All buildings are constructed by Peasants. Refer to the ingame tooltips and the Building Tree Chart for the costs. Buildings also have alignments, which is important for the multi-player game. Buildings can be Unaligned (can be built by all players), Imperial, Pagan, Renaissance, Imperial Renaissance or Pagan Renaissance. Refer to the Building Tree Chart for more details. Note that you can always combine Renaissance buildings with Imperial and Pagan buildings, but you can never have Imperial and Pagan buildings.

Armoury -Unaligned
Arcanum - Pagan Renaissance
Bank - Renaissance
Barracks - Unaligned
Blacksmith - Unaligned
Castle
Cathedral - Imperial, Imperial Renaissance
Church - Imperial, Imperial Renaissance, or Renaissance
Dock - Unaligned
Farm - Unaligned
Fort - Unaligned
Gatehouse
Guildhall -Unaligned
Hall Of Warriors - Pagan
Henge - Pagan

Holy Chapter - Imperial
Holy Fortress - Imperial
Keep
Manor - Unaligned
Maypole -Pagan
Monastery - Imperial
Observatory - Imperial Renaissance, Renaissance or Pagan Renaissance
Palace
Palings
Sacred Grove - Pagan
Sawmill - Unaligned Renaissance, Pagan Renaissance, Imperial Renaissance
Scriptorium - Imperial Renaissance

Shops - Unaligned
Stables - Unaligned
Statue of the Archangel - Imperial
Tavern-Unaligned
Temple of the Moon - Pagan
Training Dummy
Trading Post - Unaligned
University - Renaissance
Village - Unaligned
Walls and Towers
Warehouse - Unaligned
Watchtower, Fort and Holy Fortress
Wicker Man - Pagan
Windmill -Renaissance, Pagan Renaissance, Imperial Renaissance

 

Armoury -Unaligned


Once you have constructed an Armoury you will have access to a range of siege weapons either directly: in the form of the Mangonel and Battering Ram, or via the Sapper. The Sapper can also build Bombards and Trebuchets. An Armoury must be built within your city walls (see Auto-Walling).

Requires: Keep (To upgrade your Manor to a Keep you need to build a Sacred Grove, Windmill or Monastery.)
Builds: Mangonel, Sapper, Bombard (with Bombard upgrade)
Allows: Carrack to be built at the Dock.

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Arcanum - Pagan Renaissance


This is a Pagan centre of magical learning, the ultimate Pagan Renaissance building. Precludes University, Scriptorium, Archangel and Wicker Man. Building the Arcanum automatically upgrades your Castle to a Pagan Palace.

Allows: Carrack (at the Dock)
Requires: Temple of the Moon and Observatory
Upgrades: Death Wyrm, Explosives, and Invoke Hecate.

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Bank - Renaissance


Once you have established a thriving economy with Merchants and Shops, the addition of a Bank makes your population feel safer about the money they produce. The effect of the Bank is to allow Materials to be converted to Gold at a much faster rate. Peasants assigned to shop will visit a bank on their way to deliver to the Manor. Visiting the Bank gives them a Gold bonus, so always try and build your Bank either near to, or in between, your Shops and your Manor. A Bank must be built within your city walls (see Auto-Walling).

Requires: Observatory

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Barracks - Unaligned


The first step in developing a military force is to construct a Barracks. With this you can start Training and produce a force of fighting Units. A Barracks must be built within your city walls (see Auto-Walling).

Builds: Archer, Imperial Archer, Spearman, Pikeman, Man at Arms, Gunner.
Allows: Training Dummy, Stables, Watchtower.
Offers Upgrade: Research Fort, Research Flaming Arrow.

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Blacksmith - Unaligned


The Blacksmith can upgrade the armour and weapons of your Units. When you upgrade from a Keep to a Castle, more of these upgrades are offered at the Blacksmith. If you upgrade to a Renaissance Palace, further upgrades are offered.

