
- At the start: the Main Building, the stores and the Cranny.
- For the army: the Rally Point and the Barracks, then the Academy and the Stable.
- Later: the wall, the Residence or Palace for expansion, and the Embassy for an alliance.
The centre of your village has room for about 22 buildings. Some buildings can only be built once others reach a certain level. These are the main ones, in the order you'll need them. Every tribe also has buildings of its own, which you'll find in your tribe's guide.
At the start
- Main Building: every level shortens the build time of everything else.
- Warehouse and Granary: set how many resources you can keep.
- Cranny: hides part of your resources from raids.
- Marketplace: its merchants carry resources, and it holds the trade offers.
When you start an army
- Rally Point: where you send your armies from and see the ones coming at you.
- Barracks: trains infantry.
- Academy: where you research new units before you can train them.
- Stable: trains cavalry and scouts.
- Workshop: rams and catapults to break walls and buildings.
- Blacksmith and Armoury: raise your units' attack and defence.
- Hero's Mansion: your hero's home, and where it takes oases from.
- Hospital: needs a Main Building at level 10 and an Academy at level 15. Part of your soldiers who fall in battle become wounded, and you heal them for half their training cost.
For defence
The wall raises the defence of every soldier inside the village. Each tribe has its own wall, and the one with the highest bonus is the City Wall of the Romans and the Arabs. Rams break every wall equally hard. In the capital you can also build the Stonemason's Lodge, which makes its buildings harder for catapults.
For expansion and alliances
- Residence or Palace: train settlers and administrators. You can have only one Palace in your account, and it lets you move your capital to its village. At the start your capital is your first village.
- Town Hall: needs a Main Building and an Academy at level 10, and holds the celebrations that give culture points.
- Embassy: needed to join or found an alliance.
- Treasury: keeps the artefacts you take from the Natars.
Advanced buildings
- Trade Office: needs a Marketplace at level 20 and a Stable at level 10, and raises your merchants' load up to three times.
- Tournament Square: speeds your armies up over long distances, beyond the first 20 fields.
- Great Barracks and Great Stable: outside the capital only, once the Barracks or Stable reaches level 20. They train the same units for three times the price, so you can train in two places at once.
In the game, click any building to see what it needs, what it costs and how long it takes.
