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.

Farm

The Farm determines the maximum population available to your village. Buildings and troops both consume that population. When no space remains, you cannot construct buildings or train more troops. Raise the Farm before assembling large armies.

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.

Wall

The Wall multiplies the strength of every defending troop and the village’s basic resistance. Each level raises the defensive multiplier and becomes especially powerful beside a strong garrison. Doomhorns strike before battle, so a wall should never be your only defense.

Highborn Hall

The Academy trains Highborn used to conquer other villages. Every Academy level contributes to your total Highborn capacity and shortens training time. It has only 3 levels, but demanding prerequisites, costs, and construction times make it a late game commitment.

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.