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All 42 Buildings, Upgrades and Costs in Kingdom Two Crowns

Updated on November 15, 2026 (about 12 hours ago)

In Kingdom Two Crowns, you play a monarch rebuilding a kingdom with coins, and buildings are how that kingdom takes shape. Walls and archer towers hold back the Greed, the creatures that attack every night, while the Town Center grows through its tiers. Farms, bakeries and boats keep your people fed, recruited and moving between islands, and a handful of structures grant blessings that last for the rest of your reign. Knowing what each building does and what it costs makes your early choices a lot easier.

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Structure type

Town Center

7 items

Campfire

The first paid tier lights the kingdom’s starting campfire and opens the hammer and bow vendors.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Town Center tier 1
Cost
3 coins
Requirements
Unlit campfire.
What it does
The Town Center is the kingdom’s central structure; unlocks hammer and bow vendors.

Village tents

The second tier turns the camp into a small village with tents.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Town Center tier 2
Cost
6 coins
Requirements
Campfire.
What it does
The Town Center is the kingdom’s central structure; adds the village tents around the campfire.

Wooden fortifications

This tier gives the inner perimeter free spike walls and adds the scythe vendor.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Town Center tier 3
Cost
9 coins
Requirements
Village tents.
What it does
The Town Center is the kingdom’s central structure; builds the innermost spike walls for free and unlocks the scythe vendor.

Town hall

The town hall unlocks the Banker, who stores surplus coins.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Town Center tier 4
Cost
12 coins
Requirements
Wooden fortifications.
What it does
The Town Center is the kingdom’s central structure; unlocks the banker in two crowns.

Stone fortifications

This tier strengthens the inner defenses and opens the siege workshop.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Town Center tier 5
Cost
15 coins
Requirements
Town hall and stone technology; Norse Lands uses its own material progression.
What it does
The Town Center is the kingdom’s central structure; upgrades inner walls to stone and builds inner watchtowers for free; opens the siege workshop.

Castle keep

The castle keep unlocks shielded squads and the Gem Keeper.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Town Center tier 6
Cost
18 coins
Requirements
Stone fortifications.
What it does
The Town Center is the kingdom’s central structure; unlocks shields for squires, fire barrels and the gem keeper.

Iron keep

The iron keep completes the central defenses with free iron walls and roofed towers.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Town Center tier 7
Cost
20 coins
Requirements
Castle keep and iron technology.
What it does
The Town Center is the kingdom’s central structure; upgrades inner walls to iron and inner towers to roofed triplet towers for free; unlocks the bomb and forge.

Structure type

Walls

8 items

Spikes

The basic wall tier marks the kingdom border and slows ground attackers.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Wall tier 1
Cost
1 coin; 1 coin to rebuild from a stump
Requirements
Dirt mound. No technology required.
What it does
Walls define the kingdom’s border and are repaired by builders. The basic wall tier marks the kingdom border and slows ground attackers.

Palisade

A wooden perimeter upgrade that lasts longer than spikes.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Wall tier 2
Cost
3 coins; 2 coins to rebuild from a stump
Requirements
Spikes. No technology required.
What it does
Walls define the kingdom’s border and are repaired by builders. A wooden perimeter upgrade that lasts longer than spikes.

Stone wall

Stone walls provide the first major durability increase over wood.
Campaigns
Medieval, Shogun, Dead Lands and Call of Olympus; Norse Lands uses birch/pine technology instead.
Tier or type
Wall tier 3
Cost
5 coins; 3 coins to rebuild from a stump
Requirements
Palisade. Stone technology.
What it does
Walls define the kingdom’s border and are repaired by builders. Stone walls provide the first major durability increase over wood.

Tall stone wall

The taller stone tier gives the kingdom a stronger defensive boundary.
Campaigns
Medieval, Shogun, Dead Lands and Call of Olympus; Norse Lands uses birch/pine technology instead.
Tier or type
Wall tier 4
Cost
8 coins; 5 coins to rebuild from a stump
Requirements
Stone wall. Stone technology.
What it does
Walls define the kingdom’s border and are repaired by builders. The taller stone tier gives the kingdom a stronger defensive boundary.

