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There are quite a few buildings you can build to upgrade your cities from basic domain relays into defensible positions or production centers for Knowledge, Mana, Gold, and Units.

Class Specific Buildings[]

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[]

Main article: Mystical City Upgrades

Golden Realms 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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  • Cost: 100 Gold
  • Generates +20 Production
  • Allows construction of:
  • Required for:
    • Stone Wall (With: Wooden Wall)

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  • Cost: 250 Gold
  • Generates +15 Production
  • City regenerates Hit Points of garrisoned Machine Machines.
  • Produced Machine Machines units gain an additional Trooper Rank.
  • Produced Builders gain the Repair Machine Repair Machine ability.
  • Required for:
    • Grand Palace (With: Hospital, Observatory and Great Temple)

Military Buildings[]

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  • Cost: 100 Gold
  • Allows construction of:

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  • 50 Gold
  • Produced Infantry Infantry Units gain an additional Trooper Rank.

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  • 50 Gold
  • Produced Archer Archer Units gain an additional Trooper Rank.

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  • 175 Gold
  • Allows construction of:

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  • 50 Gold
  • Produced Pikeman Pikeman Units gain an additional Trooper Rank.

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  • 50 Gold
  • Produced Cavalry Cavalry Units gain an additional Trooper Rank.

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Infrastructure Buildings[]

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  • Cost: 100 Gold
  • Generates 100 Population per turn
  • Allows construction of:
    • Public Baths

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  • 150 Gold
  • Generates 100 city Happiness
  • Allows construction of:
    • Hospital

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  • 250 Gold
  • Generates 100 city Happiness
  • Generates 100 Population per turn
    • This city regenerates Hit Points of garrisoned units.
      • Does not work on Machine Machine or Undead Undead units.
      • According to Mod Editor, healing is 20% of max health
  • Required for:
    • Grand Palace (With: Observatory, Great Temple and Master's Guild)

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  • Requires:
    • Hospital
    • Observatory
    • Grand Temple
    • Masters' Guild
  • Cost: 350 Gold
  • Generates 100 city Happiness
  • +1 city domain radius
  • +10 Casting Points for your Leader Leader
  • Generates an additional 10 Casting Points per turn when this specific Grand Palace achieves the Empire Quest Imperial Residence. Living cities get an additional +100 Happiness.

Research Buildings[]

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  • Cost: 75 Gold, 50 Mana
  • Generates: 10 Knowledge per turn
  • Produced Support Support Units gain an additional Trooper Rank.
  • Allows construction of:
    • Observatory
  • Enables:
    • Seek knowledge

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  • Cost: 100 Gold, 50 Mana
  • Generates: 10 Knowledge per turn
  • +1 city domain radius
  • Allows construction of:
    • Arcane Item Forge
    • Grand Palace (With: Hospital, Great Temple and Masters' Guild)

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  • Cost: 200 Gold, 50 Mana
  • Generates: 10 Knowledge per turn
  • Enables:
    • Forge Item
  • Generates an additional 5 Knowledge per turn when this specific Arcane Item Forge achieves the Empire Quest Master Smith.

Magical Buildings[]

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  • Cost: 75 Gold
  • Generates: 10 Mana per turn
  • Allows construction of:
    • Temple
  • Enables:
    • Generate Mana

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  • Cost: 100 Gold, 50 Mana
  • Generates 10 Mana per turn
  • Allows:
    • Production of Racial Support Support Units
    • Construction of Great Temple

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  • Cost: 150 Gold, 50 Mana
  • Generates 10 Mana per turn
  • +100 Mana Capacity
  • Required for:
    • Grand Palace (With: Hospital, Observatory and Masters' Guild)

Defensive Buildings[]

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  • Cost: 100 Gold
  • The city has a Wooden Wall in sieges
  • Required for:
    • Stone Wall (With: Builders' Hall)

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  • Requires:
    • Wooden Wall
    • Builders' Hall
  • Cost: 100 Gold
  • The city has a Stone Wall in sieges
  • +1 city domain radius

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.

(Halflings)[]

  • Halfling unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, attack a random enemy unit 3 times for 6 Physical Damage damage, and has a (?) chance to cause Misfortune Misfortune.

(High Elves)[]

  • High Elf unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, deals 3 Physical Damage, 3 Shock, 3 Fire Damage, 3 Frost, 3 Spirit Damage and 3 Blight Damage damage to a random enemy unit.

(Draconians)[]

  • Draconian unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, deals 4 Physical Damage, 8 Fire Damage damage to a random enemy unit and all adjacent Units.

(Orcs)[]

  • Orc unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, deals 14 Physical Damage, to a random enemy unit and has a (?) chance to inflict Bleeding Bleeding on that unit.

(Humans)[]

  • Human unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, deals 7 Physical Damage and 4 Spirit Damage damage to a random enemy unit and all adjacent Units.

(Dwarves)[]

  • Dwarf unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, deals 12 Physical Damage, 4 Fire Damage damage to a random enemy unit.

(Goblins)[]

  • Goblin unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, deals 6 Physical Damage, and 8 Blight Damage damage to a unit, applies Weakened Weakened, and has a (?) chance to inflict Inflict Noxious Vulnerability Noxious Vulnerability.

(Frostlings)[]

  • Frostling unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, has a (?) chance to inflict Inflict Chilling Chilled to all hostile units.

(Tigrans)[]

  • Tigran unique structure
  • Requires Siege Workshop
  • Cost: 75 Gold, 25 Mana
  • Each round, has a (?) chance to inflict Webbed Ensnared in Net to a random enemy unit.

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