These are the buildings, their effects and the time it will take to build them. These buildings are for cities only. All building times are in out of game days.
Military
Defenses:
These buildings improve the defensiveness of your city and will be taken into account during sieges. No defenses may result in raids by bandits.
Earthen Ramparts - 2 Days - 10 Gold
Wooden Palisade - 4 Days - 30 Gold
Raised Wooden Palisade - 5 Days - 40 Gold
Stone Walls- 6 Days - 75 Gold
Grand Stone Walls- 8 Days - 90 Gold
Regiment Production:
These are the buildings required to make the spear and archery regiments from cities.
Town Watch- 3 Days - 30 Gold
Town Guard- 4 Days - 40 Gold
Milita Drill Square- 5 Days - 50 Gold
Militia Barracks- 6 Days - 60 Gold
Army Barracks- 7 Days - 100 Gold
Naval Recruitment:
These are the buildings required for naval recruitment see()
Port- 3 Days - 20 Gold
Shipwright- 4 Days - 40 Gold
Dockyard- 5 Days - 60 Gold
Naval Drydock- 6 Days - 80 Gold
Admiralty- 7 Days - 100 Gold
Equipment:
These are the buildings required to achieve the various levels of equipment see()
Leather Tanner- 1 Day - 10 Gold
Blacksmith- 2 Days - 25 Gold
Armourer- 3 Days - 40 Gold
Heavy Armourer- 4 Days - 55 Gold
Master Armourer- 4 Days - 80 Gold
Economic Buildings
Farms
The farms are there to add some income and are a requirement to advance to the next level.
Small Farms- 1 Day - 10 Gold
Farms- 2 Days - 30 Gold
Land Clearance- 2 Days - 50 Gold
Communal Farming- 3 Days - 70 Gold
Irrigated Farmland- 5 Days - 90 Gold
Marketplaces
These buildings add income to your holding.
Grain Exchange- 2 Days - 15 Gold
Market- 3 Days - 25 Gold
Grand Market- 4 Days - 40 Gold
Merchant's Guild- 5 Days - 60 Gold
Merchants Quarter(Town Section)- 9 Days - 100 Gold
Naval Trade
These port buildings add to your income.
Trade Port- 3 Days - 20 Gold
Trade Dock- 4 Days - 40 Gold
Trade Docklands- 5 Days - 60 Gold
Merchant's Wharf- 6 Days - 80 Gold
Merchant's Warehouse- 7 Days - 100 Gold
Septry
These buildings reduce the chance of rebellions/ distract the populace from any negative current events.
Basic Sept - 1 Day - 10 Gold
Wooden Sept - 2 Days - 30 Gold
Stone Sept- 4 Days - 50 Gold
Large Stone Sept - 5 Days - 90 Gold
Grand Septry- 7 Days - 120 Gold
The septries work in the way that when a rebellion is about to occur for whatever RP reason the admin the rolls the 1-20 dice to determine how bad it is and what impact the septries will have on the roll. Each septry level subtracts one number from the roll. So if you have a Grand Septry and the roll is 10 it will be 5 and if it's a Basic Sept and the roll is 10 it will be 9. In short the septry reduces the effects of civil unrest.
Resting Places
These buildings add income to your holding.
Tavern - 1 Day - 25 Gold
Brewery - 2 Days - 45 Gold
Inn - 4 Days - 65 Gold
Coaching House- 5 Days - 90 Gold
Grand Hostel- 6 Days - 125 Gold
Tournament Grounds
These buildings are required for tournaments.For the finer points of tournament hosting and participation see ()
Tournament Ground - 4 Days - 50 Gold
Melee Arena- 2 Days - 30 Gold
Archery Range- 2 Days - 30 Gold
Jousting Lists- 2 Days - 30 Gold
Grand Tournament Ground- 6 Days - 125 Gold
Mines
Mines are a major source of income for your holding. What is mined is generated by a dice roll.
Shallow Mine- 2 Days - 30 Gold
Trench Mine- 4 Days - 50 Gold
Open-Pit Mining- 6 Days - 75 Gold
Shaft Mine- 8 Days - 100 Gold
Mining Network- 10 Days -125 Gold
When you want to build a mine in your province you have 2 options. First you can pay for a prospecter to come and inspect the ground for mineral qualities to determine whether it is worth excavating. You pay 50% of what the tier 1 mine costs to have it done. The admin then rolls a dice determining what you can get. You can also just build the mine and the admin will roll the dice when it is done.
These are your options and the dice rolls required to get them:
Stone (the mine is converted to a quarry) 1-5
Iron 6-10
Copper 11-14
Silver 15-17
Gold 18-19
Gems 20
Each mineral or stone gives a modifier to the province.
Stone- Anything with "stone" in its name cost 5% less.
Iron- Blacksmiths cost 5% less.
Copper- Ships cost 5% less.
Silver- Add 5 to your treasury each week.
Gold- Add 10 to your treasury each week.
Gems- Add 15 to your treasury each week.
Every mine tier gives an additional 5% price reduction.