Iron wall

The strongest standard wall tier resists attacks and decay for longer.
Campaigns
Medieval, Shogun, Dead Lands and Call of Olympus; Norse Lands uses birch/pine technology instead.
Tier or type
Wall tier 5
Cost
12 coins; 6 coins to rebuild from a stump
Requirements
Tall stone wall. Iron technology.
What it does
Walls define the kingdom’s border and are repaired by builders. The strongest standard wall tier resists attacks and decay for longer.

Birch wall

Norse Lands uses birch instead of stone for this stronger wall tier.
Campaigns
Norse Lands and Challenge Islands using the Norse Lands setting.
Tier or type
Norse Lands wall tier 3
Cost
5 coins; 3 coins to rebuild from a stump
Requirements
Palisade. Norse Lands only; Birch technology.
What it does
Walls define the kingdom’s border and are repaired by builders. Norse Lands uses birch instead of stone for this stronger wall tier.

Tall birch wall

This taller birch tier strengthens the Norse Lands perimeter.
Campaigns
Norse Lands and Challenge Islands using the Norse Lands setting.
Tier or type
Norse Lands wall tier 4
Cost
8 coins; 5 coins to rebuild from a stump
Requirements
Birch wall. Norse Lands only; Birch technology.
What it does
Walls define the kingdom’s border and are repaired by builders. This taller birch tier strengthens the Norse Lands perimeter.

Pine wall

Pine replaces iron as the final Norse Lands wall material.
Campaigns
Norse Lands and Challenge Islands using the Norse Lands setting.
Tier or type
Norse Lands wall tier 5
Cost
12 coins; 6 coins to rebuild from a stump
Requirements
Tall birch wall. Norse Lands only; Pine technology.
What it does
Walls define the kingdom’s border and are repaired by builders. Pine replaces iron as the final Norse Lands wall material.

Structure type

Defenses

10 items

Rock platform

A low platform protects one archer from ground attackers.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting.
Tier or type
Archer tower tier 1
Cost
3 coins
Requirements
Cleared boulder pile; trees around the build spot must be cleared.
What it does
A tower gives archers height and protects them from ground attackers. A low platform protects one archer from ground attackers.

Wooden watchtower

This raised wooden tower gives one archer a longer firing lane.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting.
Tier or type
Archer tower tier 2
Cost
6 coins
Requirements
Rock platform.
What it does
A tower gives archers height and protects them from ground attackers. This raised wooden tower gives one archer a longer firing lane.

Stone tower

The stone tier adds a second archer and needs stronger building technology.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting.
Tier or type
Archer tower tier 3
Cost
9 coins
Requirements
Wooden watchtower and stone technology; Norse Lands uses Birch technology.
What it does
A tower gives archers height and protects them from ground attackers. The stone tier adds a second archer and needs stronger building technology.

Triplet tower

Three archers can occupy this tower, with the top archer firing over walls.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting.
Tier or type
Archer tower tier 4
Cost
12 coins
Requirements
Stone tower.
What it does
A tower gives archers height and protects them from ground attackers. Three archers can occupy this tower, with the top archer firing over walls.

Roofed triplet tower

RTRoofed triplet tower
Its roof protects the archers from floaters.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting.
Tier or type
Archer tower tier 5
Cost
15 coins
Requirements
Triplet tower and iron technology; Norse Lands uses its late iron progression.
What it does
A tower gives archers height and protects them from ground attackers. Its roof protects the archers from floaters.

Quadruplet tower

QTQuadruplet tower
The tallest standard tower holds four roofed archers.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting.
Tier or type
Archer tower tier 6
Cost
18 coins
Requirements
Roofed triplet tower.
What it does
A tower gives archers height and protects them from ground attackers. The tallest standard tower holds four roofed archers.

Ballista tower

The ballista fires heavy bolts over a long range, but its builder can be taken by floaters.
Campaigns
Medieval, Shogun and Dead Lands; Norse Lands uses the Fire Tower.
Tier or type
Hermit tower conversion
Cost
15 coins from a Triplet Tower; 18 coins from a higher tower.
Requirements
Ballista Hermit and a Triplet Tower or higher.
What it does
A builder loads and operates the long-range bolt launcher after the archers leave the converted tower.

