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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

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 |