Buildings
Every village grows around thirteen buildings. Higher levels unlock faster production, stronger walls, more merchants, hidden reserves, and late-game highborn.
Each table shows the resources required to complete that level, its direct base construction time, and the effect gained on completion. Times assume a level 0 Lord’s Keep. In game tables use the active realm speed.
Lord's Keep
The Lord’s Keep is the center of village administration. Every level speeds up all building construction started in that village and unlocks prerequisites for advanced structures. Raise it alongside the rest of your economy to save substantial time on long late game upgrades.
Timberworks
The Lumber Camp supplies a steady flow of wood. Wood is especially important for infantry and many early buildings. Every level increases hourly production. It is a core economic investment for villages that cannot depend entirely on frequent raiding.
Loamworks
The Clay Pit produces clay every hour. Clay is a central resource for building upgrades and siege preparation. Every new level raises production. Develop it with your other resource sites so construction queues do not stall for lack of clay.
Ironworks
The Iron Mine supplies iron for weapons, armor, and cavalry. Advanced troops consume iron heavily, which makes this building critical in military villages. Every level raises hourly production and helps sustain long recruitment queues.
Cellarhold
The Cellarhold sets the maximum amount of wood, clay, and iron stored separately. Production is wasted when a resource reaches capacity, and incoming loot may not fit. Every level raises all three storage limits, which is vital for expensive upgrades and long absences.
Caravan Yard
The Market moves resources between your villages and enables trade with other lords. Every level provides more merchants, allowing more resources to travel at once. Higher levels also extend trade range. Use it to connect specialized villages and exchange surpluses for shortages.
Underground Storehouse
The Underground Storehouse hides part of your wood, clay, and iron below ground. When an attacker wins, the protected amount of each resource is set aside first and can never be plundered; only the rest is open to the raiders. Each level protects the same amount of every resource separately, scouts see only the building level, and trebuchets can never target it. It is an early, affordable answer to repeated raids from far stronger lords.
Armory
The Barracks trains Spearmen, Swordmasters, and Axemen. Every level shortens infantry training time, allowing a larger army to be raised in the same period. It is the basic military structure for villages built around offensive or defensive infantry.
Marehall
The Stable trains Shadow Riders, Raiders, and Banner Knights. Every level shortens cavalry training time. It is essential for fast reconnaissance, rapid looting, and powerful mounted armies, and requires an established Lord’s Keep and Barracks.
Forgeworks
The Workshop produces Doomhorns that break walls and Trebuchets that target the buildings you choose. The Wall is among the available Trebuchet targets. Every level shortens siege training time. Because siege engines are costly and slow, a high Workshop gives dedicated attacking villages a major preparation advantage.
Mastery Hall
The Mastery Hall develops military knowledge. Research raises troop tiers and improves the depth of scout intelligence. Each level supports more advanced research, making it a valuable investment for villages that want stronger armies and clearer reports.