Fire tower

A fire tower combines a builder’s flammable liquid with an archer’s fire arrows.
Campaigns
Norse Lands and Call of Olympus; Challenge Islands using either setting.
Tier or type
Hermit tower conversion
Cost
15 coins from a Triplet Tower; 18 coins from a higher tower.
Requirements
Fire Tower Hermit and a Triplet Tower or higher.
What it does
The builder throws flammable liquid and the archer ignites it, leaving fire that burns passing Greed.

Berserker tower

A berserker tower gives one berserker a potion that temporarily improves its durability.
Campaigns
Norse Lands only; Challenge Islands using the Norse Lands setting.
Tier or type
Hermit tower conversion
Cost
15 coins from a Triplet Tower; 18 coins from a higher tower; a potion costs 4 coins.
Requirements
Berserker Hermit and a Triplet Tower or higher.
What it does
The potion gives a berserker a long axe and extra durability until that improved berserker takes enough damage.

Catapult

The catapult launches boulders at groups of Greed and is operated by builders.
Campaigns
Medieval, Shogun, Dead Lands and Call of Olympus; not Norse Lands.
Tier or type
Siege structure
Cost
6 coins per catapult. Fire barrels cost 5 coins each after Castle Keep.
Requirements
Stone fortifications, a stone back wall and a siege workshop on that side.
What it does
Builders move and reload the catapult, which throws boulders that damage groups of Greed.

Structure type

Recruitment

4 items

Bakery

A bakery draws vagrants toward the kingdom so recruitment happens closer to the walls.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Hermit tower conversion
Cost
15 coins to convert a Triplet Tower or higher; treats cost 4 coins each, up to 7 loaves.
Requirements
Bakery Hermit and a Triplet Tower or higher.
What it does
Treats attract vagrants; in Two Crowns, a vagrant who eats one becomes a citizen. The Norse Lands version is styled as a brewery.

Knight tower

The knight tower adds another squad leader on the side where it stands.
Campaigns
Medieval, Shogun and Dead Lands; Norse Lands uses Berserker Towers.
Tier or type
Hermit tower conversion
Cost
15 coins.
Requirements
Warrior Hermit and a Triplet Tower or higher.
What it does
A shield at this tower turns a villager into an additional squire or knight for that side.

Citizen house

A citizen house lets the Monarch recruit citizens from the remains of a cleared vagrant camp.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Rebuilt vagrant camp
Cost
8 coins to build; 5 coins per citizen recruited.
Requirements
Clear a vagrant camp; builders construct the house from its ruins.
What it does
A citizen house replaces a destroyed vagrant camp and provides recruits at a higher price than the original camp.

Dojo

The dojo supplies ninja kits that let villagers become ninjas.
Campaigns
Shogun and Challenge Islands using the Shogun setting.
Tier or type
Stone-age recruitment structure
Cost
No separate build charge; ninja kits cost 2 coins each.
Requirements
Town Center tier 5 (Stone fortifications) and a stone back wall.
What it does
The dojo appears near the outer wall after the stone fortification tier; a villager who takes a kit becomes a ninja.

Structure type

Economy

3 items

Water well

A water well creates crop fields around a stream and supports up to four fields.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Farm tier 1
Cost
3 coins
Requirements
Build on an open water stream on a plain.
What it does
Builders construct a water well at a water stream; farmers work nearby fields during the day.

Mill house

A mill house supports two more fields and keeps its farmers near the farm overnight.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Farm tier 2
Cost
8 coins to upgrade a water well.
Requirements
Water well.
What it does
This farm upgrade keeps farmers near their fields overnight, giving them more working time.

Stable

The stable combines a farm with a place to gather and switch between unlocked mounts.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Farm tier 3
Cost
8 coins to convert a mill house; the Stable Hermit is required.
Requirements
Mill house and Stable Hermit.
What it does
A stable keeps farm income while gathering unlocked mounts for cheaper changes; Norse Lands ranchers cost 5 coins for a pitchfork.

