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[]
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
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[]
Builders' Hall[]
- Cost: 100
- Generates +20
- Allows construction of:
- Builder
- Settler
- Siege Workshop
- Harbor (Also requires Basic Seafaring)
- Required for:
- Stone Wall (With: Wooden Wall)
Masters' Guild[]
- 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.
- 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[]
- Cost: 100
- requires: Basic Seafaring
- Allows construction of:
Military Buildings[]
Barracks[]
- Racial Infantry (except Tigran Prowler) and Tigran Sun Guard
- Racial Archer
- Arena
- Shooting Grounds
- War Hall
Arena[]
- 50
- Produced Infantry Units gain an additional Rank.
Shooting Grounds[]
- 50
- Produced Archer Units gain an additional Rank.
War Hall[]
- Racial Pikeman (except Tigran Sun Guard) and Tigran Prowler
- Racial Cavalry
- Guard House
- Riders' Hall
- Racial T3 Building
Guard House[]
- 50
- Produced Pikeman Units gain an additional Rank.
Riders' Hall[]
- 50
- Produced Cavalry Units gain an additional Rank.
Racial Tier 3 Building[]
- Requires:
- War Hall
- 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
- Produces: Tame Troll with Goblin Military Prophet Racial Governance Upgrade
- Fire Temple (Tigrans)
- Produces: Tigran Sphinx
- Frost Castle (Frostlings)
- Produces: Frostling Ice Queen
- Eagle Nest (Halflings)
Infrastructure Buildings[]
Grand Palace[]
- Requires:
- Hospital
- Observatory
- Grand Temple
- Masters' Guild
- Cost: 350
- Generates 100 city
- +1 city domain radius
- +10 for your Leader
- Generates an additional 10 per turn when this specific Grand Palace achieves the Empire Quest Imperial Residence. Living cities get an additional +100 .
Research Buildings[]
Laboratory[]
- Cost: 75 , 50
- Generates: 10 per turn
- Produced Support Units gain an additional Rank.
- Allows construction of:
- Observatory
- Enables:
- Seek knowledge
Magical Buildings[]
Temple[]
- Cost: 100 , 50
- Generates 10 per turn
- Allows:
- Production of Racial Support Units
- Construction of Great Temple
Defensive Buildings[]
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)[]
- 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)[]
Firestorm Pillar(Draconians)[]
Blood Pavilion(Orcs)[]
- 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)[]
Shattering Hammer(Dwarves)[]
Filth Pit(Goblins)[]
- 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)[]
- Frostling unique structure
- Requires Siege Workshop
- Cost: 75 , 25
- Each round, has a (?) chance to inflict Chilled to all hostile units.
Enchanted Thread(Tigrans)[]
- Tigran unique structure
- Requires Siege Workshop
- Cost: 75 , 25
- Each round, has a (?) chance to inflict Ensnared in Net to a random enemy unit.