Province buildings

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ID Name Image Gold price Crystal price Resources Gold income Crystal income Mood Karma Population growth Health recovery Race Tower health Tower damage Plains Forests Hills Swamps Description Prerequisite building Effects
1 Sawmill 60 0 7 0 0 0 0 0 0 0 no yes no no Income +7.
Redwood income +2.
Can only be built in a forest.
Carpenters Guild
2 Mine 70 0 7 0 0 0 0 0 0 0 no no yes no Income +7.
Iron income +2.
Marble income +4.
Mithril income +6.
Can only be built on a hill.
Diggers Guild 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 75 0 7 0 0 0 0 0 0 0 yes no no no Income +7.
Can only be built on a plain.
Farmers Market Changes the chance of event #1048 by +50%
4 Brewery 100 0 10 0 1 0 0 0 0 0 yes no no no Mill Upgrade.
Income +10.
Population mood +1.
Increases the morale of province defenders by 3.
Changes the morale of the province guards by +3
Changes the chance of event #243 by +40%
5 Storehouse 50 0 2 0 0 0 0 0 0 0 yes yes yes yes Income +2.
Access to the stronghold's shops and treasury from this province.
Armory
6 Mall 70 0 7 0 0 0 0 0 0 0 yes yes yes yes Storehouse Upgrade.
Income +7.
Access to the stronghold's shops and treasury from this province.
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 150 0 13 0 0 0 0 0 0 0 yes yes yes yes Mall Upgrade.
Income +13.
Access to the stronghold's shops and treasury from this province.
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 20 0 0 0 0 0 2 0 0 0 yes yes yes yes Increases population growth. Reduces the risk of famine in this province. Pottery Changes the chance of event #1 by -50%
9 Stable 150 0 3 0 0 0 4 0 0 0 yes yes yes 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.
Drivers Guild Increases the mobility of the hero (stable)
Changes the chance of event #1 by -50%
10 Shipyard 100 0 3 0 0 0 0 0 0 0 yes yes yes yes Can only be built in a coastal province.
Income +3.
Allows a hero to cross a neighboring sea province.
11 Port 200 0 9 0 0 0 0 0 0 0 yes yes yes yes Shipyard Upgrade.
Can only be built in a coastal province.
Income +9.
Allows a hero to cross a neighboring sea province.
Changes the chance of event #14 by +20%
Changes the chance of event #8 by +30%
12 Lighthouse 150 0 15 0 0 0 0 0 0 0 yes yes yes yes Port Upgrade.
Can only be built in a coastal province.
Income +15.
Allows a hero to cross two neighboring sea provinces.
Changes the chance of event #14 by +20%
Changes the chance of event #8 by +30%
13 Arena 150 0 4 0 2 0 0 0 0 0 yes yes yes 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.
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 25 0 3 0 0 0 0 0 0 0 yes yes yes yes Income +3.
Improves population mood by 1 if there is a Theater built in the stronghold.
Increases the morale of province defenders by 2.
Inn Increases mood by +1 if the castle has a building Theater
Changes the morale of the province guards by +2
15 Tavern 50 0 6 0 0 0 0 0 0 0 yes yes yes 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 4.
Merchant Court 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 +4
Changes the chance of event #666 by -25%
16 Inn 70 0 12 0 0 0 0 0 0 0 yes yes yes 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 6.
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 +6
Changes the chance of event #666 by -50%
17 Library 40 5 0 0 0 0 0 0 0 0 yes yes yes yes Access to the stronghold's library from this province. Sages Guild
18 Magic Tower 150 20 0 2 0 0 0 0 10 7 yes yes yes 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.
Opens the fog of war
19 Outpost 500 0 0 0 0 0 0 0 0 0 yes yes yes yes Fortification (125).
First rank garrison.
Allows heroes to recruit troops in this province.
Guards in this province are incorruptible.
Stonemasons Guild Garrison with the Rank 1 (quantity: 4)
20 Fort 150 0 0 0 0 0 0 0 10 6 yes yes yes 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.
Builders Guild 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 250 0 0 0 0 0 0 0 12 10 yes yes yes 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.