Structure type

Travel

3 items

Boat

The boat carries the Monarch and crew between campaign islands.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus campaigns; absent on Skull, Plague and Lost challenge islands.
Tier or type
Island transport
Cost
10 coins to start; 59 hull pieces at 2 coins each (118 total); 2 coins to launch; 10 coins to set sail.
Requirements
Rebuild the shipwreck with builders. The first campaign island supplies all hull pieces; the second supplies 40 free pieces.
What it does
Once completed, pay to launch it to the central dock, ring the wharf bell (2 coins) to call crew aboard, then pay to set sail; unfinished hull parts can be stolen by Greed.

Lighthouse

A lighthouse keeps the boat intact when it returns to an island.
Campaigns
Campaign settings with a dock; Challenge Islands vary by their island rules.
Tier or type
Wood, stone and iron tiers
Cost
6 coins to build wood; 12 coins to upgrade to stone; 18 coins to upgrade to iron.
Requirements
Clear the dock portal and reach the far dock; stone and iron tiers need their technologies.
What it does
Higher materials make the lighthouse last longer while the Monarch is away; it is built instantly without builders.

Teleporter

A teleporter turns destroyed portal remains into a fast route across the kingdom.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus; Challenge Islands use the selected setting and may restrict unlocks.
Tier or type
Portal-remains structure
Cost
8 coins to build; 2 coins per use.
Requirements
Stone technology and the remains of a destroyed small portal or dock portal.
What it does
The Monarch can scout and travel instantly across the kingdom; a permanently linked pair sends you straight from one to the other.

Structure type

Statues

5 items

Statues of Power

The Statues of Power let the Monarch switch between Divine Favors earned in Call of Olympus.
Campaigns
Call of Olympus only; Challenge Islands using the Call of Olympus setting.
Tier or type
Divine Favor switch
Cost
No construction cost; changing Divine Favor costs 4 coins.
Requirements
Gain at least one Divine Favor and have an available space with a stone back wall.
What it does
The structure appears when its prerequisites are met and lets the Monarch switch between earned Divine Favors.

Statue of Archery

The Statue of Archery improves archer accuracy, helping them hunt and defend the kingdom.
Campaigns
Medieval, Shogun, Dead Lands and Call of Olympus (random island location); most Challenge Islands disable statues; Lost Islands is the exception.
Tier or type
Shrine
Cost
3 gems to unlock; 10 coins to activate.
Requirements
Standard campaign: island 1; Call of Olympus: random island.
What it does
Improves archer accuracy, helping with hunting and defense.

Statue of Scythe

The Statue of Scythe lets each farm support two more crop fields.
Campaigns
Medieval, Shogun, Dead Lands, Norse Lands and Call of Olympus (random island location); most Challenge Islands disable statues; Lost Islands is the exception.
Tier or type
Shrine
Cost
1 gem to unlock; 7 coins to activate.
Requirements
Standard campaign: island 2; Norse Lands: island 4; Call of Olympus: random island.
What it does
Adds 2 supported farm plots: a water well supports 6, while a mill house or stable supports 8.

Statue of Building

The Statue of Building gives builders a stronger wall repair layer.
Campaigns
Medieval, Shogun, Dead Lands and Call of Olympus (random island location); most Challenge Islands disable statues; Lost Islands is the exception.
Tier or type
Shrine
Cost
3 gems to unlock; 9 coins to activate.
Requirements
Standard campaign: island 3; Call of Olympus: random island.
What it does
Builders reinforce walls, increasing their maximum health by about 80%; builders reapply the bonus after damage.

Statue of Knights

The Statue of Knights strengthens the kingdom’s knights while its blessing is active.
Campaigns
Medieval, Shogun, Dead Lands and Call of Olympus (random island location); most Challenge Islands disable statues; Lost Islands is the exception.
Tier or type
Shrine
Cost
2 gems to unlock; 8 coins to activate.
Requirements
Standard campaign: island 5; Call of Olympus: random island.
What it does
Improves knights’ combat performance in Two Crowns.

Structure type

Campaign structures

2 items

Shield totem

The shield totem sends a group of shielded subjects out to push back nearby Greed.
Campaigns
Any setting where a subject carries a shield; Challenge Islands vary by setting.
Tier or type
Conditional structure
Cost
No construction cost; use costs 1 coin.
Requirements
At least one subject must have a shield; it appears inside the outer wall.
What it does
The Monarch pays one coin to send nearby shielded subjects forward in a brief charge.

