Homes:
A major and necessary part of your realm,
Housing provides your people with quality
land on which to live. While all land can
and will house a few people, Homes bring in
quite a few more peasants than other options.
These house your people, these are extremely important because they give
you money,
and a large population to draft soldiers from,
you should have from 27-30% of your
land in homes. The
major downside to homes is they can be attacked by magic and
thieves, so if you can't protect
them, you better have another source of income.
Houses 50 People
Mines
Because mining is a fairly stable and self-sufficient
operation, Mines provide you with a
small but steady source of income that is not affected by your population
or economy as
a whole.
Mines are protected from thieves and magic,
and therefore are a more stable form of
income. Since money is everything, its a good
idea to have some of these.
Earns $40 Per Day (Max 10% of Land)
Plazas
By building Plazas for the peasantry to build
their own stores, shops, and markets, you
can employ more people within your lands and
thus increase your potential tax revenues.
These buildings help you to achieve full employment
within your lands by employing
about four times the people of an average
building (except Homes, which employ no
people).
These help employ your peasants, so if your employment rating is low, you
need more
of these. The problem with plazas is they
only employ 2 times as much as other
buildings, therefore, there not really worth
haveing alot of.
Employs 30 People
Farms
Food is vital to the growth of any and every
province. Without it, your peasants and
military will starve! It is important that you keep an adequate portion
of your land as
farms, or you will find your province quickly fall to ruins.
Farms make food. If you notice, from
your advisors, that you food stores is going
down, and your not
getting food from another source (ex: plundering or thieves)
build more of these. Each peasant eats
1/3 of a food bushel.
Produces 60 Bushels Per Day
Mills
Mills are all about building better buildings.
Your mills make the building process much
more efficient and help you to construct even more buildings much more
quickly.
Mills make your buildings cheaper. If
your a land fat orc/dwarf, and find building on all
your acres is difficult money wise, these
could help.
Decrease Building Costs by % * 2 (20% Max)
Armouries
Armouries give your men better facilities with which to train themselves
into a stronger
fighting force. Over long run, this allows to you build better troops at
lower costs.
Armouries make training millitary cheaper.
These are EXTREMELY important and
should always occupy 10% of you land from the very begining.
Decrease Training Costs by % * 3 (30% Max)
Barracks
Barracks help train your troops and keep them
in better shape. In combat, this allows
your men to conduct battle more quickly and
return home more hastily.
Barracks make your army get home faster.
If you feel you need to attack many more
times each day, build these. However,
if you only log on to manage your province
once a day, don't build these.
Lowers Attack Time by % * 3 (30% Max)
Strongholds Another
source of training and development, Strongholds provide a locale from which
your men can learn the most advanced in combat
techniques, giving them a unique
edge in combat when attacking other provinces.
Strongholds make your army fight better on
offense. If you are meeting defeat when
you attack, or want to attack bigger provinces,
or use less of your army in each attack,
build these.
Increase Offensive Strength by % * 3 (30%
Max
Guard Stations By
providing centralized areas to regroup and conduct battle, Guard Stations
help to
strengthen your defensive capabilities and ensure that your men have every
advantage
possible defending your lands.
These are the same as strongholds, but are
for defense instead. So if you need to beef
up your defense, build them.
Increase Defense by % * 3 (30% Max)
Banks
By creating a central place for monetary transactions, you can increase
the overall
efficiency of your economy. Banks help boost
overall income -- and thus taxes
collection -- in your society.
Waste of space, build home/plazas/farms instead.
Increase Income by % (No Max)
Hospitals
Hospitals are a valuable way to keep your military in good health. Oftentimes
in battle,
you will find many of your soldiers wounded,
but not killed. Without Hospitals, these
men will often perish without treatment. With them, your men may be saved.
These are a good building, and you should
keep the max. number of them on your land,
7.5%. These lower losses in battle, which really can help you, unless if
you don't use
your army much.
Decrease Combat Losses by % * 4 (30% Max)
Guilds
Alas, Wizards are needed to cast your spells,
and Wizards can only be trained at these
Guilds. Developing a powerful army of Wizards takes time and patience,
as well as many
of these Guilds.
Guilds make wizards, which cast your spells.
Its a good idea to have some of these
weither or not
you plan to use magic, for wizards protect you from magic. If you
want
to be good in magic have
at least 10% of you land in guilds. Also, EACH guild has a
1% chance of making a wizards, so
if you have 100 guilds you have 100 1% chances,
NOT a 100% chance.
1% Chance of Training a Wizard Daily
Towers
Your Towers serve as a locale for your wizards
and mages to work to develop runes.
They allow you to produce runes each day,
without regard to your economy or people.
These make runes, to cast spells. If
you want to cast lots of spells, build lots of these. If
you have no interest in magic, or get enough
runes other ways (ex: plunder and thieves)
do not build these.
Produces 10 Runes Per Day
Temples
Temples serve as religous centers and offer your mages the ability to cast
additional
magic. Temples help to improve the efficiency
of your mages at casting spells.
Not very good. Towers are better.
Decrease Spell Costs by % * 3 (30% Max)
Schools
Schools are vital to making your peasantry
smarter and poised for studies in the
intellectual arts. Having Schools helps give
your people the fundamentals needed
to advance in the sciences.
Only build these if all your sciences are
maxed out and you have land to spare.
Otherwise, Universities will be better for
you sciences.
Increase Science Effectiveness by % * 2 (20% Max)
Universities
The ultimate local for students, your Universities will help provide them
the resources
they need to learn the arts and sciences that
will give your province an edge in the future.
If you will research sciences, build these,
they make it cheaper. But if you don't reseach,
or get it with the learn attack, don't build
these.
Decrease Learning Costs by % * 3 (30% Max)
Shipyards
In order to attack provinces on other kingdoms, you will need boats to
transport your
military. Each shipyard gives you a 1.5% chance to build a boat. You'll
need 1 boat for
each 100 troops you need to transport. Your
shipyards will stop constructing boats
once you have enough to carry an army twice
your current size.
If you want to attack people on other islands,
which you'll almost always want to do,
you better build
some of these. They build ships just like guilds train wizards.
2-5% of
you land is more than enough,
depending upon you race and millitary.
1.5% Chance of Building a Boat Daily