Province buildings
 
 

/1 Sawmill

Cost: 60 + 0 +
Gold income: 7
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: yes
Hills: no
Swamps: no

Income +7.
Redwood income +2.
Can only be built in a forest.
Prerequisite building, that must be constructed in the capital: Carpenters Guild.


/2 Mine

Cost: 70 + 0 +
Gold income: 7
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: no
Hills: yes
Swamps: no

Income +7.
Iron income +2.
Marble income +4.
Mithril income +6.
Can only be built on a hill.

Prerequisite building, that must be constructed in the capital: Diggers Guild.

Effects

Changes the chance of event #7 by +30%
Changes the chance of event #514 by +10%
Changes the chance of event #521 by +5%
Changes the chance of event #528 by +2%


/3 Mill

Cost: 75 + 0
Gold income: 7
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: no
Hills: no
Swamps: no

Income +7.
Can only be built on a plain.
Prerequisite building, that must be constructed in the capital: Farmers Market.

Effects

Changes the chance of event #1048 by +50%


/4 Brewery

Cost: 100 + 0
Gold income: 10
Crystal income: 0
Mood: 1
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: no
Hills: no
Swamps: no

Mill Upgrade.
Income +10.
Population mood +1.
Increases the morale of province defenders by 2.

Effects

Changes the morale of the province guards by +2
Changes the chance of event #243 by +40%


/5 Storehouse

Cost: 50 + 0
Gold income: 2
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Income +2.
Access to the stronghold's shops and treasury from this province.
Prerequisite building, that must be constructed in the capital: Armory.


/6 Mall

Cost: 70 + 0 +
Gold income: 7
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Storehouse Upgrade.
Income +7.
Access to the stronghold's shops and treasury from this province.

Effects

Changes the chance of event #14 by +20%
Changes the chance of event #708 by +50%
Changes the chance of event #745 by +40%
Changes the chance of event #759 by +20%


/7 Market

Cost: 150 + 0 + +
Gold income: 13
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Mall Upgrade.
Income +13.
Access to the stronghold's shops and treasury from this province.

Effects

Changes the chance of event #14 by +50%
Changes the chance of event #708 by +100%
Changes the chance of event #745 by +70%
Changes the chance of event #759 by +50%


/8 Granary

Cost: 20 + 0
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 2
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Increases population growth. Reduces the risk of famine in this province.
Prerequisite building, that must be constructed in the capital: Pottery.

Effects

Changes the chance of event #1 by -50%


/9 Stable

Cost: 150 + 0 + +
Gold income: 3
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 4
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Granary Upgrade.
Significantly increases population growth.
Income +3.
Income from Horses +5.
Increases the mobility of a hero staying in this province by 1.
A hero spends only 1 mobility point to cross this province.
Prerequisite building, that must be constructed in the capital: Drivers Guild.

Effects

Increases the mobility of the hero (stable)
Changes the chance of event #1 by -50%


/10 Shipyard

Cost: 100 + 0 + + +
Gold income: 3
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Can only be built in a coastal province.
Income +3.
Allows a hero to cross a neighboring sea province.


/11 Port

Cost: 200 + 0 + + +
Gold income: 9
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Shipyard Upgrade.
Can only be built in a coastal province.
Income +9.
Allows a hero to cross a neighboring sea province.

Effects

Changes the chance of event #14 by +20%
Changes the chance of event #8 by +30%


/12 Lighthouse

Cost: 150 + 0 + + +
Gold income: 15
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Port Upgrade.
Can only be built in a coastal province.
Income +15.
Allows a hero to cross two neighboring sea provinces.

Effects

Changes the chance of event #14 by +20%
Changes the chance of event #8 by +30%


/13 Arena

Cost: 150 + 0 + + +
Gold income: 4
Crystal income: 0
Mood: 2
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Population mood +2. Income +4.
Improves population mood by 1 and increases Income by 3 if there is a Traveling Circus built in the stronghold.

Effects

Increases mood by +1 if the castle has a building Traveling Circus
Increases income by +3 if the castle has a building Traveling Circus


/14 Pub

Cost: 25 + 0
Gold income: 3
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Income +3.
Improves population mood by 1 if there is a Theater built in the stronghold.
Increases the morale of province defenders by 1.
Prerequisite building, that must be constructed in the capital: Inn.

Effects

Increases mood by +1 if the castle has a building Theater
Changes the morale of the province guards by +1


/15 Tavern

Cost: 50 + 0
Gold income: 6
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Pub Upgrade.
Income +6.
If there is a Theater or a Brewery in the stronghold, population mood increases by 1.
Increases the morale of province defenders by 2.
Prerequisite building, that must be constructed in the capital: Merchant Court.