Shipyard

The shipyard rebuilds the Triremes that carry troops and support assaults.
Campaigns
Call of Olympus campaign and Call of Olympus Challenge Islands.
Tier or type
Fleet structure
Cost
Campaign shipyards are already working; in Challenge Islands, rebuild one for 12 coins. Each lost Trireme costs 7 coins to rebuild.
Requirements
In Challenge Islands, clear the forest around the ruined shipyard and send builders to repair it.
What it does
The shipyard restores fleet boats after the Monarch loses the crown; it does not transport the Monarch between islands.

How buildings get built and kept up in Kingdom Two Crowns

Buildings are paid for with coins and put up by builders, the workers who hammer each piece into place. Once a building stands, it still needs looking after. Walls, towers and farms stay on the island where you built them, and they slowly decay while you are away, starting with the outermost walls.

Stronger materials hold up better against that decay, so an iron wall lasts several times longer than spikes while you are gone. Builders repair walls when they are damaged, and a wall that has been knocked down can be rebuilt for less than it cost to build. Before you sail to a new island, it pays to make the one you are leaving sturdy, because you will almost certainly return.

How the Town Center grows through its tiers

The Town Center is the heart of your kingdom, and it grows in tiers from a single campfire up to the iron keep. Each upgrade costs more coins and unlocks something new, and there is a short wait before you can buy the next one. The early tiers are cheap: the campfire costs 3 coins and lights your starting fire, opening the stalls that sell bows and hammers. Village tents at 6 coins turn the camp into a small village, and wooden fortifications at 9 coins build your innermost spike walls for free and open the scythe stall.

The town hall at 12 coins brings out the Banker, who holds your spare coins. Stone fortifications at 15 coins upgrade your inner walls to stone, build inner watchtowers for free and open the siege workshop, though they need the town hall and stone technology first. The castle keep at 18 coins unlocks shields for squires and the Gem Keeper, who stores your gems by the central dock.

The iron keep at 20 coins upgrades inner walls to iron and inner towers to roofed triplet towers for free, and it opens the forge. It needs the castle keep and iron technology first. Since the inner upgrades arrive for free, moving the Town Center up the tiers is one of the steadiest ways to strengthen your kingdom.

Walls that guard your kingdom's border

Walls mark the edge of your kingdom and slow ground attackers. Each tier costs more and lasts longer: spikes cost 1 coin, palisades 3, stone walls 5, tall stone walls 8 and iron walls 12. Spikes and palisades need no technology, while the stone tiers need stone technology and the iron wall needs iron technology.

Palisades are easily torn down by the first Blood Moon, when the sky turns red. The jump from wood to stone is large, which is why stone technology is such a priority: nothing beyond wooden defenses works without it.

Norse Lands swaps stone and iron for birch and pine. A birch wall costs 5 coins, a tall birch wall 8 and a pine wall 12, following the same cost steps, but these walls are weaker than their stone and iron equivalents. If a wall is knocked down, rebuilding it from its stump is cheaper: 1 coin for spikes, 2 for a palisade, 3 for a stone wall, 5 for a tall stone wall and 6 for an iron wall.

Archer towers and how they upgrade

Archer towers lift archers above the ground, which gives them a wider view and keeps them safer from ground attackers. The rock platform costs 3 coins and holds one archer. The wooden watchtower at 6 coins gives that archer a longer firing lane, and the stone tower at 9 coins holds two.

The triplet tower at 12 coins holds three archers, and the top one can fire over the walls. Roofed triplet towers cost 15 coins and keep their three archers under a roof, while the quadruplet tower at 18 coins is the tallest standard tower and holds four under a roof. The roof matters because floaters, the flying Greed that pluck subjects away, cannot reach archers beneath it.

Each tier has its own requirements. The rock platform needs a cleared boulder pile and trees cleared around the build spot, the stone tower needs stone technology, and the roofed triplet needs iron technology. It is worth upgrading to roofed towers as soon as you have iron. Triplet towers and higher can also be converted into special buildings with a hermit's help, and that is where the bakery and the fighting towers come from.

