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 ore, 20 wood, 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
Tavern
Cost: 5 wood, 500 gold
Allows recruiting of heroes; increases the morale of troops defending the city; grants allied heroes basic knowledge of enemy troops in garrisons and towns
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
Blacksmith
Cost: 5 wood, 1000 gold
Provides owner's armies with First Aid tents
Resource Silo
Cost: 5 ore, 5000 gold
Provides owner's kingdom with +1 wood and ore every day
Blood Obelisk
Cost: 1000 gold
Adds +2 to a defending hero's Attack skill when defending against a seige
Glyphs of Fear
Cost: 1000 gold
Adds +2 to a defending heroes' Defense skills when defending against a seige
Cage of Warlords
Cost: 1000 gold
Increases all visiting heroes' Defense skills by +1; once per hero
Captain's Quarters
Cost: 1000 gold
Increases Gnoll/Gnoll Marauder base growth by +6 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
Gnoll Hut
Cost: 5 wood, 5 ore, 400 gold
Provides your army with Gnolls.
Upg. Gnoll Hut
Cost: 10 wood, 1000 gold
Provides your army with Gnoll Marauders, and allows Gnolls to be upgraded into Gnoll Marauders.
Lizard's Den
Cost: 5 ore, 1000 gold
Provides your army with Lizardmen.
Upg. Lizard's Den
Cost: 5 wood, 1000 gold
Provides your army with Lizard Warriors, and allows Lizardmen to be upgraded into Lizard Warriors.
Serpent Fly Hive
Cost: 5 wood, 5 ore, 1500 gold
Provides your army with Serpent Flies.
Upg. Serpent Fly Hive
Cost: 2 mercury, 2 sulfer, 2000 gold
Provides your army with Dragon Flies, and allows Serpent Flies to be upgraded into Dragon Flies.
Basilisk Pit
Cost: 5 wood, 5 ore, 2000 gold
Provides your army with Basilisks.
Upg. Basilisk Pit
Cost: 5 wood, 5 ore, 2000 gold
Provides your army with Greater Basilisks, and allows Basilisks to be upgraded into Greater Basilisks.
Gorgon Lair
Cost: 10 ore, 10 sulfer, 2000 gold
Provides your army with Gorgons.
Upg. Gorgon Lair
Cost: 5 wood, 5 ore, 2000 gold
Provides your army with Mighty Gorgons, and allows Gorgons to be upgraded into Mighty Gorgons.
Wyvern Nest
Cost: 10 wood, 10 ore, 6000 gold
Provides your army with Wyverns.
Upg. Wyvern Nest
Cost: 10 wood, 10 mercury, 3000 gold
Provides your army with Wyvern Monarchs, and allows Wyverns to be upgraded into Wyvern Monarchs.
Hydra Pond
Cost: 5 all, 10,000 gold
Provides your army with Hydras.
Upg. Hydra Pond
Cost: 10 wood, 10 ore, 20 sulfer, 15,000 gold
Provides your army with Chaos Hydras, and allows Hydras to be upgraded into Chaos Hydras.

Please login to view comments.