 30 |
SOCIAL HALL | Social Club Hall of Fellowship Social Hall | 2 | HALFLING | -10 -17 -24 | 750 3500 6000 | 0 | 0 | 0 | 30 60 99 |
GUARD HOUSE | Guard House Drill Hall Training Hall | 2 | FIGHTER DWARF | -5 -15 -30 | 500 1000 4000 | 0 | 0 | 0 | 25 50 75 |
TEMPLE | Shrine Church Temple | 2 | CLERIC | -5 -15 -25 | 500 4000 8000 | 0 | 0 | 0 | 20 40 80 |
THIEVES' GUILD | Den Black Market Guild | 2 | THIEF | -4 -10 -22 | 350 3000 6000 | 0 | 0 | 0 | 10 20 30 |
UNIVERSITY | School Collage University | 2 | MAGE | -15 -22 -36 | 1000 5000 10000 | 0 | 0 | 0 | 30 75 99 |
ARENA | # | BARON (at DUKE level) | -25 | 5000 | 0 | 0 | 0 | 65 | |
Increases training stronghold-wide. Available at promotion level Duke. Training boost starts at 40%, and increases 4% for every promotion thereafter. Can only build one. | |||||||||
Food Production and Storage | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
FARM | Plot Farm Plantation | 1 | ANYONE | variable | 10 500 3000 | 0 | variable | 0 | 10 20 30 |
TREE | Tree Grove Forest | 1 | ANYONE | 1 5 20 | 30 400 2000 | 0 | 5 10 30 | 0 | N/A |
ELF TREE | Elf Tree Elf Grove Elf Forest | 1 | ELF | 2 6 18 | 30 600 4000 | 0 2 10 | 10 20 40 | 0 10 100 | N/A |
GRANARY | Storage Shed Storehouse Granary | 1 | ANYONE | -10 -25 -40 | 100 600 5000 | 0 | 0 | 500 3000 10000 | 10 30 60 |
Stores food. Automatically distributes food to starving leaders when needed. | |||||||||
FORESTER'S CAMP | 2 | ANYONE | -4 | 100 | 5 | 0 | 50 | 15 | |
Forester's Camp: Units claim trees automatically after a camp is built. | |||||||||
Gold Production and Storage | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
MINES | Iron Gold Gem | 1 | ANYONE | 50 125 250 | 0 | 0 | 0 | 0 | 10 20 20 |
INN | Guest House Tavern Inn | 2 | ANYONE | 15 35 75 | 2000 4000 8000 | 15 35 75 | 0 | 0 | 30 50 70 |
MARKETPLACE | 1 | ANYONE | 5 | 100 | 0 | 0 | 0 | 1 | |
Each one gives 10% access to the Fund. Also improves farm income and food production. Maximum of 10 per leader. | |||||||||
BAKERY | Bread Shop Bakehouse Bakery | 2 | HALFLING | 4 8 16 | 800 150 2800 | 0 | 4 8 16 | 0 | 20 40 60 |
Generates income and produces food. Food rate is 25% of normal in spring, 50% in summer, 100% in fall, and 125% in winter. | |||||||||
BAZAAR | Trading Post Trade Faire Bazaar | 2 | ANYONE | +/-5* +/-15* +/-40* | 400 800 1600 | 0 | +/-5 +/-15 +/-40 | 0 | 10 14 22 |
Buys or sells 5-15-40 food during a food shortage or surplus at rate of one gold piece per food unit. Won't buy food until shortage is empty. Available at promotion level Count. | |||||||||
SCRIBERY | Clerk's Office Transcriber's shop Scribery | 2 | CLERIC | 6 12 24 | 500 900 1700 | 0 | 0 | 0 | 20 25 30 |
TOYMAKER | Woodcarver Puppetmaker Toymaker | 2 | ELF | 6 12 24 | 500 900 1700 | 0 | 0 | 0 | 20 40 60 |
VAULT | Money-dealer's Shop Bank Vault | 2 | ANYONE | -2 -8 -24 | 500 2000 8000 | 0 | 0 | 2000 10000 50000 | 10 50 90 |
Works like a granary, but for gold. | |||||||||
Unit Improving Buildings | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
ARMORY | Leatherworks Shieldsmith Armory | 1 | DWARF FIGHTER | -10 -20 -30 | 400 1700 5000 | 0 | 0 | 0 | 20 40 60 |
Upgrades the armor worn by units, with imporvements increasing with each upgrade. Distributes to one unit per turn. Will not improve a mage's armor. | |||||||||
FORGE | Metalworks Swordmaker's Shop Forge | 1 | ANYONE (except MAGE or ELF) | -10 -20 -30 | 500 2000 6000 | 0 | 0 | 0 | 20 40 60 |
First level repairs broken weapons, first upgrade makes +1 weapons, second upgrade makes +2. Weapons are distributed to one unit per turn. Multiple Forges distribute faster. | |||||||||
JEWELER | Trinketer Ringmaker Jeweler | # | MAGE | -10 -20 -30 | 750 3000 7000 | 0 | 0 | 0 | 25 50 70 |
Makes rings of protection, +1, +2, and +3. Only makes rings for mages. | |||||||||
MAGIC MILL | Apothercary Alchemist's Lab Magic Mill | # | MAGE | 4 8 16 | 800 1500 2900 | 0 | 0 | 0 | 20 40 60 |