Effects

Increases mood by +1 if the castle has a building Theater
Increases mood by +1 if the castle has a building Brewery
Changes the morale of the province guards by +2
Changes the chance of event #666 by -25%


/16 Inn

Cost: 70 + 0
Gold income: 12
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Tavern Upgrade.
Income +12.
If there is a Theater or a Brewery in the stronghold, population mood increases by 1.
If there is a Gambling House in the stronghold, income increases by 2.
Increases the morale of province defenders by 4.

Effects

Increases mood by +1 if the castle has a building Theater
Increases mood by +1 if the castle has a building Brewery
Increases income by +2 if the castle has a building Gambling House
Changes the morale of the province guards by +4
Changes the chance of event #666 by -50%


/17 Library

Cost: 40 + 5
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Access to the stronghold's library from this province.
Prerequisite building, that must be constructed in the capital: Sages Guild.


/18 Magic Tower

Cost: 150 + 20 + +
Gold income: 0
Crystal income: 2
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 10
Tower damage: 7

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Library Upgrade.
Access to the stronghold's library from this province.
Yields 2 gems per turn.
Fires Magic Shots at the enemies when defending this province in battle.
Increases spotting range.

Effects

Opens the fog of war


/19 Outpost

Cost: 500 + 0 + + + + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Fortification (125).
First rank garrison.
Allows heroes to recruit troops in this province.
Guards in this province are incorruptible.
Prerequisite building, that must be constructed in the capital: Stonemasons Guild.

Effects

Garrison with the Rank 1 (quantity: 4)


/20 Fort

Cost: 150 + 0 + + + + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 10
Tower damage: 6

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Outpost Upgrade.
Fortification (200).
1 Tower.
Second rank garrison.
Increases spotting range.
Increases the morale of province defenders by 2.
Allows heroes to recruit troops in this province.
Guards in this province are incorruptible.
Prerequisite building, that must be constructed in the capital: Builders Guild.

Effects

Garrison with the Rank 1 (quantity: 5)
Garrison with the Rank 2 (quantity: 2)
Changes the morale of the province guards by +2
Opens the fog of war


/21 Citadel

Cost: 250 + 0 + + + + + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 12
Tower damage: 10

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Fort Upgrade.
Fortification (300).
2 Towers.
Third rank garrison.
Increases spotting range.
Increases the morale of province defenders by 4.
Allows heroes to recruit troops in this province.
Guards in this province are incorruptible and fearless.

Effects

Garrison with the Rank 1 (quantity: 5)
Garrison with the Rank 2 (quantity: 3)
Garrison with the Rank 3 (quantity: 2)
Changes the morale of the province guards by +4
Opens the fog of war
unknown


/22 Fortress

Cost: 400 + 0 + + + + + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 15
Tower damage: 14

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Citadel Upgrade.
Fortification (450).
3 Towers.
Fourth rank garrison.
Increases spotting range.
Increases the morale of province defenders by 6.
Allows heroes to recruit troops in this province.
Guards in this province are incorruptible and fearless.

Effects

Garrison with the Rank 1 (quantity: 6)
Garrison with the Rank 2 (quantity: 3)
Garrison with the Rank 3 (quantity: 2)
Garrison with the Rank 4 (quantity: 1)
Changes the morale of the province guards by +6
Opens the fog of war
unknown


/23 Castle

Cost: 500 + 0 + + + + + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 17
Tower damage: 18

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Fortress Upgrade.
Fortification (600).
4 Towers.
Full fourth rank garrison.
Increases spotting range.
Increases the morale of province defenders by 10.
Allows heroes to recruit troops in this province.
Guards in this province are incorruptible and fearless.

Effects

Garrison with the Rank 1 (quantity: 6)
Garrison with the Rank 2 (quantity: 4)
Garrison with the Rank 3 (quantity: 3)
Garrison with the Rank 4 (quantity: 2)
Changes the morale of the province guards by +10
Opens the fog of war
unknown


/24 Infirmary

Cost: 40 + 5 +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 1
Population growth: 3
Health recovery: 10
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Increases population growth.
Speeds up restoration of unit hit points by 10%.
Reduces the risk of an epidemic in this province.

