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Cost
Bonuses
War +0% Religion +0% Growth +0% Build +0%
Entertainment +0% Tradebonus +0% Magic +0% Science +0%
Defence +0% Eta - Init -    

Prerequisites
First Prerequisite:
Second Prerequisite:
Allows following Con/Res
Tower of vision
Tower of vision
A magical tower where your mages can consentrate their powers allowing for the study of other cities.
 
Enables the City Vision
Prerequisites
First Prerequisite: Palace
Allows following Con/Res
Far seeing
Altar of knowledge
Altar of knowledge
The use of the Tower of vision is limited. However after the construction of Tower of knowledge detailed knowlegde of other cities can be aquired as the Population Vision is enabled
 
Enables the Population Vision
Prerequisites
First Prerequisite: Far seeing
Allows following Con/Res
Spirits of earth
Bloody crypt
Bloody crypt
Some spying requires a tall tower, others a cold crypt buried beneath the cold sand. From magical balls your mages will learn about other cities´ armies. These undergroung activities cost alot of mana.
 
Enables Army Vision
Prerequisites
First Prerequisite: Spirits of earth
Allows following Con/Res
Windtalking
Tower of luck
Tower of luck
The peak of development in far seeing is the Tower of Luck. Although the name itself tells about luck, there are no cooincidences when detailed news reports are found. In a deep concentration, using all their powers, your magical men will try and see through the toughest of mana shields.
 
Enables the News Vision
Prerequisites
First Prerequisite: Windtalking
Palisades
Palisades
In the beginning your city is quite an easy target, and some will even say a city is not a city until Palisades has been build. It provides a small amount of defence for you and your friends.
 
Defence +3%
Prerequisites
First Prerequisite: Tools and artifacts
Allows following Con/Res
City Walls
Irrigation
Irrigation (Fertile)
Although very little water can be found, the little that is found has to used carefully. Irrigation of your fields will give an increased food production.
 
Growth +10%
Prerequisites
First Prerequisite: Tools and artifacts
Allows following Con/Res
Grain mill
Dark temple
Dark temple (Spiritual)
Training school for the mages. Inside they learn how to recover from stresses more rapidly, thus increasing their capabilities to accumulate mana.
 
Magic +10%
Prerequisites
First Prerequisite: Tools and artifacts
Allows following Con/Res
Altar of pain
Marketplace
Marketplace (Trader)
As your city grows your citizens will start to develop interest in special and foreign goods. With a marketplace the trade will increase and so will your tax income.
 
Trade +15%
Prerequisites
First Prerequisite: Organization
Allows following Con/Res
Customs house
Training grounds
Training grounds (Militaristic)
A great city needs a great army. A great army needs proper training grounds. The construction of this will give your soldiers a small bonus in battle.
 
War +5%
Prerequisites
First Prerequisite: Organization
Allows following Con/Res
Academy
School of the mind
School of the mind
Before strong leaders can be educated it is important to learn about the mind and how it works. At the School of the Mind pshychology is tought.
 
Prerequisites
First Prerequisite: Organization
Allows following Con/Res
Altar of pain
Warfare Library
Advanced armoury
Warfare Library
Warfare Library
Before the construction of the Academy can start you need a Warfare Library. Inside knowledge about all known fighting is stored.
 
Init -1
Prerequisites
First Prerequisite: School of the mind
Allows following Con/Res
Academy
City hall
City hall
One of the first buildings to construct. This building is the center of your city. Inside all hireing is done, and all important decisions made. Your city will be nothing without it.
 
The City Hall is required to research Alchemy and hire City units
Units enabled
Priests (ALL)
Mages (ALL)
Entertainers (ALL)
Merchants (ALL)
Engineers (ALL)
Scientists (ALL)
Plunderers (Vikings)
Scoundrels (Romans)
Carriers (Normans)
Allows following Con/Res
Ale Store
Alchemy
Ale Store
Ale Store
The all important Ale Store. Nothing more to say about it except that it will increase the happiness of you citizens.
 
Entertainment +10%
Prerequisites
First Prerequisite: City hall
Allows following Con/Res
Theatre
House of God
House of God (Religious)
Religion is one of the key factors of devoloping a successful city. Building a House of God will ensure you a boost in religionpoints
 
Religion +10%
Prerequisites
First Prerequisite: Masonry
Allows following Con/Res
Cathedral
Roads
Roads
As simple as it may sound, roads have to be build. A proper road system will make your armies move faster and reduce their time of travel
 
Eta -1
Prerequisites
First Prerequisite: The Wheel
Allows following Con/Res
Logistics
Warehouse
Warehouse
Before any military operation can start, food and other supplies has to be gathered for the journey. However if you construct a warehouse, these goods can readyli be stored and the journey may start immediately.
 
