There are quite a few buildings you can build to upgrade your cities from basic domain relays into defensible positions or production centers for ,
,
, and Units.
Class Specific Buildings
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All classes can construct buildings which are class exclusive to construct. There are 3 buildings per class which must be built in a specific order. The effects and costs of these buildings vary based on the class. For more details on them, see the corresponding class page:
Mystical City Upgrades
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Main article: Mystical City Upgrades
This Content is exclusive to the Golden Realms Expansion
Mystical city upgrades allow the construction of unique buildings in your cities, dependent on the explored structures that may be found in your city's domain. Most of these give strong buffs to specific units build in the city, stimulating the production of a single kind of unit in the city. Others enhance the city in defensive ways, for example by regenerating its walls and raising the dead. See Mystical City Upgrades for a complete list of structures and effects.
Production Buildings
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Builders' Hall
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- Cost: 100
- Generates +20
- Allows construction of:
- Builder
- Settler
- Siege Workshop
- Harbor (Also requires Basic Seafaring)
- Required for:
- Stone Wall (With: Wooden Wall)
Siege Workshop
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Masters' Guild
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- Cost: 250
- Generates +15
- City regenerates
of garrisoned
Machines.
- Also having a Industrial Plant (Dreadnought) will regenerate machine
faster.
- According to Mod Editor, health regeneration is 20% max health
- Also having a Industrial Plant (Dreadnought) will regenerate machine
- Produced
Machines units gain an additional
Rank.
- Produced Builders gain the
Repair Machine ability.
- Required for:
- Grand Palace (With: Hospital, Observatory and Great Temple)
Harbor
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requires: Basic Seafaring
Military Buildings
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- Racial
Infantry (except Tigran Prowler) and Tigran Sun Guard
- Racial
Archer
- War Hall
- Racial
- Arena
- Cost: 50
- Produced
Infantry Units gain an additional
Rank.
- Cost: 50
- Shooting Grounds
- Cost: 50
- Produced
Archer Units gain an additional
Rank.
- Cost: 50
- Racial
Pikeman (except Tigran Sun Guard) and Tigran Prowler
- Racial
Cavalry
- Racial T3 Building
- Racial
- Guard House
- Cost: 50
- Produced
Pikeman Units gain an additional
Rank.
- Cost: 50
- Riders' Hall
- Cost: 50
- Produced
Cavalry Units gain an additional
Rank.
- Cost: 50
- Cost: 300
, 100
- Produced Tier I and Tier II units gain an additional
Rank.
- Racial Names:
- Eagle Nest (Halflings)
- Produces: Halfling Eagle Rider
- Gryphon Spire (High Elves)
- Produces: High Elf Gryphon Rider
- Peak of the Forefathers (Draconians)
- Produces: Draconian Flyer
- Dark Citadel (Orcs)
- Produces: Orc Shocktrooper
- Hall of Chivalry (Humans)
- Produces: Human Knight
- Pool of the First Born (Dwarves)
- Produces: Dwarf Firstborn
- Beetle Command (Goblins)
- Produces: Goblin Big Beetle
- Fire Temple (Tigrans)
- Produces: Tigran Sphinx
- Frost Castle (Frostlings)
- Produces: Frostling Ice Queen
- Eagle Nest (Halflings)
Infrastructure Buildings
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Store House
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Public Baths
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Hospital
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Grand Palace
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- Requires:
- Hospital
- Observatory
- Grand Temple
- Masters' Guild
- Cost: 350
- Generates 100 city
- + 1 City Domain Radius
- + 10
for your
Leader
Research Buildings
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Laboratory
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- Cost: 75
, 50
- Generates: 10
per turn
- Produced
Support Units gain an additional
Rank.
- Allows construction of:
- Observatory
- Enables:
- Seek knowledge
Observatory
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Arcane Item Forge
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Magical Buildings
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Shrine
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Temple
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- Cost: 100
, 50
- Generates 10
per turn
- Allows:
- Production of Racial
Support Units
- Construction of Great Temple
- Production of Racial
Grand Temple
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Defensive Buildings
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Wooden Wall
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Stone Wall
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Racial Defense Buildings
- Racial Defense Buildings are
Golden Realms exclusive
Racial Defense Buildings aid the forces that are defending during sieges. Their effects will only work on units that have not gotten past the cities fortifications.
Rabbit Burrows(Halflings)
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- Halfling unique structure
- Requires Siege Workshop
- Cost: 75
, 25
- Each round, attack a random enemy unit 3 times for 6
damage, and has a chance to cause
Misfortune
Prismatic Spire(High Elves)
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Firestorm Pillar(Draconians)
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Blood Pavilion(Orcs)
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- Orc unique structure
- Requires Siege Workshop
- Cost: 75
, 25
- Each round, deals 14
, to a random enemy unit and has a chance to inflict
Bleeding on that unit.
Bell Tower(Humans)
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Shattering Hammer(Dwarves)
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Filth Pit(Goblins)
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- Goblin unique structure
- Requires Siege Workshop
- Cost: 75
, 25
- Each round, deals 6
, and 8
damage to a unit, applies
Weakened, and has a chance to inflict
Noxious Vulnerability
Glacial Totem(Frostlings)
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- Frostling unique structure
- Requires Siege Workshop
- Cost: 75
, 25
(?)
- Each round, has a (?) chance to inflict
Chilled to all hostile units.
Enchanted Thread(Tigrans)
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- Tigran unique structure
- Requires Siege Workshop
- Cost: 75
, 25
(?)
- Each round, has a (?) chance to inflict
Ensnared in Net to a random enemy unit.