 Requires: Keep

Upgrades: Heavy Infantry Pattern Welded Blade, Light Cavalry Steel-tipped Weapon, Light Infantry Steel-tipped Weapon, Heavy Cavalry Mail Barding, Heavy Infantry Chainmail, Light Cavalry Mail Barding, Light Infantry Hardened Leather Armour, Light Cavalry Armour Piercing, Light Infantry Armour Piercing, Light Cavalry Plate Barding, Light Infantry Ringmail Armour, Light Infantry Leather Armour, Heavy Infantry Scalemail,  Heavy Infantry Plate Armour, Heavy Infantry Damascene Steel, Heavy Infantry Tempered Steel, Light Infantry Iron-tipped Weapon, Light Cavalry Quilted Hauberk, Light Cavalry Iron-tipped Weapon, Heavy Cavalry Plate Barding, Heavy Cavalry Leather Barding.

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Castle


Garrison Capacity: 50
A Castle is an upgraded Keep and is yet more robust than the Keep. It can be Pagan, Renaissance or Imperial, depending on the path you choose. The Keep is automatically upgraded to a Castle when you build a Cathedral (Imperial Castle), Temple of the Moon (Pagan) or Observatory (Renaissance). A Castle also allows your peasants to construct new Manors elsewhere, effectively allowing you to found new cities. Castles can be garrisoned.

Allows: A number of additional Cavalry and Infantry combat upgrades at the Blacksmith.

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Cathedral – Imperial, Imperial Renaissance


A Cathedral is the Imperial 'special weapon' building. It generates and inflicts Acts Of God; Priests, Bishops and Inquisitors can pray here to speed up the generation of Piety, which is used in calling down Acts of God. Building a Cathedral will irrevocably precludes the Pagan path, automatically upgrades your Keep to an Imperial Castle and disallows the University.

Requires: Chivalry upgrade at the Monastery.
Alignment: Imperial or Imperial Renaissance.
Upgrades: Surgery, Crusade, Shield of God and Crossbow
Acts of God: Plague, Blindness, Fimbulwinter, Wrath of Heaven and Wormwood, Vision, Earthquake, Lightning
Allows: Scriptorium (with Observatory) and Ramparts upgrade.
Builds: Bishop, Inquisitor.

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Church - Imperial, Imperial Renaissance, or Renaissance


A Church increases the efficiency of your Peasants. When Peasants are delivering Materials to a Village or Manor and there is a Church is nearby, they will stop at the Church on every seventh trip (Sunday) and pray. This increases the speed at which they harvest resources for the next six trips. Building a Church precludes the Pagan Maypole and the Battle Rider.

Builds: Priest

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Dock - Unaligned


Builds: Cog, Carrack, Corsair, Galleass (with Bombard upgrade)
A Dock will repairs ships and can be set up to receive resources from another Dock, and to deliver resources to the nearest Village or Manor (see Supply Lines).

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Farm - Unaligned


Farms generate food if a Peasant is assigned to work them. See also Food Consumption, Unit Support and Population Limit. You will be able to tell if a farm has no peasant working on it as farms without peasants assigned to them will attract crows, who will begin to feed on the farm. There are 3 types of farm, depending on the terrain over which they are built - Fertile, Standard and Arid. The tool tip will tell you which type they are, as will the farm graphic. Fertile farms look rich and plentiful, Arid Farms are dry and patchy. Try and build your farms on fertile terrain. Fertile farms produce more food than Standard farms, which produce more food than arid farms.

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Fort - Unaligned


The Fort is an upgraded Watchtower. It can take more damage than a Watchtower, and more troops can be garrisoned there. See Garrisons. Troops can fire from a Fort. The Garrison Capacity is of a Fort is 10.

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Gatehouse


Commands: Open Portcullis, Close Portcullis.
Your initial Stockade comes with a Gatehouse. There are four types of Gatehouse: Stockade Gatehouse, Fortified Gatehouse, Gatehouse Battlements (Renaissance) and Gatehouse Ramparts (Imperial). A Gatehouse can be garrisoned, like Forts and Towers. The Gatehouse automatically detects any nearby enemy Spies. You can open and close the Gatehouse portcullis to let Units through, or to prevent entry if enemy troops are threatening. The Garrison capacity of a gatehouse is 10 units.

Gatehouses can detect and unmask enemy spies, and Possessed Peasants.

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Guildhall -Unaligned


A place where tradesmen can enter into a Guild to develop their skills.

Requires: Village
Upgrades: Heavy Plough, Horse Harness, Crop Rotation, Fortified Wall.
Allows: Windmill, Blacksmith, Warehouse, Wall upgrades.