Eta -1
Prerequisites
First Prerequisite: Logistics
Allows following Con/Res
Mass transportation
Waggon hall
Waggon hall
The construction of waggons that can carry people and arms into battle requires a Waggon Hall. Wheels move faster than feet, and further reduction of traveltime is the result.
 
Eta -1
Prerequisites
First Prerequisite: Mass transportation
Forge
Forge
The forge is all important for making good tools and equipment. It will help in the construction of buildings and research on new technologies
 
Buildbonus +15%
Sciencebonus +15%
Prerequisites
First Prerequisite: Masonry
Allows following Con/Res
Workshop
Workshop
Workshop
The workshop further increase the effiecency of your engineers and scientists.
 
Buildbonus +10%
Sciencebonus +10%
Prerequisites
First Prerequisite: Forge
Allows following Con/Res
Watermill
Barracks
Barracks
The most important building any city can have. The barracks is the center of all war-training, and none soldiers may be trained before the barracks are constructed.
 
Units enabled
Thralls (Vikings)
Huscarles (Vikings)
Slaves (Romans)
Chariots (Romans)
Militia (Normans)
Slingers (Normans)
Allows following Con/Res
Bronze Foundry
Military Tactics
Stable
Stable
If you plan to bring horses into battle the Stable is what you need. Wild horses can be found near the few waterholes, however they need to be tamed to be of any good.
 
Units enabled
Monks (Vikings)
Onager (Romans)
Cavalry (Normans)
Prerequisites
First Prerequisite: Military Tactics
Allows following Con/Res
Animal training grounds
Animal training grounds
Animal training grounds
After the animal are tamed in the Stable they need proper training to not panic and follow orders in battle. This will be done after you have constructed the Animal Training Grounds.
 
Units enabled
Protectors (Vikings)
Victorians (Romans)
Woodsmen (Normans)
Prerequisites
First Prerequisite: Stable
Allows following Con/Res
Animal armouring
Archery grounds
Archery grounds
Shooting with a bow requires alot of strength and accuracy. The Archery grounds is what you need for that task.
 
Units enabled
Furies (Vikings)
Spearthrowers (Romans)
Bowmen (Normans)
Prerequisites
First Prerequisite: Military Tactics
Allows following Con/Res
Strength of woods
Armoury
Armoury
Soldiers without armour is of little use. After the invention of steel the Armoury is an important building as it allows higher armour classes to be trained.
 
Units enabled
Berserkers (Vikings)
Legioneers (Romans)
Wolfmen (Normans)
Prerequisites
First Prerequisite: Bronze Foundry
Allows following Con/Res
Advanced armoury
Watermill
Watermill
A watermill will increase your poweroutput and thereby making you able to cut timber into boards faster. Both construction and research will gain from this.
 
Buildbonus +10%
Sciencebonus +10%
Prerequisites
First Prerequisite: Workshop
 
Prerequisites
First Prerequisite:
Second Prerequisite:
Palace
Palace
Probably the first building you will be constructing. From within your palace you can discover new ways of leading your city.
 
Allows research on government
Units enabled
Ravens (Vikings)
Robbers (Romans)
Thieves (Normans)
Allows following Con/Res
Tower of vision
Paganism
Monarchy
Polytheism
Republic
Passifism
Bronze Foundry
Bronze Foundry
Bronze is one of the first useful metals for tools and weapon. Making an alloy of copper and tin make the two metals combined harder but still mallable. A sharp edge can be achieved by carefully hammering the blade.
 
Units enabled
Birks (Vikings)
Balistas (Romans)
Hunters (Normans)
Prerequisites
First Prerequisite: Barracks
Allows following Con/Res
Armoury
Steel
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
 
Prerequisites
First Prerequisite:
Second Prerequisite:
Anarchy
Anarchy (Government)
In the beginning chaos rules, and getting a proper government should be your main task. No bonuses are achieved under anarchy. Remember that during a revolution your city will fall into anarchy and benefits from governments bonuses will be gone.
 
Paganism
Paganism (Government)
A belief in magical powers reflects this government. By granting more gold and resources to your mages it will increase your mana production. Also trade, warfare, constructing and science will experience small bonuses.
 
War +3%
Trade +10%
Magic +20%
Buildbonus +10%
Sciencebonus +10%
Prerequisites
First Prerequisite: Palace
Allows following Con/Res
Ocultism
Ocultism
Ocultism (Government)
When the entire society is focused on the mistery of magic all other things are forgotten. Your city will experience a burst in mana growth during this government, and some may find it useful.
 
