Contruct new buildings for your kingdom.
Standing with a pronounced wince, the architect waved over the city's western quarter, which currently resembled an anthill, for all of the builders and manual labourers pouring over the latest skeletal structure. The grand temple was finally taking shape, and alongside it a new barracks complex for the paladins of the gods to strengthen their sword arms in preparation for war.
The township screen allows you to turn your open land into functional buildings. Each race names their buildings differently, but they all have the same affect upon your kingdom.
In order to build you simply enter the number of a specific building (or buildings) that you would like to construct, and hit the submit button. As long as you have enough turns, enough open land, and enough cash, you will build the buildings instantly.
Overview of building types
Guildhalls, Markets, Smithies, TimoTon, Underwoods, Slave Markets, Trinket Shops, Wagons, Gem Mines, Dolmen
The first building on your Township screen is your INCOME building. These are places where your merchants can ply their trade and attract extra income to your kingdom. This building type can be sabotaged by the spies of rival lords and ladies, therefore, even though it is the single most efficient way of increasing your income, it can be dangerous to rely on too many of these buildings. In twin column views, this will be the upper most building on the left hand column.
Income buildings boost income, but can be destroyed by your enemy.
Quantity Recommendation: No more than 10% of your land
Hovels, Lodges, Dens, Baklavs, Tombs, Charging Cells, Hollowed Oaks, Tents, Caves, Brambles
PEASANT buildings provide lodging for your population who in turn provide a work force and consumers for your economy. This building increases your population, which in turn boosts your income. An increased population also means that it will take longer for an opposing kingdom to kill your kingdom by murdering your peasants. In twin column views, this will be the middle building on the left hand column.
Peasant buildings increase your population, slightly boosting income, and make you harder to kill.
Quantity Recommendation: Approximately 10% of your land.
Barracks, Garrisons, Barrak, RumaNa, Great Halls, Cages, Thickets, Sacred Fields, Caverns, Henges
You TROOP buildings provide lodging and training resources for your armies. Building this building has two useful effects, firstly they will increase your training rate (TRT) which will allow you to train more troops per turn. Secondly, these buildings will enable you to hold a greater number of troops on the same amount of land. Lastly these buildings will also decrease military-based expenses in your kingdom which will become invaluable as your army grows. In twin column views, this will be the lowest building on the left hand column.
Troop buildings increase the rate you can train troops, the number of troops that you can hire, and also reduce the expenses costs of troops.
Quantity Recommendation: At least 30% of your land.
Quarries, Mills, Mines, Waterfalls, Bloodbaths, Spectral Mists, Forges, Looms, Ore Mines, Wishing Wells
Your BUILDRATE buildings allow you to build more structures per turn, this makes them invaluable when repairing damage to your kingdom, or when first starting the game. Your BRT is directly tied to the percentage of your kingdom that has been given over to this building type. BRT will start at 4 structures per turn, and will increase incrementally every 5%. In twin column views, this will be the upper most building on the right hand column.
BRT buildings increase the number of structures that you can build per turn.
Quantity Recommendation: 80% until 3000 built, 40% during next few days building, ideally 25-35% after.
Temples, Groves, Shrines, Enclaves, Focus Points, Casting Pits, Fires, Magick Circles, Sanctums, Cairns
MAGIC buildings boost both your offensive and defensive power as far as sorcery is concerned. As more of these buildings are built, you gain access to varied and more powerful spells in the Sorcery menu, and gain more Elan to fuel your spells per turn. Temples can be destroyed by your rivals in a similar manner to income buildings. In twin column views, this will be the middle building on the right hand column.
Magic buildings increase the power of your spells, the number of spells available, and the generation of Elan. They can be destroyed by your enemy.
Quantity Recommendation: Depends on the kingdom type: Warriors (10%), Races with High Sorcery (15-20%), Dedicated Sorcerer (20%-35%), Suisorc (40-60%).
Fortresses, Towers, Tunnels, Arches, Centrocs, Altars, Briars, Spires, Strongholds, Ringforts
The final building is the FORT. In a fairly self explanatory fashion, these huge emplacements secure your border against outside threat. When you build this building, it is assumed to recruit its own guard; you do not need to worry about your army being reduced in order to man the battlements. Unlike other buildings, this building is treated like a troop, and can be trained or downsized (demolished). These buildings can be destroyed by enemy attacks. In twin column views, this will be the lowest building on the right hand column.
Fort buildings help defending against War attacks, they can be trained like troops, and can be destroyed by your enemy.
Quantity Recommendation: No more than 5-10%
How does Buildrate (BRT) work?
Understanding BRT is a very important part of building an efficient kingdom, as it determines the number of structures that can be built using a single turn.
If you have a BRT of 10, it will take 1 turn to build 10 buildings.
These buildings can be all of the same type, or you can divide the buildings up each turn.
With a BRT of 10 you could build, for example, 10 income buildings, or you could build 5 troop buildings and 5 fort buildings, or 5 BRT buildings and 1 of each of the other 5 building types (or some other combination of 10 structures).
If you build 9 buildings with a BRT of 10, it will still cost 1 turn, but you 'could' have built 1 extra buildings
If you build 11 buildings with a BRT of 10, it will cost 2 turns, and you 'could' have build 9 additional structures.
For every 5% of your total kingdom size in BRT buildings, your BRT will increase.
0 - 4.999% land in BRT buildings = BRT of 4 structures per turn
5 - 9.999% land in BRT buildings = BRT of 6 structures per turn
10 - 14.999% land in BRT buildings = BRT of 8 structures per turn
15 - 19.999% land in BRT buildings = BRT of 10 structures per turn
20 - 24.999% land in BRT buildings = BRT of 12 structures per turn
25 - 29.999% land in BRT buildings = BRT of 14 structures per turn
30 - 34.999% land in BRT buildings = BRT of 16 structures per turn
35 - 39.999% land in BRT buildings = BRT of 18 structures per turn
40 - 44.999% land in BRT buildings = BRT of 19 structures per turn
45 - 49.999% land in BRT buildings = BRT of 20 structures per turn
50 - 54.999% land in BRT buildings = BRT of 21 structures per turn
55 - 59.999% land in BRT buildings = BRT of 22 structures per turn
60 - 64.999% land in BRT buildings = BRT of 23 structures per turn
65 - 69.999% land in BRT buildings = BRT of 24 structures per turn
70 - 74.999% land in BRT buildings = BRT of 25 structures per turn
75 - 79.999% land in BRT buildings = BRT of 26 structures per turn
80 - 84.999% land in BRT buildings = BRT of 27 structures per turn
85 - 89.999% land in BRT buildings = BRT of 28 structures per turn
90 - 94.999% land in BRT buildings = BRT of 29 structures per turn
95 - 99.999% land in BRT buildings = BRT of 30 structures per turn
100% land in BRT buildings = BRT of 31 structures per turn (although there would be no empty land to build them)
What happens when I've build all my land?
You can gain additional acres in two main ways.
- When just starting out, you can offer gold to the church and be rewarded with additional acres. Offering for land is the best way to grow in the beginning, but becomes less efficient the larger you get.
- You can also gain land through military conquest, by attacking with you armies.
OFFER (aka TITHE)
Offer gold in exchange for land
Selection of offensive and defensive military options