Effects

Changes the chance of event #8 by -50%
Changes the chance of event #219 by -50%


/25 Pharmacy

Cost: 125 + 15 + +
Gold income: 0
Crystal income: 1
Mood: 0
Karma: 1
Population growth: 7
Health recovery: 25
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Infirmary Upgrade.
Yields 1 gem per turn.
Greatly increases population growth.
Speeds up restoration of unit hit points by 25%.
Mandrake income +7.
Reduces the risk of an epidemic in this province.

Effects

Changes the chance of event #8 by -80%
Changes the chance of event #219 by -80%


/26 Deputy's House

Cost: 100 + 0 + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Increases gold income from this province by 15%.
Reduces corruption in this province by 30%.

Effects

Changes the level of corruption in the province by -30%


/27 Judge's House

Cost: 100 + 0 + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Deputy's House Upgrade.
Increases gold income from this province by 25%.
Slows down unrest growth rate.
Reduces corruption in this province by 50%.

Effects

Slows down the accumulation of discontent by +2
Changes the level of corruption in the province by -50%


/28 Town Council

Cost: 200 + 0 + + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Judge's House Upgrade.
Increases gold income from this province by 40%.
Slows down unrest growth rate.
Reduces corruption in this province by 70%.

Effects

Slows down the accumulation of discontent by +2
Changes the level of corruption in the province by -70%


/29 Tax Collector

Cost: 400 + 0 + + + +
Gold income: 0
Crystal income: 0
Mood: -1
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Town Council Upgrade.
Increases gold income from this province by 50%.
Slows down unrest growth rate.
Population mood -1.
Reduces corruption in this province by 100%.

Effects

Slows down the accumulation of discontent by +2
Changes the level of corruption in the province by -100%


/30 Secret Monastery

Cost: 100 + 20 + +
Gold income: 0
Crystal income: 2
Mood: 0
Karma: 2
Population growth: 0
Health recovery: 15
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Yields 2 gems per turn.
Access to the stronghold's library from this province.
Speeds up restoration of unit hit points by 15%.

Effects

There is a building drawing (Level: 2, Rarity: 2)


/31 Dark Tower

Cost: 60 + 25 + +
Gold income: 0
Crystal income: 3
Mood: -1
Karma: -2
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Yields 3 gems per turn.
Access to the stronghold's library from this province.
Population mood -1.
Increases spotting range.

Effects

There is a building drawing (Level: 2, Rarity: 2)
Opens the fog of war


/32 Tower of Lightning

Cost: 200 + 40 + +
Gold income: 0
Crystal income: 5
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 10
Tower damage: 10

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Yields 5 gems per turn.
Access to the stronghold's library from this province.
Fires Lightning at the enemies when defending this province in battle.
Increases spotting range.

Effects

There is a building drawing (Level: 3, Rarity: 3)
Opens the fog of war


/33 Golden Sphere

Cost: 100 + 10 + +
Gold income: 20
Crystal income: 0
Mood: 1
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Income +20.
Population mood +1.

Effects

There is a building drawing (Level: 3, Rarity: 3)


/34 Enchanted Well

Cost: 50 + 15 +
Gold income: 0
Crystal income: 1
Mood: 2
Karma: 0
Population growth: 5
Health recovery: 10
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Yields 1 gem per turn.
Significantly increases population growth.
Speeds up restoration of unit hit points by 10%.
Population mood +2.

Effects

There is a building drawing (Level: 2, Rarity: 3)


/35 Ancient Pyramid

Cost: 100 + 30 +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Doubles gem income from this province.

Effects

There is a building drawing (Level: 3, Rarity: 3)


/36 Ancient Shrine

Cost: 150 + 30 +
Gold income: 5
Crystal income: 2
Mood: 5
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Income +5.
Yields 2 gems per turn.
Population mood +5.
Increases the morale of province defenders by 3.

Effects

There is a building drawing (Level: 3, Rarity: 3)
Changes the morale of the province guards by +3


/37 Ancient Temple

Cost: 200 + 30 +
Gold income: 3
Crystal income: 3
Mood: 3
Karma: 0
Population growth: 3
Health recovery: 15
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Income +3.
Yields 3 gems per turn.
Increases population growth.
Speeds up restoration of unit hit points by 15%.
Population mood +3.

Effects

There is a building drawing (Level: 3, Rarity: 4)


/38 Ancient Vault

Cost: 300 + 10 + +
Gold income: 25
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Income +25.
Access to the stronghold's shops and treasury from this province.

Effects

There is a building drawing (Level: 4, Rarity: 4)


/39 Ancient Mine

Cost: 150 + 0 +
Gold income: 15
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: no
Hills: yes
Swamps: no

Income +15.
Iron income +4.
Marble income +8.
Mithril income +12.
Can only be built on a hill.

