Town Hall
Cost: 2500 gold
Provides owner's kingdom with 1,000 gold per day
City Hall
Cost: 5000 gold
Provides owner's kingdom with 2,000 gold per day
Capitol
Cost: 10,000 gold
Provides owner's kingdom with 4,000 gold per day; only one may exist at any one time in a kingdom; if a player with a Capitol takes over an enemy town that has a Capitol built, the enemy Capitol is destroyed
Fort
Cost: 20 wood, 20 ore, 5000 gold
Promotes dwelling construction; provides owner's town with defensive walls that protect it during a seige
Citadel
Cost: 5 ore, 2500 gold
Increases base creature growth by 50%, adds one turret to the Fort, strengthens the town's walls, and adds the town ditch
Castle
Cost: 10 wood, 10 ore, 5000 gold
Doubles base creature growth; adds two additional turrets to the Fort, and further strengthens the town's walls
Marketplace
Cost: 5 wood, 500 gold
Allows owner to trade resources; the rates get better as the number of Marketplaces increases in the owner's kingdom
Resource Silo
Cost: 5 ore, 5000 gold
Provides owner's kingdom with +1 wood and ore every day
Blacksmith
Cost: 5 wood, 1000 gold
Provides owner's armies with Ammo Carts
Hall of Valhalla
Cost: 1000 gold
Increases all visiting heroes' Attack skills by +1; once per hero
Freelancer's Guild
Cost: 1000 gold
Allows owner to trade creatures for resources
Ballista Yard
Cost: 1000 gold
Provides owner's armies with Ballistae
Escape Tunnel
Cost: 5 wood, 5 ore, 2000 gold
Allows defending hero to retreat when defending against a seige
Mess Hall
Cost: 1000 gold
Increases Goblin/Hobgoblin base growth by +8 per week
Mage Guild Level 1
Cost: 5 wood, 5 ore, 2000 gold
Allows visiting heroes to learn level 1 spells if they have a spell book; spell books can be bought for 500 gold
Mage Guild Level 2
Cost: 5 wood, 5 ore, 4 sulfer, 4 gems, 4 crystal, 4 mercury, 1000 gold
Allows visiting heroes to learn level 2 spells if they have a spell book; spell books can be bought for 500 gold
Mage Guild Level 3
Cost: 5 wood, 5 ore, 6 sulfer, 6 gems, 6 crystal, 6 mercury, 1000 gold
Allows visiting heroes to learn level 3 spells if they have a spell book and Basic Wisdom; spell books can be bought for 500 gold
Goblin Barracks
Cost: 5 wood, 5 ore, 200 gold
Provides your army with Goblins.
Upg. Goblin Barracks
Cost: 5 wood, 5 ore, 1000 gold
Provides your army with Hobgoblins, and allows you to upgrade Goblins into Hobgoblins.
Wolf Pen
Cost: 10 wood, 5 ore, 1000 gold
Provides your army with Wolf Riders.
Upg. Wolf Pen
Cost: 5 wood, 5 ore, 1000 gold
Provides your army with Wolf Raiders, and allows you to upgrade Wolf Riders into Wolf Raiders.
Orc Tower
Cost: 5 wood, 5 ore, 1000 gold
Provides your army with Orcs.
Upg. Orc Tower
Cost: 2 wood, 2 ore, 1000 gold
Provides your army with Orc Chieftans, and allows you to upgrade Orc into Orc Chieftans.
Ogre Fort
Cost: 20 wood, 2000 gold
Provides your army with Ogres.
Upg. Ogre Fort
Cost: 5 wood, 5 ore, 5 gems, 2000 gold
Provides your army with Ogre Mages, and allows you to upgrade Ogres into Ogre Mages.
Cliff Nest
Cost: 10 ore, 2500 gold
Provides your army with Rocs.
Upg. Cliff Nest
Cost: 5 wood, 5 ore, 2000 gold
Provides your army with Thunderbirds, and allows you to upgrade Rocs into Thunderbirds.
Cyclops Cave
Cost: 20 ore, 20 crystal, 3500 gold
Provides your army with Cyclopes.
Upg. Cyclops Cave
Cost: 5 wood, 5 ore, 3000 gold
Provides your army with Cyclops Kings, and allows you to upgrade Cyclopes into Cyclops Kings.
Behemoth Lair
Cost: 10 wood, 10 ore, 10 crystal, 10,000 gold
Provides your army with Behemoths.
Upg. Behemoth Lair
Cost: 10 wood, 10 ore, 20 crystal, 15,000 gold
Provides your army with Ancient Behemoths, and allows you to upgrade Behemoths into Ancient Behemoth.

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