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
Gives the province guards fearlessness (they do not retreat if the enemy is stronger).
22 Fortress 400 0 0 0 0 0 0 0 15 14 yes yes yes 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.
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
Gives the province guards fearlessness (they do not retreat if the enemy is stronger).
23 Castle 500 0 0 0 0 0 0 0 17 18 yes yes yes 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.
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
Gives the province guards fearlessness (they do not retreat if the enemy is stronger).
24 Infirmary 40 5 0 0 0 1 3 10 0 0 yes yes yes yes Increases population growth.
Speeds up restoration of unit hit points by 10%.
Reduces the risk of an epidemic in this province.
Changes the chance of event #8 by -50%
Changes the chance of event #219 by -50%
25 Pharmacy 125 15 0 1 0 1 7 25 0 0 yes yes yes 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.
Changes the chance of event #8 by -80%
Changes the chance of event #219 by -80%
26 Deputy's House 100 0 0 0 0 0 0 0 0 0 yes yes yes yes Increases gold income from this province by 15%.
Reduces corruption in this province by 30%.
Changes the level of corruption in the province by -30%
27 Judge's House 100 0 0 0 0 0 0 0 0 0 yes yes yes 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%.
Slows down the accumulation of discontent by +2
Changes the level of corruption in the province by -50%
28 Town Council 200 0 0 0 0 0 0 0 0 0 yes yes yes 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%.
Slows down the accumulation of discontent by +2
Changes the level of corruption in the province by -70%
29 Tax Collector 400 0 0 0 -1 0 0 0 0 0 yes yes yes 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%.
Slows down the accumulation of discontent by +2
Changes the level of corruption in the province by -100%
30 Secret Monastery 100 20 0 2 0 2 0 15 0 0 yes yes yes yes Yields 2 gems per turn.
Access to the stronghold's library from this province.
Speeds up restoration of unit hit points by 15%.
There is a building drawing (Level: 2, Rarity: 2)
31 Dark Tower 60 25 0 3 -1 -2 0 0 0 0 yes yes yes yes Yields 3 gems per turn.
Access to the stronghold's library from this province.
Population mood -1.
Increases spotting range.
There is a building drawing (Level: 2, Rarity: 2)
Opens the fog of war
32 Tower of Lightning 200 40 0 5 0 0 0 0 10 10 yes yes yes 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.
There is a building drawing (Level: 3, Rarity: 3)
Opens the fog of war
33 Golden Sphere 100 10 20 0 1 0 0 0 0 0 yes yes yes yes Income +20.
Population mood +1.
There is a building drawing (Level: 3, Rarity: 3)
34 Enchanted Well 50 15 0 1 2 0 5 10 0 0 yes yes yes yes Yields 1 gem per turn.
Significantly increases population growth.
Speeds up restoration of unit hit points by 10%.
Population mood +2.
There is a building drawing (Level: 2, Rarity: 3)
35 Ancient Pyramid 100 30 0 0 0 0 0 0 0 0 yes yes yes yes Doubles gem income from this province. There is a building drawing (Level: 3, Rarity: 3)
36 Ancient Shrine 150 30 5 2 5 0 0 0 0 0 yes yes yes yes Income +5.
Yields 2 gems per turn.
Population mood +5.
Increases the morale of province defenders by 3.
There is a building drawing (Level: 3, Rarity: 3)
Changes the morale of the province guards by +3
37 Ancient Temple 200 30 3 3 3 0 3 15 0 0 yes yes yes yes Income +3.
Yields 3 gems per turn.
Increases population growth.
Speeds up restoration of unit hit points by 15%.
Population mood +3.
There is a building drawing (Level: 3, Rarity: 4)
38 Ancient Vault 300 10 25 0 0 0 0 0 0 0 yes yes yes yes Income +25.
Access to the stronghold's shops and treasury from this province.