Effects

There is a building drawing (Level: 3, Rarity: 2)
Changes the chance of event #7 by +30%
Changes the chance of event #514 by +20%
Changes the chance of event #521 by +10%
Changes the chance of event #528 by +5%


/40 Shaman's Hut

Cost: 40 + 10 +
Gold income: 0
Crystal income: 3
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 10
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: no
Hills: no
Swamps: yes

Yields 3 gems per turn.
Speeds up restoration of unit hit points by 10%.
Can only be built in a swamp.

Effects

There is a building drawing (Level: 2, Rarity: 3)


/41 Crystal Pit

Cost: 200 + 20 + +
Gold income: 1
Crystal income: 3
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: no

Income +1.
Yields 3 gems per turn.
Increase income of gems by 10%.
Cannot be built in a swamp.
Prerequisite building, that must be constructed in the capital: Geologists Guild.

Effects

Changes the chance of event #748 by +10%


/42 Berry Farm

Cost: 70 + 0
Gold income: 8
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: no
Hills: no
Swamps: yes

Income +8.
Can only be built in a swamp.
Reduces gem income by a third.
Prerequisite building, that must be constructed in the capital: Herbalists Guild.


/43 Sacrificial Altar

Cost: 150 + 20 + + +
Gold income: 0
Crystal income: 10
Mood: -2
Karma: -1
Population growth: -4
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Yields 10 gems per turn.
Population mood -2.
Greatly reduces population growth.

Effects

There is a building drawing (Level: 3, Rarity: 4)


/44 Chaos Monument

Cost: 250 + 40 + + +
Gold income: 25
Crystal income: 6
Mood: -2
Karma: -2
Population growth: -2
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Gathering place of devil worshipers, where they pray and make sacrifices. Part of the gifts to the idol is taken to the treasury.
Income +25.
Yields 6 gems per turn.
Population mood -2.
Greatly reduces the population growth.

Effects

There is a building drawing (Level: 3, Rarity: 3)


/45 Magic Monument

Cost: 250 + 40 + + +
Gold income: 8
Crystal income: 8
Mood: -1
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

At night, the statue glows, turning minerals and metal scraps laid at her feet into magic crystals and gold by sunrise. The people of the province are forbidden to come close under penalty of death.
Income +8.
Yields 8 gems per turn.
Population mood -1.

Effects

There is a building drawing (Level: 3, Rarity: 3)


/46 Darkness Monument

Cost: 250 + 40 + + +
Gold income: 30
Crystal income: 2
Mood: -2
Karma: -2
Population growth: -2
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

It is said that at night the monument comes to life and visits people in their houses. There is no escaping it, and by morning whole families are found dead and bloodless. This is typical for a vampire, but as the dead have no use for gold, all of the their property is brought to the treasury.
Income +30.
Yields 2 gems per turn.
Population mood -2.
Greatly reduces the population growth.

Effects

There is a building drawing (Level: 3, Rarity: 3)
Changes the chance of event #727 by +10%


/47 Light Monument

Cost: 250 + 40 + + +
Gold income: 0
Crystal income: 0
Mood: 2
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Every man tends to pray at the monument, because the obtained blessings give strength and determination in the battles ahead.
Rumor has it that the statue itself watches over the fate of mortals through the eyes of the Lord of Light.
Population mood +2.
Increases spotting range.
Increases the morale of province defenders by 10.
Reduces corruption in this province by 100%.

Effects

There is a building drawing (Level: 3, Rarity: 3)
Changes the morale of the province guards by +10
Changes the level of corruption in the province by -100%
Opens the fog of war


/48 Elemental Monument

Cost: 200 + 20 + + +
Gold income: 15
Crystal income: 0
Mood: 1
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

A wonderful monument established in the province brings the right weather at the right time. Harvests are abundant, income from the province grows and the people are pleased with your reign.
Income +15.
Population mood +1.
Slows down unrest growth rate.
Increases the morale of province defenders by 2.

Effects

Changes the morale of the province guards by +2
There is a building drawing (Level: 3, Rarity: 3)
Changes the chance of event #1 by -100%
Slows down the accumulation of discontent by +2


/49 Sorcery Monument

Cost: 250 + 40 + + +
Gold income: 0
Crystal income: 15
Mood: -2
Karma: -1
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

On the pedestal of the statue ancient texts are written in a long forgotten language. The author was a very powerful warlock and perhaps those who can decipher the mysterious texts gain access to that lost knowledge. The monument often attracts all sorts of spellcasters who generously pay for the right to copy the ancient texts.
Yields 15 gems per turn.
Population mood -2.