Recruiting with bakeries, citizen houses and dojos

Vagrants are the wandering folk you recruit, and the buildings in this section help you bring more of them into your kingdom. A bakery is a converted tower that needs a Bakery Hermit riding with you and a triplet tower or higher, and the conversion costs 15 coins. Treats cost 4 coins each, and the table holds up to seven. Treats draw vagrants toward your kingdom, so a vagrant who eats one becomes a citizen and recruiting happens closer to the walls.

On islands four and five, where vagrant camps are far off, the bakery is the best way to recruit from them. In Norse Lands the same building is styled as a brewery. Use it anywhere you have distant camps you cannot reach easily.

A cleared vagrant camp can be rebuilt as a citizen house. Builders turn the ruins into the house for 8 coins, and each citizen then costs 5 coins, which is more than the original camp charged. The house holds up to three citizens, and one more appears every three minutes and twenty seconds.

In the Shogun campaign, a dojo appears near your outer wall once you have stone fortifications and a stone back wall. It has no build charge of its own, but it keeps up to four ninja kits in stock at 2 coins each. A villager who takes a kit becomes a ninja.

Buildings that help you fight the Greed

Several buildings add fighting power, from converted towers to catapults and shield totems. The knight tower is a converted tower that needs a Warrior Hermit and a triplet tower or higher, and it costs 15 coins. It adds one more squad leader on the side where it stands, and a shield placed there, costing 4 coins, turns a villager into an extra squire or knight for that side. Knight towers appear in the Medieval, Shogun and Dead Lands campaigns, while Norse Lands uses berserker towers instead.

The ballista tower fires heavy bolts over a long range. It costs 15 coins from a triplet tower and 18 from a higher one, and a single builder operates it after the archers leave the tower. Keep it close to the walls, since floaters can snatch its builder. Norse Lands uses the fire tower in its place.

The fire tower, found in Norse Lands and Call of Olympus, pairs a builder with an archer. The builder throws flammable liquid, and the archer lights it, leaving fire that burns the Greed passing through. Berserker towers belong to Norse Lands alone, and a 4 coin potion gives one berserker a long axe and extra durability until it takes enough damage. Both fire and berserker towers need their own hermit and a triplet tower or higher.

Catapults are available in the Medieval, Shogun, Dead Lands and Call of Olympus campaigns. They need stone fortifications, a stone back wall and a siege workshop on that side. Each costs 6 coins, one can be ordered per side, and one or two builders operate it to throw boulders at groups of Greed. After the castle keep, fire barrels cost 5 coins each and burst into burning ground.

Shield totems cost nothing to build and appear inside the outer wall once a subject carries a shield. Each use costs 1 coin, and the totem rallies up to five shielded subjects into a shield wall that charges briefly to push back nearby Greed.

Farms, mill houses and stables for food and coins

Farms start with a water well, which costs 3 coins and must be built on an open water stream on a plain. A well supports up to four crop fields, and its farmers work those fields by day and head home to town at night. Winter shuts farms down, so it helps to save up coins in autumn.

Upgrading a water well to a mill house costs 8 coins and raises the field support to six. Mill house farmers stay on site overnight, so they spend more of the day working. A stable comes next, and it costs 8 coins to convert a mill house once you have the Stable Hermit. A stable supports farm plots and houses up to three mounts, and it gathers the mounts you have unlocked so swapping between them costs less. In Norse Lands, ranchers have to tend the mounts, and each pitchfork costs 5 coins.

Getting between islands with boats, lighthouses and teleporters

Your boat is how the campaign moves forward, since each time you repair it and sail away, the next island opens up. Restoring the shipwreck starts at 10 coins, and each hull part costs 2 coins. The first island's hull is free and much of the second's is free too, but from the third island on you pay for the whole hull, so save coins ahead of time. Unfinished parts can be stolen by Greed, so buy in batches you can protect.

Launching the finished boat costs 2 coins, and builders push it to the central dock. Ring the wharf bell for 2 more coins to call up to three squads and three builders, wait for them to board, and pay 10 coins to set sail. Without a lighthouse, the boat crashes every time it returns to an island.