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Hall Of Warriors - Pagan


The Pagan Barracks. This is where pagan warriors are trained.

Requires: Temple of the Moon.
Builds: Warrioress of the Dawn, Warrior of the Sun, Huntress of the Dawn, Huntress of the Sun, and Undead Legion (undead with Invoke Hecate upgrade at the Arcanum - Pagan Renaissance.)

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Henge - Pagan


The Henge must be built by a High Priestess. It is a summoning circle of ancient stones, used to bring forth mighty Pagan Beasts from the 'other side'.

Builds: Succubus, Gibbering Horde, Behemoth, Spider Demon (with Wicker Man), Death Wyrm (with Arcanum) and the Fomorian (with Temple of the Moon).

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Holy Chapter - Imperial


The Holy Chapter is an upgraded Monastery that allows for the training of monastic knights like the Holy Warrior.

Builds: Monk, Holy Warrior
Upgrades: Chivalry.

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Holy Fortress - Imperial


You can upgrade your Fort to a Holy Fortress once you have completed the Shield of God upgrade. A Holy Fortress has the best defence and can house the largest garrison. Garrison Capacity: 20.

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Keep


Garrison Capacity: 50
A Keep is an upgraded Manor, but it can take much more damage. It can be Pagan, Renaissance or Imperial alignment, depending on the path you choose. The Manor is automatically upgraded to a Keep when you build a Monastery (Imperial Keep), Sacred Grove (Pagan Keep) or Windmill (Renaissance Keep).

Builds: Peasant, Cart.
Allows: Armoury, Fort upgrade at Barracks and various Cavalry and Infantry combat upgrades at the Blacksmith.

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Manor - Unaligned


Garrison Capacity: 50
Your first Manor in the game is the centre of your city and your Empire. If it is destroyed you lose the game, so guard it well! (In multi-player you can change this, if you wish). Your Manor begins with a Stockade wall and, as your city expands, so does the wall, automatically. As you develop your city, your Manor will be upgraded to a Keep, a Castle and then a Palace. Each of these Castles will be different according to your choice of alignment - Pagan, Imperial or Renaissance. You can only ever have one Manor, until it is upgraded to a Castle. At this point, your peasants can construct new Manors.

Builds: Peasant, Cart.
Upgrades: Militia, Fortified Wall.
Commands: Conscript Peasants (turns Peasants into Militia), Convert Militia to Peasants (back to Peasants).

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Maypole -Pagan


The Maypole is a Pagan building for improving the happiness and therefore the efficiency of your Peasants. If you build it on the route your Peasants travel to deliver resources to a Village, they will stop at the Maypole and celebrate, making them faster and more efficient at harvesting Food and gathering Materials. Building a Maypole precludes the Church.
Allows: Sacred Grove, Barbarian (at the Trading Post).

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Monastery - Imperial


Building a Monastery automatically upgrades your Manor to a Keep.

Builds: Monk
Allows: Armoury, Fort upgrade at the Barracks.
Upgrades: Chivalry, Holy Chapter (upgrades Monastery to Holy Chapter).

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Observatory - Imperial Renaissance, Renaissance or Pagan Renaissance


The Observatory allows your people to research new techniques and discoveries. Automatically upgrades your Keep to a Castle. Precludes Wickerman and Archangel Statue. The Observatory also gives you the power of Telescopic Vision. The Observatory has a charge bar. When it is fully charged, the Telescopic Vision icon will become active. Select it, and then rightclick anywhere on the map, and you will be able to see that area for a second or two.

Requires: Windmill
Upgrades: Research Trebuchet, Telescopic Vision
Allows: Bank and Scriptorium (with Cathedral), or Arcanum (with Temple of the Moon), or University.

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Palace


Garrison Capacity: 50
A Palace is an upgraded Castle and is the ultimate headquarters. It can be Pagan, Renaissance or Imperial, depending on the path you choose. The Castle is automatically upgraded to a Palace when you build the Statue of the Archangel (Imperial Palace), a Scriptorium (Imperial Renaissance)Wicker Man (Pagan Palace), Arcanum (Pagan Renaissance) or University (Renaissance Palace).

The Renaissance Palace allows more Cavalry and Infantry combat upgrades at the Blacksmith.

