Buildings and Build Order
All sixteen buildings, what each of them does and the order in which to raise them.
Every city has sixteen buildings. They should be treated not as separate structures but as an order that feeds itself. The build queue holds a limited number of jobs at once, so getting the sequence right cuts down on wasted hours.
Construction capacity and city visuals
Without a flag the total construction queue capacity is two. Each flag card states its configured total capacity, for example three, four or six. Worlds where flags do not apply use the base limit. A reduced limit never deletes ongoing construction; wait for space before starting another job. Successive levels of the same building wait for each other, while different buildings can progress in parallel.
Buildings develop through four visual stages. Inland and coastal cities share building art, with separate terrain and wall compositions. Eligible extra plots can hold a Farm or Warehouse; the chosen type is permanent and each plot has its own building level and upgrade queue. Pan and zoom to inspect your city. Personal decorations do not change gameplay bonuses.
Administration and storage
- Headquarters: the heart of the city. Higher levels shorten the construction time of other buildings and unlock new ones.
- Warehouse: raises resource storage capacity. A full warehouse stops production.
- Farm: produces grain and sets the population your city can support.
Resource buildings
- Lumber Camp: produces wood from the forest. Each level raises hourly income.
- Quarry: produces stone, the base resource for walls and large structures.
- Iron Mine: produces iron, required for weapons, armour and siege engines.
Military buildings
- Barracks: recruits infantry. Its level raises recruitment speed.
- Stable: recruits cavalry. Fast raiders and scouts come from here.
- Workshop: builds siege engines, required to break walls.
Defence
- Wall: raises the city defence. It grants a bonus to every defending unit.
- Watchtower: gives early warning of incoming attacks and information about the enemy army.
- Temple: raises the loyalty and morale of the city, increasing resistance to conquest.
Science, trade and sea
- Academy: where research happens. Unlocks Economy, Weapons, Armour, Logistics, Espionage and Naval branches.
- Market: trades resources. Its level raises merchant count and carrying capacity.
- Port: coastal cities only. Required for sea expeditions and naval defence.
- Shipyard: coastal cities only. Builds transport, war and trade ships.
Recommended build order
- Raise the three resource buildings evenly. Leaving one behind chokes the others.
- Keep Warehouse and Farm level with production. These two set the ceiling; if they lag, production spills over.
- Invest in the Headquarters. The shortened construction time pays back on every later upgrade.
- Open the Barracks and keep a small but real defence. When beginner protection ends, an empty city is the first target.
- Open the Academy and start Economy research.
- Start raising the Wall. The wall bonus applies to every defending unit, so it does a lot with few troops.
- If you are on the coast, plan the Port and Shipyard. A city without a sea route cannot reach half the map.
A common mistake
Over-levelling a single resource building early on. Production goes lopsided, your warehouse fills with one resource while the others run dry, and the build queue sits idle waiting on materials. Run all three together.