Every building is built on one acre of barren land. See Land and Construction for costs, building efficiency and how percentage effects grow.
In Age 3
Economy
| Building | Effects | Houses (people) | Jobs | Extra cost | Build time (ticks) | A new house starts with | Limit |
|---|---|---|---|---|---|---|---|
| Banks Make gold and raise income. | Makes 10 gold a tick (times efficiency) +1% gold earned from peasants each tick per 1% of land, up to +25% ( income) | 25 | 25 | Gold only | 16 | 40 | |
| Farms Grow food. | Makes 60 food a tick (times efficiency) | 25 | 25 | Gold only | 16 | 60 | |
| Homes Houses more people than any other land. | None | 35 | 0 | Gold only | 16 | 30 | |
| Mills Cheaper construction and exploring. | -3% gold cost of construction per 1% of land, up to -75% (construction_cost)-3% gold cost of exploring per 1% of land, up to -75% ( explore_cost) | 25 | 25 | Gold only | 16 | 0 | |
| Trading Houses Merchants cut the market fee on what you sell. | -4% the market fee on your sales per 1% of land, up to -100% (market_fee) | 25 | 25 | Gold only | 16 | 0 |
Learning
| Building | Effects | Houses (people) | Jobs | Extra cost | Build time (ticks) | A new house starts with | Limit |
|---|---|---|---|---|---|---|---|
| Libraries Every science works better. | +1% strength of every science bonus per 1% of land, up to +25% (science_efficiency) | 25 | 25 | Gold only | 16 | 0 | |
| Universities More scientists, and they write more books. | +1.5% how fast new scientists arrive per 1% of land, up to +37.5% (scientist_spawn)+1% books scientists write each tick per 1% of land, up to +25% ( book_production) | 25 | 25 | Gold only | 16 | 0 |
Military
| Building | Effects | Houses (people) | Jobs | Extra cost | Build time (ticks) | A new house starts with | Limit |
|---|---|---|---|---|---|---|---|
| Armouries Cheaper troops. | -1.5% gold cost of training troops per 1% of land, up to -37.5% (training_cost) | 25 | 25 | Gold only | 16 | 0 | |
| Barracks Armies come home sooner. | -1.5% how long armies take to come home per 1% of land, up to -37.5% (return_time) | 25 | 25 | Gold only | 16 | 0 | |
| Forts Stronger defense. Built with limestone. | +1.5% defense of troops at home per 1% of land, up to +37.5% (defense) | 25 | 25 | 1 Limestone | 16 | 20 | |
| Castles Lose less land when attacked. Built with limestone. | -2.25% land lost when attacked per 1% of land, up to -50% (land_loss) | 25 | 25 | 2 Limestone | 16 | 0 | |
| Hospitals Fewer troops die in battle. | -3% troops killed in battle per 1% of land, up to -75% (casualties) | 25 | 25 | Gold only | 16 | 0 | |
| Stables Breed and keep war horses. | Makes 2 horses a tick (times efficiency) Holds 80 horses | 25 | 25 | Gold only | 16 | 0 | |
| Training Grounds Stronger offense. | +1.5% offense of troops sent on attacks per 1% of land, up to +37.5% (offense) | 25 | 25 | Gold only | 16 | 20 |
Shadows and magic
| Building | Effects | Houses (people) | Jobs | Extra cost | Build time (ticks) | A new house starts with | Limit |
|---|---|---|---|---|---|---|---|
| Thieves' Dens Your spies are harder to catch. | +3% strength of your thieves when spying per 1% of land, up to +75% (thief_strength) | 25 | 25 | Gold only | 16 | 10 | |
| Watch Towers Enemy spies are easier to catch. | +2% strength of your thieves against enemy spies per 1% of land, up to +50% (thief_defense) | 25 | 25 | Gold only | 16 | 10 | |
| Shrines Adepts gather here (drawn from your peasants), and aether for rites. | Makes 1 adepts (drawn from peasants) a tick (times efficiency) Makes 4 aether a tick (times efficiency) Holds 20 adepts (drawn from peasants) Holds 80 aether | 15 | 20 | Gold only | 16 | 10 | |
| Watchstones Hexes against you fail more often, and storms wreck less. | +3% resistance to hexes and divinations against you per 1% of land, up to +60% (ward) | 0 | 20 | 10 Limestone | 16 | 0 |
Great works
| Building | Effects | Houses (people) | Jobs | Extra cost | Build time (ticks) | A new house starts with | Limit |
|---|---|---|---|---|---|---|---|
| Ancestral Hall One per house. Your generals may carry one more trait, and it earns 1 renown a tick. | Makes 1 renown a tick +1 general trait slot | 25 | 25 | 250,000 extra gold, 250 Amber, 500 Limestone | 72 | 0 | 1 per house |
| Dragon Walls Dragons burn less of your house, and your defense at home is higher against them. | -3% what a dragon's raid burns of yours per 1% of land, up to -60% (dragon_damage)+3% your defense at home against dragons only per 1% of land, up to +60% ( dragon_defense) | 0 | 15 | 10 Limestone, 5 Sulfur | 16 | 0 | |
| Lesser Dragon Walls Dragons burn a little less of your house, and your defense at home is a little higher against them. | -1% what a dragon's raid burns of yours per 1% of land, up to -20% (dragon_damage)+1% your defense at home against dragons only per 1% of land, up to +20% ( dragon_defense) | 0 | 15 | 10 Limestone | 16 | 0 |
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.