Generates income. Creates a random chance a Forge, Fletcher, Jeweler or Armory will make a more magical product (+3 instead of +2 weapons, for example). Each upgrade adds a 3% chance of this happening Rings of protection never go above +3. | |||||||||
Level 3 Buildings | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
BUILDER'S HALL | # | ANYONE lv3 | -5 | 1000 | 0 | 0 | 0 | 50 | |
Repairs all damaged buildings for the owner once per year. Two halls allow two repairs a year, etc., up to four halls for times a year. Requires a unit of level 3 or higher to build. | |||||||||
PUBLIC BATH | Steam Bath Bath House Public Bath | # | CLERIC lv3 | -7 -14 -21 | 700 1400 2800 | 0 | 0 | 0 | 10 20 30 |
Increases maximum unit size; increase is by 1,2, or 3, according to upgrade level. Each Bath effects 5 units at a time. Requires a Cleric of level 3 or higher to build. | |||||||||
MASON'S HALL | Brick Kiln Stonemasonry Mason's Hall | # | DWARF lv3 | -5 -10 -15 | 500 750 1000 | 0 | 0 | 0 | 60 75 90 |
Increases the building construction rate, +10%, +20%, and 30%. Works on three buildings at a time. Requires a Dwarf of level 3 or higher to build. | |||||||||
FLETCHER | Arrowmaker Arrowsmith Fletcher's Shop | # | ELF lv3 | -10 -20 -30 | 600 2500 6500 | 0 | 0 | 0 | 15 30 50 |
First level repairs broken bows, first upgrade makes +1 bows, second upgrade makes +2. Bows are distributed to one unit per turn. Multiple Fletcheries distribute faster. Requires a Elf of level 3 or higher to build. | |||||||||
GLASSWORKS | # | THIEF lv3 | -8 | 1500 | 0 | 0 | 0 | 40 | |
Requieres a level 3 (or higher) thief to build. Incerases the range of towers by 5 blocks. Also distributes mirrors ( to one unit per turn) for use in combat against medusae. | |||||||||
GAMING HALL | Dice Den Card Parlor Gaming Hall | # | THIEF lv3 | 5 10 20 | 400 700 1300 | 0 | 0 | 0 | 10 15 30 |
Generates income. Also increases income for inns at the expense of other party members at the rate of 3% per upgrade, up to maximum 50% of the stronghold's total income. For example, if the total Stronghold income is 300, a Dice Den wouls skim 9 gp from that total if the thief owns an inn. Each Hall requires its own inn to generate extra income. Requires a Thief of level 3 or higher to build. | |||||||||
Special Buildings | Size | Builder | Income | Cost | Pop | Food Prod. | Food Stor. | Durability | |
TOWER | Small Tower Tower Large Tower | 1 | ANYONE | -10 -15 -20 | 500 2000 5000 | 0 | 0 | 0 | 30 65 99 |
Allows units to see surrounding countryside. View ranges are 15 block at first upgrade, then 30 and 45 with the following upgrades. Range increase at higher elevations. | |||||||||
GATES | Gate Sturdy Gate Manned Gate | 1 | ANYONE | -8 -10 -12 | 200 300 450 | 0 0 4 | 0 | 0 | 10 40 80 |
Gates allow passage of friendly units only. N/S gates allow E/W passage and vice versa. | |||||||||
WALLS | Wall Struday Wall Manned Wall | 1 | anyone | -1 -5 -9 | 20 50 200 | 0 0 3 | 0 | 0 | 10 40 80 |
Walls block passage of non-flying monsters. N/S walls block E/W passage and vice versa. | |||||||||
BRIDGE | 1 | ANYONE | -5 | 200 | 0 | 0 | 0 | 60 | |
N/S bridges allow N/S passage and vice versa. |
Builder | Which classes can build this building. Some may be built only by specific character classes, some only by the baron, others by anyone. |
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Income | How much money this building produces each turn. A negative number indicates how much the building costs to maintain per turn. |
Cost | The amount of money required to construct this building. |
Population Capacity | The number of people this building can house. |
Food Production | How much food this building creates each turn. For farms and trees, this number reflects spring or summer production. It rises to 125% in the fall and decreases to 25% in the winter. Other factors: near water=200%; green ground=150%; tan ground(hills)=75%; brown ground(high mountains)=37%. |
Food Storage | How much food the bulding stores. |
Durability | How long a building lasts while under attack or abandoned. |