There is a building drawing (Level: 4, Rarity: 4)
39 Ancient Mine 150 0 15 0 0 0 0 0 0 0 no no yes no Income +15.
Iron income +4.
Marble income +8.
Mithril income +12.
Can only be built on a hill.
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 40 10 0 3 0 0 0 10 0 0 no no no yes Yields 3 gems per turn.
Speeds up restoration of unit hit points by 10%.
Can only be built in a swamp.
There is a building drawing (Level: 2, Rarity: 3)
41 Crystal Pit 200 20 1 3 0 0 0 0 0 0 yes yes yes no Income +1.
Yields 3 gems per turn.
Increase income of gems by 10%.
Cannot be built in a swamp.
Geologists Guild Changes the chance of event #748 by +10%
42 Berry Farm 70 0 8 0 0 0 0 0 0 0 no no no yes Income +8.
Can only be built in a swamp.
Reduces gem income by a third.
Herbalists Guild
43 Sacrificial Altar 150 20 0 10 -2 -1 -4 0 0 0 yes yes yes yes Yields 10 gems per turn.
Population mood -2.
Greatly reduces population growth.
There is a building drawing (Level: 3, Rarity: 4)
44 Chaos Monument 250 40 25 6 -2 -2 -2 0 0 0 yes yes yes 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.
There is a building drawing (Level: 3, Rarity: 3)
45 Magic Monument 250 40 8 8 -1 0 0 0 0 0 yes yes yes 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.
There is a building drawing (Level: 3, Rarity: 3)
46 Darkness Monument 250 40 30 2 -2 -2 -2 0 0 0 yes yes yes 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.
There is a building drawing (Level: 3, Rarity: 3)
Changes the chance of event #727 by +10%
47 Light Monument 250 40 0 0 2 0 0 0 0 0 yes yes yes 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%.
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 200 20 15 0 1 0 0 0 0 0 yes yes yes 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.
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 250 40 0 15 -2 -1 0 0 0 0 yes yes yes 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.
There is a building drawing (Level: 3, Rarity: 3)
50 Orcish Outpost 350 0 0 0 0 0 0 0 Orcs 0 0 yes yes yes yes Small first and second rank garrison without fortifications.
Increases spotting range.
Cannot be built alongside a regular Outpost.
Orcish Barracks Garrison with the Rank 1 (quantity: 2)
Garrison with the Rank 2 (quantity: 1)
Opens the fog of war
51 Dwarven Mine 100 0 12 0 0 0 0 0 Dwarves 0 0 no no yes no Mine Upgrade.
Income +12.
Iron income +6.
Marble income +8.
Mithril income +10.
Can only be built on a hill.
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 200 40 0 0 1 1 0 10 0 0 yes yes yes 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.
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 160 15 0 3 0 0 0 0 Goblins 0 0 no no no yes Income from black lotus + 10.
Yields 3 gems per turn.
Increases gem income by a third.
Can only be built in a swamp.
Goblin Ward
54 Bakery 100 0 15 0 0 0 0 0 Halflings 0 0 yes no no no Mill Upgrade.
Income +15.
Reduces the risk of famine in this province.
Halfling's Suburb 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 100 25 5 5 0 0 0 0 Dwarves 0 0 yes yes yes no Mine Upgrade.
Income +5.
Yields 5 gems per turn.
Increase income of gems by 25%.
Cannot be built in a swamp.
Great Forge Changes the chance of event #748 by +20%
56 Monument of Nature 250 40 5 5 1 1 0 0 0 0 no yes no 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.
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 100 0 10 2 0 0 0 0 Elves 0 0 no yes no no Sawmill Upgrade.
Income +10.
Yields 2 gems per turn.
Redwood income +5.
Can only be built in a forest.
Elven Grove
58 Elven Gardens 190 15 0 2 1 0 3 10 Elves 0 0 no yes no 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.
Can only be built in a forest.
Elven Quarter Increases mood by +1 if the castle has a building Crystal Garden
Changes the morale of the province guards by +4