Magic +50%
Init -1
Prerequisites
First Prerequisite: Paganism
Monarchy
Monarchy (Government)
The all mighty king is always interested in increasing the city's power and growth. Expences on war increase and a considerable bonus is gained. Religion and trade is also imoportant for the king.
 
War +7%
Religion +10%
Trade +10%
Prerequisites
First Prerequisite: Palace
Allows following Con/Res
Feudalism
Feudalism
Feudalism (Government)
Power, is all the king thinks about. No city is better in battle this his own, and all extra men, time and effort is put into military training resulting in a strong and powerful army. Tho` military strong, during feudalism a city will soon fall behind in trade, religion and mana.
 
War +15%
Prerequisites
First Prerequisite: Monarchy
Polytheism
Polytheism (Government)
The belief in strong Gods that rewards and punishes is strong under this government. To gain alot of land this is an important rule, and Growth and Warfare also have benefits during this Government
 
War +3%
Religion +20%
Growth +10%
Buildbonus +10%
Sciencebonus +10%
Prerequisites
First Prerequisite: Palace
Allows following Con/Res
Fundamentalism
Fundamentalism
Fundamentalism (Government)
When nothing but the Gods are in the heads of the cityzens and they will do anything to please them it is called fundamentalism. Dangerous, as other things are forgotten, this will still be choice for those that will keep their land, and capture others.
 
Religion +50%
Init -1
Prerequisites
First Prerequisite: Polytheism
Republic
Republic (Government)
During the republick trade floriches, together with growth and magic. The republick is the choise for those that will grow strong before entering the battlefield.
 
Growth +10%
Trade +15%
Magic +10%
Prerequisites
First Prerequisite: Palace
Allows following Con/Res
Commersialism
Commersialism
Commersialism (Government)
Gold is the all important thing, and everyone wants to get their part. During this government a burst in prodution will be achieved because of the large tradebonus it gives. Together with merchants this will be a great choice.
 
Trade +35%
Prerequisites
First Prerequisite: Republic
Passifism
Passifism (Government)
Make love not war, right. And love will result in alot of children; Population growth will increase considerably when chosing passifism. May be a good choise if you have many fields to fill.
 
Religion +5%
Growth +35%
Magic +5%
Prerequisites
First Prerequisite: Palace
Far seeing
Far seeing (Spiritual)
To be able to get a more detailed picture of your enemies, your mages have to reasearch Far Seeing. Before you can do this you have to construct a Tower of Vision.
 
Prerequisites
First Prerequisite: Tower of vision
Allows following Con/Res
Altar of knowledge
Spirits of earth
Spirits of earth
After the construction of Altar of Knowledge you may start research on Spirits of Earth. The ability to communicate to these spirits is of great use as they can reveal secrets about enemy armies.
 
Prerequisites
First Prerequisite: Altar of knowledge
Allows following Con/Res
Bloody crypt
Windtalking
Windtalking
Windtalking is only for the most experienced og mages, but when fully understood the winds can bring information that no other element can. Because all things that happen echo in the air all events from your foreign cities can this way be revealed.
 
Prerequisites
First Prerequisite: Bloody crypt
Allows following Con/Res
Tower of luck
Tools and artifacts
Tools and artifacts
There is no good working the earth with your bare hands. Tools and artifacts are important and they will give you abilities to construct smaller building.
 
Allows following Con/Res
Palisades
Irrigation
Dark temple
Organization
Organization
Without any order your city will soon become a mess. Coordination of trade and military training is of greatest importance to ensure a healthy growth of your city.
 
Allows following Con/Res
Marketplace
Training grounds
School of the mind
Alchemy
Alchemy
The wise men of your city need to reaserch alchemy before the production of polyargain may begin. Without polyargain your city will not grow until you start attacking others. However, you will have nothing to attack with.
 
Alchemy enables you to produce polyargain
Prerequisites
First Prerequisite: City hall
Allows following Con/Res
Drug store
Construction
Construction
With the reasearch of Construction done, you may start building more advanced buildings like a Theatre or later an Amphi. Construction is the ability to make stone wood and metal work together in an advanced construction.
 
Prerequisites
First Prerequisite: Masonry
Allows following Con/Res
City Walls
Grain mill
Theatre
Advanced construction
Masonry
Masonry
Working with stone is not always the easiest work. Its hard and tiresome. Building arches and roof in stone requires some experience and thus the research on masonry is important. It will allow further reasearch on construction.
 
Allows following Con/Res
House of God
Forge
Construction
The Wheel
Engineering
The Wheel
The Wheel
There is no use in building roads unless you have invented the Whee. As simple as it may sound the Wheel is a very important invention early on, and without it you will soon be one slow moving nation.
 