Effects

There is a building drawing (Level: 3, Rarity: 3)


/50 Orcish Outpost

Cost: 350 + 0 + + +
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Race: Orcs
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Small first and second rank garrison without fortifications.
Increases spotting range.
Cannot be built alongside a regular Outpost.
Prerequisite building, that must be constructed in the capital: Orcish Barracks.

Effects

Garrison with the Rank 1 (quantity: 2)
Garrison with the Rank 2 (quantity: 1)
Opens the fog of war


/51 Dwarven Mine

Cost: 100 + 0 +
Gold income: 12
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Race: Dwarves
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: no
Hills: yes
Swamps: no

Mine Upgrade.
Income +12.
Iron income +6.
Marble income +8.
Mithril income +10.
Can only be built on a hill.

Effects

Changes the chance of event #7 by +40%
Changes the chance of event #514 by +20%
Changes the chance of event #521 by +10%
Changes the chance of event #528 by +5%
Changes the chance of event #261 by +50%


/52 Temple

Cost: 200 + 40 + + +
Gold income: 0
Crystal income: 0
Mood: 1
Karma: 1
Population growth: 0
Health recovery: 10
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes

Population mood +1.
Speeds up restoration of unit hit points by 10%.
Reduces corruption in this province by 50%.
Reduces the risk of an attack by undead and demons in the province.

Effects

Changes the level of corruption in the province by -50%
Changes the chance of event #36 by -50%
Changes the chance of event #56 by -50%
There is a building drawing (Level: 2, Rarity: 3)


/53 Battlemage Garden

Cost: 160 + 15 + +
Gold income: 0
Crystal income: 3
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Race: Goblins
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: no
Hills: no
Swamps: yes

Income from black lotus + 10.
Yields 3 gems per turn.
Increases gem income by a third.
Can only be built in a swamp.
Prerequisite building, that must be constructed in the capital: Goblin Ward.


/54 Bakery

Cost: 100 + 0
Gold income: 15
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Race: Halflings
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: no
Hills: no
Swamps: no

Mill Upgrade.
Income +15.
Reduces the risk of famine in this province.
Prerequisite building, that must be constructed in the capital: Halfling's Suburb.

Effects

Changes the chance of event #1 by -35%
Changes the chance of event #14 by +20%
Changes the chance of event #1048 by +35%


/55 Crystal Mine

Cost: 100 + 25 + +
Gold income: 5
Crystal income: 5
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: no

Mine Upgrade.
Income +5.
Yields 5 gems per turn.
Increase income of gems by 25%.
Cannot be built in a swamp.
Prerequisite building, that must be constructed in the capital: Great Forge.

Effects

Changes the chance of event #748 by +20%


/56 Monument of Nature

Cost: 250 + 40 + + +
Gold income: 5
Crystal income: 5
Mood: 1
Karma: 1
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: yes
Hills: no
Swamps: no

Income +5.
Yields 5 gems per turn.
Population mood +1.
Increases the mobility of a hero staying in this province by 1.
Allows a hero located in this province to use the Forest Corridor ritual (teleport instantly to castle).
Can only be built in a forest.

Effects

Increases the mobility of the hero (stable)
There is a building drawing (Level: 3, Rarity: 3)
Allows the hero to use the ritual Forest Corridor (only in this province)


/57 Elven Sawmill

Cost: 100 + 0 + +
Gold income: 10
Crystal income: 2
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Race: Elves
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: yes
Hills: no
Swamps: no

Sawmill Upgrade.
Income +10.
Yields 2 gems per turn.
Redwood income +5.
Can only be built in a forest.
Prerequisite building, that must be constructed in the capital: Elven Grove.


/58 Elven Gardens

Cost: 190 + 15 +
Gold income: 0
Crystal income: 2
Mood: 1
Karma: 0
Population growth: 3
Health recovery: 10
Race: Elves
Tower health: 0
Tower damage: 0

Terrain:
Plains: no
Forests: yes
Hills: no
Swamps: no

Yields 2 gems per turn.
Population mood +1.
Increases population growth.
If there is a Crystal Garden in the stronghold, population mood increases by 1.
Increases the morale of province defenders by 4.
Prerequisite building, that must be constructed in the capital: Elven Quarter.

Effects

Increases mood by +1 if the castle has a building Crystal Garden
Changes the morale of the province guards by +4