Constructions and researches
W -war bonus, R -religion, G -growth, E -entertainment, T -trade, M -magic, D -defence, ETA -eta, I -init, B -build, S -science
All bonuses except ETA and init in +XX%.
* = starting con&res.
Name Type Special Flour Stone Timber Coal Gold Effort W R G E T M D ETA  I B S
 
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
ResearchGovernment500040304000 50      -1  
 
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
ResearchGovernment010101010160032010      1010
 
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
ResearchGovernment040404020400015          
 
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
ResearchGovernment1501010101600710  10      
 
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
ResearchGovernment515150101600  10 1510     
 
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
ResearchGovernment40404040404000    35      
 
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
ResearchOther30015014002806000           
 
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
ResearchSpiritual15008001504500           
 
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
ResearchGovernment030300101600 535  5     
 
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
ResearchGovernment504000354000     50  -1  
 
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
ResearchGovernment15100101016003   1020   1010
*
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.
 
ResearchGovernment000000           
 
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
ResearchOther940050006309000           
*
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
ResearchOther055551200           
 
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
ResearchOther6000180703000           
 
Animal armouring
Animal armouring
Not only the riders of the beasts require armour. If the animal is slain it will fall to the ground and probably harm its riders aswell. Protecting the animal in thick leather and steal plates will prevent this.. To some extent
 
Units enabled
Valkyries (Vikings)
War Elefants (Romans)
Heavy Cavalry (Normans)
Prerequisites
First Prerequisite: Animal training grounds
Second Prerequisite: Plate mail
ResearchOther6005000120010009000           
 
Advanced construction
Advanced construction
A further development of construction combined with engineering will allow you to construct the most glorious of all building. This includes the Amphi and the Citadell.
 
Prerequisites
First Prerequisite: Construction
Second Prerequisite: Engineering
Allows following Con/Res
Citadell
Amphi
Drug store
ResearchOther5013010080704500           
 
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
ResearchOther40203020302000           
 
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
ResearchOther200004003006000           
 
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
ResearchOther600007005009000           
 
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
ResearchOther75020002003507500           
 
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
ResearchOther250250002004500           
 
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
ResearchOther100010001001500           
 
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
ResearchOther20504020302000           
 
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
ResearchOther0303020301200           
*
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
ResearchOther10100051200           
*
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
ResearchOther05201001200           
 
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
ResearchOther2030030252400       -1   
 
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
ResearchOther500250003006000           
 
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
ResearchOther806000604000           
 
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
ConstructionMilitaristic256030101015005          
 
Customs house
Customs house (Trader)
Taxing the big traderoutes from foreign cities will give a great burst in tax income. Although your merchants will complain a bit about the increased customs, it is worth it.
 
Trade +20%
Prerequisites
First Prerequisite: Marketplace
Second Prerequisite: Engineering
ConstructionTrader1501001000504000    20      
 
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
ConstructionTrader3550300101500    15      
 
Altar of pain
Altar of pain (Spiritual)
The Altar of pain will further increase the mana output, and as an extra funtion, sacrifices can be made here. Sacrifying people will help in the accumulation of mana.
 
Magic +20%
Prerequisites
First Prerequisite: Dark temple
Second Prerequisite: School of the mind
ConstructionSpiritual09016090604500     20     
 
Academy
Academy (Militaristic)
Not all soldiers can be footmen, they need strong leaders. At the academy officers are trained, and when set to leading a cohort the moral and fighting capabilities of your men will increase giving you the edge in battle.
 
War +5%
Prerequisites
First Prerequisite: Training grounds
Second Prerequisite: Warfare Library
ConstructionMilitaristic404070505030005          
 
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
ConstructionOther0502040102000           
 
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
ConstructionOther502040001000   10       
*
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
ConstructionOther015151001200           
 
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
ConstructionOther5030500402000        -1  
 
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
ConstructionSpiritual35202020301500     10     
 
Grain mill
Grain mill (Fertile)
Manually graining the grain to flour is tiresome work. The construction of a grain mill will further increase the food production.
 
Growth +15%
Prerequisites
First Prerequisite: Irrigation
Second Prerequisite: Construction
ConstructionFertile5010014060504000  15        
 
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
ConstructionOther520870004206000           
 
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
ConstructionOther1309070901104500           
 
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
ConstructionOther0508035303000           
 
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
ConstructionOther30070012004006007000           
 
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
ConstructionOther10015010001001500      3    
 
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
ConstructionFertile304030001500  10        
 
Citadell
Citadell
The Citadell is the strongest defence a city may have. Its tall walls and tower provide excellent cover and defence for your citizens.
 
Defence +10%
Prerequisites
First Prerequisite: City Walls
Second Prerequisite: Advanced construction
ConstructionOther700700120050010006000      10    
 
City Walls
City Walls
After some basic masonry and construction knowledge has been aquired, it is time to expand your city with a city wall. Providing good defence is always important.
 
Defence +5%
Prerequisites
First Prerequisite: Palisades
Second Prerequisite: Construction
Allows following Con/Res
Citadell
ConstructionOther2502007001003004000      5    
 
Theatre
Theatre
As your city grows more people will be wanting a larger cultural place. A theatre is the answer to their call. Again happiness will increase.
 
Entertainment +15%
Prerequisites
First Prerequisite: Ale Store
Second Prerequisite: Construction
Allows following Con/Res
Amphi
ConstructionOther30807080503000   15       
 
Amphi
Amphi
The largest building you will ever be constructing. Inside many thousand people can watch spectacular shows from all over the world. A great increase in happiness will probably be the result.
 
Entertainment +25%
Prerequisites
First Prerequisite: Theatre
Second Prerequisite: Advanced construction
ConstructionOther2502103001502804500   25       
 
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
ConstructionOther80801402501304500           
 
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
ConstructionOther01505040702500           
 
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
ConstructionOther120505010502500           
 
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
ConstructionOther2504004003002404500         1010
 
Advanced armoury
Advanced armoury
The final level of your Armoury. Installing new and more powerful owens will allow you to melt steel, and hammer it into plates in large amounts. This production is quite expensive, and the cost of Crusaders, Heavy Cavalry and War Elefants is reflected by this.
 
Units enabled
Warlords (Vikings)
Petraria (Romans)
Axemen (Normans)
Prerequisites
First Prerequisite: Armoury
Second Prerequisite: School of the mind
ConstructionOther4505006003007009000           
 
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
ConstructionOther500500201500           
*
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
ConstructionOther01010001200           
 
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
ConstructionOther3520250301500           
*
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
ConstructionOther012121201200           
 
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
ConstructionOther025600204000       -1   
 
Cathedral
Cathedral (Religious)
A House of God may soon be too small for all your cityzens and a Cathedral is needed to further increase generation of religionpoints
 
Religion +20%
Prerequisites
First Prerequisite: House of God
Second Prerequisite: Engineering
ConstructionReligious06022050603000 20         
 
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
ConstructionReligious040600201500 10         
 
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
ConstructionOther0180130004500       -1   
 
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
ConstructionOther0600500006000       -1   
 
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
ConstructionOther8012003101003000         1010
 
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
ConstructionOther5050040501500         1515
 
Drug store
Drug store
An interesting building. To increase the stamina and speed of your soldiers and horses, alchymists have developed a drug. However you need a drugstore to efficiently produce this stimulant.
 
Init -1
Prerequisites
First Prerequisite: Alchemy
Second Prerequisite: Advanced construction
ConstructionOther500100010004005009000        -1