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Palings

Palings are stakes set in the ground, and they will slow enemy Units up who encounter them. Palings can be built by the Sapper

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Sacred Grove - Pagan


The Sacred Grove is a Pagan centre of nature worship. Building a Sacred Grove automatically upgrades your Manor to a Pagan Keep. The Sacred Grove precludes the Javelineer, but all existing Javelineers will be automatically upgraded into Mounted Huntresses (female horse archers).

Requires: Maypole
Upgrades: Festival of Samhain, Festival of Beltane and Blessings of the Goddess.
Builds: High Priestess
Allows: Temple of the Moon, Battle Rider and Mounted Huntress (at Hall of Warriors).

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Sawmill - Unaligned Renaissance, Pagan Renaissance, Imperial Renaissance


A Sawmill is used to boost your Materials output. Build the Sawmill near a Village to which your Peasants are delivering Wood Materials (not Stone from stone outcroppings). They will visit the Sawmill on their journey from a tree to the Village. The Sawmill turns the wood into lumber, in effect increasing the amount of Materials they are carrying, which then gets delivered to the Village (or Manor).

Requires: Windmill.

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Scriptorium - Imperial Renaissance


The Scriptorium is a place of research carefully monitored by the Empire to make sure all new discoveries conform to the doctrine of the Imperial Church. This is the final building for the Imperial Renaissance path.

Requires: Cathedral and Observatory
Upgrades: Witch Hunt, Greek Fire, and Gunpowder.

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Shops - Unaligned


Shops allow Peasants to trade their Material for Gold. Gold is generated from Shops by assigning Peasants to Shop and start selling materials from your Global Stocks. The material is then converted to Gold, the Peasant then takes the Gold to the Manor/Keep/Castle/Palace. A Peasant will continue to do this until there is no more Material at the Palace or the Peasant is instructed to stop. If you build a Bank nearby, the Peasant will stop at the Bank, increasing his Gold yield, before delivering it to the Manor, Keep, Castle or Palace. A Merchant will generate more gold than a Peasant if he is assigned to a shop. To pause this process (ie if your Materials are running low), select this option at the shop. If you have do not have a peasant or merchant assigned to a shop, it will stop taking Materials from Global Stocks.

Allows: Tavern
Offers: Pause Shopping, Unpause Shopping.

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Stables - Unaligned


A Stables is where you can recruit your Cavalry Units.
Builds: Javelineer, Squire, Dragoon (with Gunpowder upgrade), Mounted Huntress (with Temple of the Moon), Battle Rider (with Sacred Grove), War Rider (with Wicker Man), Knight (with Chivalry upgrade), Imperial Knight (with Archangel Statue).

Upgrades: Heavy Cavalry Stirrup, Heavy Cavalry Warhorse, Heavy Cavalry Horseshoe.

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Statue of the Archangel - Imperial


The Statue of the Archangel, Sword of God is the ultimate Imperial building. If this Statue is built it marks you as the most pious and zealous follower of the Imperial Church. The followers of the true faith will flock to your banner, and the most powerful Imperial units will become available to you. You can use also summon the real Archangel at his Statue. Assign Priests, Bishops and Inquisitors to pray at the Statue to hasten the summoning. Building the Archangel precludes the University and automatically upgrades your Castle to an Imperial Palace.

Upgrades: Summon the Archangel
Requires: Crusade upgrade (from Cathedral)
Allows: Imperial Archer, Imperial Knight, Imperial Pikeman, Inquisitor and the Wormwood and Lightning Acts of God. (available at Cathedral) Existing Archers, Knights and Pikeman will be automatically upgraded.

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Tavern-Unaligned


Spies, and Mercenaries most commonly frequent the Taverns, all looking for work. When not working they spend their money eating and drinking to excess, as they never know when they may get their next job, or even if they will live long enough to see another day.

Requires: Shop
Builds: Mercenaries, Spies

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Temple of the Moon - Pagan


The Temple of the Moon takes you further down the Pagan path and precludes the University. This will attract more Pagan followers, allowing you to build the Hall of Warriors (like a pagan barracks) where you can recruit pagan units. Requires: Sacred Grove

Upgrades: Summon Fomorian
Allows: Arcanum (with Observatory), Hall Of Warriors and Wickerman

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Training Dummy


A Training Dummy is a place where a combat Unit can train and earn experience points. A Sapper or a Peasant can construct a Training Dummy. When built, select a combat Unit, and right-click on the Dummy, the Unit will train at the dummy. Note that a unit can only gain a certain amount of experience from a training dummy, and will need to engage in actual combat to progress further.