Eta -1
Prerequisites
First Prerequisite: Masonry
Allows following Con/Res
Roads
Logistics
Logistics
Logistics is the ability to quickly and with precition handle larger amounts of goods. Getting goods where it belongs and to the right persons is a key factor for a faster moving army. When logistics has been reasearched you may build a warehouse.
 
Prerequisites
First Prerequisite: Roads
Allows following Con/Res
Warehouse
 
Prerequisites
First Prerequisite:
Second Prerequisite:
Mass transportation
Mass transportation
After the warehouse is constructed reasearch on Mass Transportation may start. With proper supplies arms and goods for your army they now move even faster and on shorter notice. the idea to transport soldiers by waggons is examined during this research
 
Prerequisites
First Prerequisite: Warehouse
Allows following Con/Res
Waggon hall
Military Tactics
Military Tactics
To be able to lead units well in battle, some sort of tactic has to applied. Without it your are sure to lose.
 
Units enabled
Hirdmen (Vikings)
Fanatics (Romans)
Headhunters (Normans)
Prerequisites
First Prerequisite: Barracks
Allows following Con/Res
Stable
Archery grounds
 
Prerequisites
First Prerequisite:
Second Prerequisite:
Engineering
Engineering
Drawing plans of advanced buildings require the knowledge of engineering. Engineering includes not also drawings, but also measurements, dimentions, costs and forces that will act on the building and machines
 
Prerequisites
First Prerequisite: Masonry
Allows following Con/Res
Customs house
Cathedral
Advanced construction
Steel
Steel
Although iron has been known for a while, it has mostly been used for tools. By burning the iron on a coal bed carbon is absorbed into the iron producing steel for better tools and weapons. After hardening the metal these new weapons are superior to any older inventions
 
Units enabled
Fyrdmen (Vikings)
Hoplites (Romans)
Crossbowmen (Normans)
Prerequisites
First Prerequisite: Bronze Foundry
Allows following Con/Res
Ring mail
Ring mail
Ring mail
After the invention of steel-weapons, the old leather armour is no longer as effiencient. By drawing steel a thread can be made and coiled up. Cutting this coils into small rings and putting them together form a new much stronger protection against smaller cuts and light ranged attacks
 
Units enabled
Baglers (Vikings)
Phalanx (Romans)
Barbarians (Normans)
Prerequisites
First Prerequisite: Steel
Allows following Con/Res
Plate mail
Plate mail
Plate mail
The final and most advanced development of armour. A full plate mail covering the whole body, not only protects versus cuts and stabbing, but also versus hard strokes with blunt weapons where one normally would brake bones. This new armour is heavy and very expencive
 
Units enabled
Guardiens (Vikings)
Centurions (Romans)
Chieftains (Normans)
Prerequisites
First Prerequisite: Ring mail
Allows following Con/Res
Animal armouring
Strength of woods
Strength of woods
By reseaching the strength of woods one can make even stronger bow, not only for hunting but for war.
 
Units enabled
Raiders (Vikings)
Pilumthrowers (Romans)
Longbowmen (Normans)
Prerequisites
First Prerequisite: Archery grounds
Allows following Con/Res
Adept animal training
 
Prerequisites
First Prerequisite:
Second Prerequisite:
Adept animal training
Adept animal training
Some animals are big and cumbersome. Without proper training they tend to panic easily in battle. If you want that big thing to fight for your and not run over your own troops you need to reasearch adept animal training.
 
Units enabled
Fenriswolfs (Vikings)
Extremils (Normans)
Prerequisites
First Prerequisite: Strength of woods

Units enabled
()
Type Init
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Farms (Misc)
Farms
Type Field Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Quarrys (Misc)
Quarrys
Type Field Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Forests (Misc)
Forests
Type Field Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Coalmines (Misc)
Coalmines
Type Field Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
()
Type Init
Bonus To ETA
Bonus Type Damage
Bonus Amount +% Armour
Flourbags (Misc)
Flourbags
Type Resource Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Stoneblocks (Misc)
Stoneblocks
Type Resource Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Timber (Misc)
Timber
Type Resource Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Coalbags (Misc)
Coalbags
Type Resource Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
 
Gold (Misc)
Gold
Type Resource Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Religion (Div)
Religion
Type DIV Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Population (Div)
Population
Type DIV Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Initbonus (Div)
Initbonus
Type DIV Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0
Warbonus (Div)
Warbonus
Type DIV Init 0
Bonus To ETA 0
Bonus Type Damage 0
Bonus Amount +% Armour 0