FANDOM


Warrior Quarter
You build your barracks, and recruit your warriors in the Warriors Quarter, so they can go out and kill things.

Tier I BuildingsEdit

Name Gold Crystals Iron Lumber Horse Mandrake Requirements Effect on your Domain
Fort 500 - 2 1 2 - Carpenter's Guild; 4 Tier 1 recruitment buildings Prerequisite for all Tier 2 recruitment buildings
Armory 120 - 2 - - - Workshop; Forge +10 XP all recruits
Recruiting Station 50 - - - - - -

Militiaman; Guard - Local Militia; prerequisite for
Barracks

Swordsman School 120 - 2 - - - Forge Swordsman; prerequisite for Lookout Tower; +1 Karma
Barbarian Camp 140 - - - - - Tavern Barbarian; prerequisite for Chieftan's Tent; -1 Karma
Slinger School 80 - - - - - - Slinger; prerequisite for Watchtower
Pikeman School 110 - 2 - - - Forge Pikeman;

prerequisite for Warrior's Guild; +1 Karma

Den of Thieves 70 - - - - - Tavern Thief; prerequisite for Thieves Guild; -2 Karma
Spearman School 80 - - - - - - Spearman; prerequisite for Barracks
Crossbowman School 150 - 1 1 - - Forge Crossbowman; prerequisite for Lookout Tower; +1 Karma
Brigand's Lair 60 - - - - - Tavern Brigand; prerequisite for Bandit Lair; -2 Karma
Shooting Ground 150 - - 1 - - Workshop Bowman; prerequisite for Hunter's Camp
Brotherhood of Light 90 5 - - - 1 Altar Healer; prerequisite for Abbey; +3 Karma
Totem 100 5 - - - 1 Altar Shaman; prerequisite for Chieftan's Tent; -1 Karma

Tier II BuildingsEdit

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Preconditions Effect on your Domain
Citadel 2000 - 1 1 1 - - - 3 Builders Guild; 3 Tier 2 recruitment buildings

Prerequisite for all Tier 3 recruitment buildings; Improves province defense

Practice Halls 200 - 1 1 2 - - - - Stable; Armory +15 XP to recruits; permits Recruits Guard
?
Siege Workshop 550 - 2 2 - - - - 1 Fort; Workshop Ballista
Monastery 350 35 1 - 2 1 - - Fort; Church Monk; prerequisite for Secret Monastery; +3 Karma
Fighter Barracks 300 - 3 1 - - - - - Fort; Tavern; Armory Thug; prerequisite for Bandit Clan; -1 Karma
Riding Ground 360 - - 2 3 - - - - Fort; Stable Horse Archer; prerequisite for Nomad Camp
Guardsman Barracks 470 - 1 2 - - - - 1 Fort; Practice Halls Guardsman; prerequisite for Officer Academy; +1 Karma
Assassins Guild 350 - 2 1 - - - - - Fort; Inn; Armory Assassin; -2 Karma
Jousting Arena 400 - 2 - 3 - - - - Fort; Stables Horseman;

Cavalry Barracks

Pegasi Stables 420 25 1 1 - 2 1 - - Fort; Enchanted Grove Pegasus;

+2 Karma

Sorcerer's Circle 350 50 - 1 - 2 2 - - Fort; Sorcerer's Workshop Sorcerer; prerequisite for Black Tower;

-2 Karma

Barracks 130 - 1 1 - - - - - Milita Barracks; Spearman School +10 XP to recruits; permits Light Infantry guard
Lookout Tower 200 - 2 1 - - - - - Swordsman School; Crossbowman School; Stonemason's Guild Stronghold towers +2 attack; permits Wardens guard; +1 Karma
Chieftan's Tent 120 - - - - - - - - Barbarian Camp; Totem Permits Tribe guard; -1 Karma
Watchtower 150 - - 1 - - - - - Slingers School; Carpenter's Guild Stronghold towers +1 attack; permits Watchmen guard
Warriors Guild 170 - 2 1 - - - - - Pikeman School; Armory Recruits +10 XP; permits Patrolmen guard; prerequisite for Officer Academy, Cavalry Barracks; +1 Karma
Bandit Lair 100 - - - - - - - - Brigand Lair; Armory Capital +5 gold; Capital Mood -1; permits Cutthroats guard; prerequisite for Bandit Clan; -2 Karma
Hunters Camp 200 - - 2 - - - - - Shooting Ground; Foresters Camp Capital garrison upkeep -10%; permits Hunters guard
Abbey 100 5 - - - 1 - - - Brotherhood of Light; Church Capital Mood +1; permits Brethren of Light guard; prerequisite for Secret Monastery; +3 Karma
Thieves Guild 90 - - - - - - - - Den of Thieves; Inn Opponent income -5; Capital Mood -1; permits Gang of Thieves guard; -2 Karma

Tier III BuildingsEdit

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Preconditions Effect on your Domain
Castle 5000 1 1 4 Architects Guild; Two Tier 3 Unit structures Allows construction of Tier 4 unit structures

Adds a tower and strengthens walls and towers

Adds fourth row to the garrison

Military School 500 2 2 2 Practice Halls; Mercenaries Guild Recruits +20 XP; Permits Men Of War guard
Siegeworks 2700 1 1 2 Citadel; Armory; Craftsman Guild Catapult
Knightly Order 2500 2 1 3 Citadel; Craft Shop; Military School Knights
Torture Chamber 1500 2 2 Citadel; Practice Halls; Dungeon Executioner
Nomad Camp 450 - - 1 2 - - - - Riding Ground; Market

permits Nomad guard; sells the arms of nomad warriors

Officer Academy 450 - 2 1 - - - 1 1 Guardsmen Barracks; Warriors Guild Recruits +15 XP; permits Guardsmen guard; +1 Karma
Shadow Guild 400 2 1 Thieves Guild; Assassins Guild Opponents income -10; Capital mood -1; Permits Secret Agents guard
Cavalry Barracks 370 - 1 1 2 - - - - Jousting Arena; Warriors Guild Speeds Hero movement from Capital +1;

permits Cavalry guard;

Secret Monastery 400 30 - 1 - 2 1 - - Monastery; Abbey Income +2 gems; permits Brotherhood of the Eagle guard; grants 1 copy of Secret Monastery schematics; +3 Karma
Bandit Clan 350 - 3 - - - - - - Fighter Barracks; Income +10 gold; Capital Mood -1; permits Mob guard; -2 Karma
Dark Brotherhood 500 10 2 1 Shadow Guild; Bandit Clan Opponent's income -10, Income +10, Mood -1,

Karma -3

Black Tower 350 40 - - - 2 2 - - Totem; Sorcerer's Circle Income +3 gems; attacks enemies in Capital defence; provides 1 copy of Dark Tower schematics; Capital Mood -1; Karma -3

Tier IV BuildingsEdit

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Dionium BlackLotus Preconditions Effect on your Domain
Military Academy 1500 - - - 2 - - 1 2 - - Military School; Arena

Recruits +30 XP; Allows hiring 1 additional guard per turn

Castle of the White Shield 3000 - 1 - 2 - - - 2 1 - Architects Guild; Knightly Order Karma positive +1

Recruits +20 XP

Increases strength of walls;

Allows Hiring Order of the White Shield guard


Buildings
Amusement Quarter / Magicians Quarter / Merchants Quarter / Warriors Quarter / Temple Quarter / Craftsmen Quarter / Forest Quarter / Foreigners Quarter / Centre Quarter