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Trading Post - Unaligned


The Trading Post can be used as a kind of static Scout, because of its high sight range. Scouts and Barbarians can also be found here, looking for work. Merchants can also be assigned to trade here, and they will generate gold which they will then deliver to the nearest Village or Manor.

Builds: Scout, Barbarian.

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University - Renaissance


The University is the ultimate Renaissance building, a centre for learning and research. The University automatically upgrades a Castle to the Renaissance Palace. The University disallows the Scriptorium, Arcanum, Wickerman, Archangel Statue, Cathedral, Temple of the Moon and the Holy Fortress. This is the final building in the Renaissance path.

Upgrades: Rocketry, Bombard, Advanced Sawmill, Advanced Windmill.
Allows: Ultimate armour and weapon upgrades at the Blacksmith, Gunner Unit.

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Village - Unaligned


A Village is a resource gathering centres. Carts travel between your Villages and your Manor/Keep/Castle/Palace, picking up resources from your Village, and delivering them to your Manor, where they are entered into Global Stocks and become available for use. Build your farms around a Village. Build your village near resource sources, like stone outcroppings, forests and gold outcroppings.

Builds: Peasant
Allows: Guildhall, Church or Maypole, Farm, Dock, Barracks, Shop.

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Walls and Towers

  
There are four types of wall: Stockades (wooden), Fortified Wall, Battlements (Renaissance wall) and Ramparts (Imperial wall). Your initial Manor always comes with a stockade and as you expand your city the wall foundations will automatically expand with it but you will need to assign Peasants to complete these foundations and this will cost Materials. You can also use your Peasants to build walls outside of your city and you can research Fortified walls, Battlements and Ramparts. Any existing walls will be upgraded automatically at no cost to the new wall type.

Any wall section can be upgraded to the appropriate Tower. Simply select a wall and click on the Tower upgrade icon (this costs Materials). Towers can be garrisoned in the same way as Forts. Towers also act as resupply centres for ammunition for missile troops. The garrison capacity for all towers is 5.

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Warehouse - Unaligned


A Warehouse can function as a Manor for the purposes of receiving resources from Villages, as well as spawning Merchants and Supply Wagons. Resources delivered to a Warehouse will go straight into global stocks. A Warehouse must be built within your city walls, so you should try and build it as near to your Village(s) as you can to cut down Cart delivery times.

Builds: Merchant and Supply Wagon

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Watchtower, Fort and Holy Fortress


These buildings can be built as outposts or defences. They are not much use on their own, and require garrisons to be effective. Garrisons can fire out if they are missile troops. With the Crossbow upgrade, all garrisons can fire out, even peasants! Forts provide considerable defensive benefits. Garrison Capacities: Watchtower 5, Fort 10, Holy Fortress 20.

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Wicker Man - Pagan


The Wickerman is the ultimate Pagan building. The Wicker Man sends out a call to your pagan people to 'muster the tribes', and various pagan warriors become available: the Behemoth and Spider Demon (at Henge); the Warrior of the Sun, War Rider, and Huntress of the Sun (at the Hall of Warriors). Existing Huntresses of the Dawn and Battle Riders will automatically be upgraded. You can also use the Wicker Man to summon Abaddon, the most powerful Pagan Unit in the game. Peasants can be sacrificed at the Wicker Man to hasten the summoning. Building the Wicker Man precludes the University, Observatory and Arcanum and automatically upgrades your Castle to a Pagan Palace.

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Windmill -Renaissance, Pagan Renaissance, Imperial Renaissance


A Windmill is used to boost your food output. Build the Windmill near a Village to which your Peasants are delivering food. They will visit the Windmill on their way from a farm to the Village. The Windmill grinds the grain into flour, in effect increasing the amount of food they are carrying and which gets delivered to the Village (or Manor). The Windmill also allows various upgrades and buildings.

Allows: Observatory, Sawmill
Upgrades: Automatically upgrades a Manor to a Keep.

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