Buildings
Every building, with its cost, build time, requirements and effect at each level.
How buildings work is explained in Your keep.
Overview
| Building | Max built | Max level | Needs at level 1 | What it does |
|---|---|---|---|---|
| Keep | 1 | 5 | - | The heart of your settlement. Raises storage capacity and unlocks higher building levels. |
| Farm | 4 | 5 | Keep 1 | Grows food. Troops and expeditions consume food. |
| Lumberyard | 4 | 5 | Keep 1 | Produces timber, the main construction material. |
| Quarry | 4 | 5 | Keep 1 | Cuts stone for fortifications and higher-level building. |
| Barracks | 2 | 3 | Keep 1 | Houses infantry. Higher levels raise the number of units you can send on one expedition. |
| Archery Yard | 1 | 3 | Keep 1 | Trains archers and expands the number of ranged troops you can send on expeditions. |
| Rally Hall | 1 | 3 | Keep 2 | Expedition capacity and, later, alliance rallies. Planned for a later release. |
| Watchtower | 2 | 3 | Keep 2 | Extends the area you can see and improves scouting. Planned for a later release. |
| Wall | 1 | 3 | Keep 2 | Defensive modifier for future PvP. No effect on PvE expeditions yet. |
Plots
| Unlocks at Keep level | Plots | Count |
|---|---|---|
| 1 | 0, 1, 2, 3, 4, 5, 6, 7, 8 | 9 |
| 3 | 9, 10, 11, 12 | 4 |
Some buildings' effects are limited today. The Watchtower and Wall descriptions in the data say "planned for a later release": the Wall has no effect on expeditions, and the Rally Hall also prepares alliance rallies.
Levels
Keep
The heart of your settlement. Raises storage capacity and unlocks higher building levels.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | free | instant | - | Storage Cap: 2,000, Infantry Slots: 20, Ranged Slots: 10 |
| 2 | 320 timber, 200 stone, 20 coin | 30s | - | Storage Cap: 4,000, Infantry Slots: 40, Ranged Slots: 20 |
| 3 | 720 timber, 450 stone, 30 coin | 1m | - | Storage Cap: 7,000, Infantry Slots: 60, Ranged Slots: 30 |
| 4 | 1,280 timber, 800 stone, 40 coin | 2m | - | Storage Cap: 11,000, Infantry Slots: 80, Ranged Slots: 40 |
| 5 | 2,000 timber, 1,250 stone, 50 coin | 3m 20s | - | Storage Cap: 16,000, Infantry Slots: 100, Ranged Slots: 50 |
Farm
Grows food. Troops and expeditions consume food.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 100 timber, 50 stone | 15s | Keep 1 | Food Per Hour: 360 |
| 2 | 240 timber, 120 stone | 20s | Keep 1 | Food Per Hour: 720 |
| 3 | 540 timber, 270 stone | 45s | Keep 2 | Food Per Hour: 1,080 |
| 4 | 960 timber, 480 stone | 1m 30s | Keep 3 | Food Per Hour: 1,440 |
| 5 | 1,500 timber, 750 stone | 2m 30s | Keep 4 | Food Per Hour: 1,800 |
Lumberyard
Produces timber, the main construction material.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 80 timber, 50 stone | 15s | Keep 1 | Timber Per Hour: 300 |
| 2 | 160 timber, 120 stone | 20s | Keep 1 | Timber Per Hour: 600 |
| 3 | 360 timber, 270 stone | 45s | Keep 2 | Timber Per Hour: 900 |
| 4 | 640 timber, 480 stone | 1m 30s | Keep 3 | Timber Per Hour: 1,200 |
| 5 | 1,000 timber, 750 stone | 2m 30s | Keep 4 | Timber Per Hour: 1,500 |
Quarry
Cuts stone for fortifications and higher-level building.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 100 timber, 60 stone | 20s | Keep 1 | Stone Per Hour: 240 |
| 2 | 240 timber, 160 stone | 20s | Keep 1 | Stone Per Hour: 480 |
| 3 | 540 timber, 360 stone | 45s | Keep 2 | Stone Per Hour: 720 |
| 4 | 960 timber, 640 stone | 1m 30s | Keep 3 | Stone Per Hour: 960 |
| 5 | 1,500 timber, 1,000 stone | 2m 30s | Keep 4 | Stone Per Hour: 1,200 |
Barracks
Houses infantry. Higher levels raise the number of units you can send on one expedition.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 120 timber, 80 stone, 20 coin | 30s | Keep 1 | Infantry Slots: 100, Training Batch Max: 20, Training Speed Pct: 0, Training Queue: 3 |
| 2 | 240 timber, 160 stone, 40 coin | 40s | Keep 2 | Infantry Slots: 200, Training Batch Max: 50, Training Speed Pct: 15, Training Queue: 3 |
| 3 | 360 timber, 240 stone, 60 coin | 1m 30s | Keep 3 | Infantry Slots: 400, Training Batch Max: 100, Training Speed Pct: 30, Training Queue: 3 |
Archery Yard
Trains archers and expands the number of ranged troops you can send on expeditions.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 150 timber, 100 stone, 30 coin | 45s | Keep 1 | Ranged Slots: 50, Training Batch Max: 10, Training Speed Pct: 0, Training Queue: 3 |
| 2 | 300 timber, 200 stone, 60 coin | 2m | Keep 3 | Ranged Slots: 100, Training Batch Max: 25, Training Speed Pct: 15, Training Queue: 3 |
| 3 | 450 timber, 300 stone, 90 coin | 3m | Keep 4 | Ranged Slots: 150, Training Batch Max: 50, Training Speed Pct: 30, Training Queue: 3 |
Rally Hall
Expedition capacity and, later, alliance rallies. Planned for a later release.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 150 timber, 100 stone, 30 coin | 1m | Keep 2 | Max Expeditions: 1 |
| 2 | 300 timber, 200 stone, 60 coin | 2m | Keep 3 | Max Expeditions: 2 |
| 3 | 450 timber, 300 stone, 90 coin | 3m | Keep 4 | Max Expeditions: 3 |
Watchtower
Extends the area you can see and improves scouting. Planned for a later release.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 100 timber, 150 stone, 30 coin | 1m | Keep 2 | Vision Radius: 6 |
| 2 | 200 timber, 300 stone, 60 coin | 2m | Keep 3 | Vision Radius: 8 |
| 3 | 300 timber, 450 stone, 90 coin | 3m | Keep 4 | Vision Radius: 10 |
Wall
Defensive modifier for future PvP. No effect on PvE expeditions yet.
| Level | Cost | Build time | Requires | Effect |
|---|---|---|---|---|
| 1 | 100 timber, 200 stone, 30 coin | 1m | Keep 2 | Defense Bonus Pct: 5 |
| 2 | 200 timber, 400 stone, 60 coin | 2m | Keep 3 | Defense Bonus Pct: 10 |
| 3 | 300 timber, 600 stone, 90 coin | 3m | Keep 4 | Defense Bonus Pct: 15 |