If you have any questions feel free to ask in the thread.
Military
Defenses:
These buildings improve the defensiveness of your city and will be taken into account during sieges. No defenses may result in raids by bandits.
Earthen Ramparts - 2 Days - 10 Gold
Wooden Palisade - 4 Days - 30 Gold
Raised Wooden Palisade - 5 Days - 40 Gold
Stone Walls- 6 Days - 75 Gold
Grand Stone Walls- 8 Days - 90 Gold
Regiment Production:
These are the buildings required to make the spear and archery regiments from cities.
Town Watch- 3 Days - 30 Gold
Town Guard- 4 Days - 40 Gold
Milita Drill Square- 5 Days - 50 Gold
Militia Barracks- 6 Days - 60 Gold
Army Barracks- 7 Days - 100 Gold
Naval Recruitment:
These are the buildings required for naval recruitment see()
Port- 3 Days - 20 Gold
Shipwright- 4 Days - 40 Gold
Dockyard- 5 Days - 60 Gold
Naval Drydock- 6 Days - 80 Gold
Admiralty- 7 Days - 100 Gold
Equipment:
These are the buildings required to achieve the various levels of equipment see()
Leather Tanner- 1 Day - 10 Gold
Blacksmith- 2 Days - 25 Gold
Armourer- 3 Days - 40 Gold
Heavy Armourer- 4 Days - 55 Gold
Master Armourer- 4 Days - 80 Gold
Economic Buildings
Farms
The farms are there to add some income and are a requirement to advance to the next level.
Small Farms- 1 Day - 10 Gold
Farms- 2 Days - 30 Gold
Land Clearance- 2 Days - 50 Gold
Communal Farming- 3 Days - 70 Gold
Irrigated Farmland- 5 Days - 90 Gold
Marketplaces
These buildings add income to your holding.
Grain Exchange- 2 Days - 15 Gold
Market- 3 Days - 25 Gold
Grand Market- 4 Days - 40 Gold
Merchant's Guild- 5 Days - 60 Gold
Merchants Quarter(Town Section)- 9 Days - 100 Gold
Naval Trade
These port buildings add to your income.
Trade Port- 3 Days - 20 Gold
Trade Dock- 4 Days - 40 Gold
Trade Docklands- 5 Days - 60 Gold
Merchant's Wharf- 6 Days - 80 Gold
Merchant's Warehouse- 7 Days - 100 Gold
Septry
These buildings reduce the chance of rebellions/ distract the populace from any negative current events.
Basic Sept - 1 Day - 10 Gold
Wooden Sept - 2 Days - 30 Gold
Stone Sept- 4 Days - 50 Gold
Large Stone Sept - 5 Days - 90 Gold
Grand Septry- 7 Days - 120 Gold
The septries work in the way that when a rebellion is about to occur for whatever RP reason the admin the rolls the 1-20 dice to determine how bad it is and what impact the septries will have on the roll. Each septry level subtracts one number from the roll. So if you have a Grand Septry and the roll is 10 it will be 5 and if it's a Basic Sept and the roll is 10 it will be 9. In short the septry reduces the effects of civil unrest.
Resting Places
These buildings add income to your holding.
Tavern - 1 Day - 25 Gold
Brewery - 2 Days - 45 Gold
Inn - 4 Days - 65 Gold
Coaching House- 5 Days - 90 Gold
Grand Hostel- 6 Days - 125 Gold
Tournament Grounds
These buildings are required for tournaments.For the finer points of tournament hosting and participation see ()
Tournament Ground - 4 Days - 50 Gold
Melee Arena- 2 Days - 30 Gold
Archery Range- 2 Days - 30 Gold
Jousting Lists- 2 Days - 30 Gold
Grand Tournament Ground- 6 Days - 125 Gold
Mines
Mines are a major source of income for your holding. What is mined is generated by a dice roll.
Shallow Mine- 2 Days - 30 Gold
Trench Mine- 4 Days - 50 Gold
Open-Pit Mining- 6 Days - 75 Gold
Shaft Mine- 8 Days - 100 Gold
Mining Network- 10 Days -125 Gold
When you want to build a mine in your province you have 2 options. First you can pay for a prospecter to come and inspect the ground for mineral qualities to determine whether it is worth excavating. You pay 50% of what the tier 1 mine costs to have it done. The admin then rolls a dice determining what you can get. You can also just build the mine and the admin will roll the dice when it is done.
These are your options and the dice rolls required to get them:
Stone (the mine is converted to a quarry) 1-5
Iron 6-10
Copper 11-14
Silver 15-17
Gold 18-19
Gems 20
Each mineral or stone gives a modifier to the province.
Stone- Anything with "stone" in its name cost 5% less.
Iron- Blacksmiths cost 5% less.
Copper- Ships cost 5% less.
Silver- Add 5 to your treasury each week.
Gold- Add 10 to your treasury each week.
Gems- Add 15 to your treasury each week.
Every mine tier gives an additional 5% price reduction.
If you have any questions feel free to ask in the thread.