A lighthouse protects the boat when it comes back, and you can build one after your squires destroy the portal at the far side dock. A wooden lighthouse costs 6 coins at the end of that pier and goes up instantly, without builders. Upgrading it to stone costs 12 coins and to iron 18, and the stronger versions hold up against decay for longer.

Teleporters turn the remains of a destroyed small portal or dock portal into a fast route across the kingdom. They need stone technology, cost 8 coins to build and 2 coins per trip. After a trip, you can build a second teleporter where you arrive to form a permanent link, so stepping into either one takes you straight to the other.

In Call of Olympus, the shipyard rebuilds the Triremes that carry troops and support assaults. Campaign shipyards are already working, but in Call of Olympus Challenge Islands a ruined one costs 12 coins to rebuild after you clear the forest around it and send builders in. Each lost Trireme costs 7 coins to replace, and the shipyard does not carry you between islands.

Statues and the blessings they grant

Statues are unlocked with gems and activated with coins, and once active, a blessing lasts until you lose the crown. Most challenge islands switch statues off, so they are mainly a feature of the standard campaigns. In Call of Olympus, statues can appear on a random island.

The Statue of Archery makes your archers more accurate, which helps with hunting, defense and portal assaults. It costs 3 gems to unlock and 10 coins to activate, and it sits on the first island in the standard campaigns. The Statue of Scythe, from the second island (or the fourth in Norse Lands), adds two more crop fields to each farm. It costs 1 gem and 7 coins.

The Statue of Building costs 3 gems and 9 coins and sits on the third island. It wraps your walls in an extra protective layer that lifts their maximum health by about 80%, and builders reapply the bonus on their own after damage. The Statue of Knights, on the fifth island, costs 2 gems and 8 coins and makes knights attack faster and carry more coins.

In Call of Olympus, the Statues of Power are four linked statues representing Hermes, Athena, Hephaestus and Artemis. They appear once you have earned at least one Divine Favor and have an open space with a stone back wall. They let you switch between the favors you have earned, and each switch costs 4 coins.

Which buildings matter most

Early on, walls and archer towers matter most, because they decide whether your kingdom survives its first nights. Once stone and iron technology arrive, the Town Center's inner upgrades and roofed towers become the next priority, since they make your core defenses much tougher. As the campaign goes on, bakeries and citizen houses matter more, because more people means more archers, builders and farmers.

Experienced players tend to rate the Statue of Archery, the Statue of Building and the Bakery Hermit highest. Those picks cover hunting, wall strength and recruiting, which is why they come up so often.

Where to place buildings in your kingdom

Build two walls close together at the outer edge, so a breach does not expose your whole kingdom. Set towers just inside the outer wall, where the Greed get stuck within archer range. Keep several builders near each outer wall, so some can repair while others work the catapult.

Farms belong inside or near your walls. Mill houses keep farmers on site overnight but do not protect them, so avoid building them outside the walls while portals remain on that side.

Clear only the trees you need, because felling trees right next to a vagrant camp destroys it for good. Over-clearing also costs you deer and the forest cover that keeps your borders compact. Builders sometimes drop a coin when they fell a tree, so clearing can pay a little, but it is still worth keeping it tight.

FAQ

Q.

Should I build farms or hire more archers first?

Players argue about this, and both work well. In practice, the limit early on is often how many vagrants you can recruit rather than how many coins you have, so it often makes sense to spend on both instead of picking one.

Q.

Do bakeries need treats to recruit vagrants?

No. You can recruit a vagrant with a single coin before it reaches the bakery table, which saves the treat. A good spot for the bakery is one of the tower spots in the town square, near the shops and away from the Greed.

Q.

Can I build towers outside my walls?

Only fully roofed ones. Open towers outside the walls become the first target for floaters later in the campaign. A roofed iron tower can stand just outside the outer wall, since its archers are protected and do not have to fire their shots over the wall.

Q.

What happens to my buildings if I lose my crown?

Your buildings stay on their islands, but an heir starts over on the first island, and your other islands take heavy decay. Things you already unlocked with gems, such as statues, can be reactivated with coins alone, so your heir only pays the coin offering again. Your heir does not need to spend gems to get them back.

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