Building types - what they cost to build - what they are good for
AGRICULTURE/RESOURCES
Farm - 3 wood, 3 labor, Requires Fertile Land!
Employs 1 pop, produces 2 food or 1 flax.
Stables - 3 wood, 3 labor, Requires Fertile Land!
Employs 1 pop, produces 1 horses.
Vineyard - 3 wood, 2 stone 5 labor, Requires Fertile Land and sunshine!
Employs 1 pop, produces 1 wine.
INDUSTRY
Smithy - 2 wood, 2 stone, 1 iron, 5 labor.
Employs 1 population to produce one of the following:
Swords: 1 Charcoal + 1 Iron
Armor: 1 Charcoal + 1 Iron
Bow and arrow: 1 Wood + 1 Flax
Spears: 2 Wood
Pottery - 2 wood, 1 stone, 3 labor, Requires a source of clay!
Employs 1 pop, 1 wood to produce 1 ceramics.
Charcoal burner - 2 wood, 1 stone, 3 labor, Requires a source of wood.
Employs 1 pop, produces 2 charcoal.
CASTLES
Castle II upgrades from Castle I, Castle III upgrades from castle II and so on...
Castle I. - 1 stone, 2 Wood, 3 Labor - Max 1 per province, Your highest level castle increases hand limit by 1 for each level (does not stack with other castles) and your highest level castle allows its owner to increase war length by one turn for each level (does not stack with other castles, only the highest player castle counts in a war). - Comes with 1 Building slot that is protected from looting per level.
Castle II. - 2 stone, 3 Wood, 5 Labor - Max 1 per province, Your highest level castle increases hand limit by 1 for each level (does not stack with other castles) and your highest level castle allows its owner to increase war length by one turn for each level (does not stack with other castles, only the highest player castle counts in a war). - Comes with 1 Building slot that is protected from looting per level.
Castle III, IV and V. - 5 stone, 5 Wood, 10 Labor, UNAVAILABLE UNTIL RESEARCHED - Max 1 per province, Your highest level castle increases hand limit by 1 for each level (does not stack with other castles) and your highest level castle allows its owner to increase war length by one turn for each level (does not stack with other castles, only the highest player castle counts in a war). - Comes with 1 Building slot that is protected from looting per level.
MILITARY
Army Camp - 2 wood, 2 labor.
May train 1 basic unit basic per turn.
Barracks - 3 stone, 3 labor, upgrades from Army Camp
May train 1 basic or advanced unit basic per turn.
Makes one unit maintenance free while at peace.
Siege Workshop - 2 wood, 1 stone 3 labor.
May train 1 siege engine per turn.
Makes one siege unit maintenance free while at peace.
CIVILIAN/INFRASTRUCTURE
All of these are max 1 per province!
Market - 3 wood, 3 labor - Provides a place for the local riff-raff to exchange their trinkets. Max 1 Market per province. + Trade route attraction.
Chapel - 2 wood, 1 stone, 3 labor, max 1 per province - +2 Faith.
Church - 1 Ceramics, 1 stone, 2 labor, upgrades from chapel, max 1 per province - +3 Faith.
Yes, you can have both a chapel and a church.
Monastery - 3 wood, 1 stone, 1 ceramics, 5 labor, requires chapel!, Max 1 per province. Employs 1 population, produces +1 Food, +1 Coins, +1 Faith, +1 Culture and +1 Science.
Library - 3 wood, 2 stone, 5 labor, Max 1 per province. Uses 1 coins per turn, +2 Science per turn, +1 Culture per turn.
Tavern - 3 wood, 1 stone, 1 Ceramics, 5 labor - Costs 1 food to operate, earns 1 coins + 1 coin for each trade route going through. Allows hiring bandits. +1 Coins if there is a market in town. Max 1 per province.
Paved roads - 5 stone, 5 labor, max 1 per province. +1 Coins if there is a market in town. + Trade route attraction.
Royal Palace - 5 Wood, 5 Stone - Allows a kingdom to be founded. Consumes 1 food per turn to maintain by default. Increases hand limit by 1. Also allows for one of the following many types of policies to be practiced:
- Patronize Artists: Costs 1 Coins maintain. +1 Culture in capital.
- Patronize the Church: Costs 2 Coins to maintain. +1 Faith. New temples may be built by the church across your kingdom.
- Patronize Scholars: Costs 2 Coins to maintain. +1 Science in capital.
- Patronize explorers: Costs 2 Coins to maintain, slowly reveals what's around the kingdom.
- Hire bureaucrats: Costs 1 Coins to maintain. Increases hand limit by 1.
- Buy rare jewels: Costs 5 Coins. Makes your crown way more impressive.
- Throw extravagant feasts: Costs 2 Coins, 1 food, 1 wine. +1 epic feast, invite your friends.
- Royal Marriage: Costs 5 Coins, 1 food, 1 wine, 1 unmarried daughter, at least 1 temple in your kingdom. +1 Married daughter.
- Spend money like there is no tomorrow: Costs 15 coins per turn. +1 random trinket per turn. Quickest way to deplete the treasury.
Coastal province only buildings:
Docks - 4 wood, 1 stone, 5 Labor - Allows construction of ships (1 at a time). +1 Coins per turn if there is a market in town. + Trade route attraction.