Kingdoms and Castles is a medieval city builder where you grow a small settlement into a busy town with a castle at its center. Buildings are what make that happen. Houses bring in people, farms and granaries keep them fed, and taverns, churches, walls and docks each give your town something it needs to grow and stay safe. Knowing what each type does and how it connects to the rest makes planning a town much easier.
Build Menu
Castle
Keep
The Keep begins the settlement and holds the advisors and the first stores of food, wood, and stone.
- Role
- Kingdom center
- Build Cost
- Free at the start
- Footprint
- 3x3
- Workers
- 1
- Unlock
- Starting building
Wood Castle Block
A wooden wall section used to build the kingdom's defenses.
- Role
- Wooden fortification
- Build Cost
- 6 Wood
- Footprint
- 1x1
- Workers
- -
- Unlock
- -
Wood Gate
A gate that lets peasants pass through wooden defenses.
- Role
- Wall passage
- Build Cost
- 25 Wood
- Footprint
- 1x1
- Workers
- -
- Unlock
- -
Castle Block
A stone block used to build fire-resistant walls and towers.
- Role
- Stone fortification
- Build Cost
- 3 Wood, 12 Stone
- Footprint
- 1x1
- Workers
- -
- Unlock
- -
Stone Gate
A stone gate lets peasants pass through a fortified wall while blocking enemies.
- Role
- Wall passage
- Build Cost
- 15 Wood, 40 Stone
- Footprint
- 1x3
- Workers
- 2
- Unlock
- -
Sea Gate
Blocks enemy ships from entering a protected harbor.
- Role
- Harbor defense
- Build Cost
- -
- Footprint
- -
- Workers
- -
- Unlock
- -
Castle Stairs
Castle Stairs let military units climb onto walls and move along them.
- Role
- Wall access
- Build Cost
- 3 Wood, 12 Stone
- Footprint
- 1x1
- Workers
- -
- Unlock
- -
Archer Tower
An Archer Tower attacks enemies within range and gains reach from height.
- Role
- Ranged defense
- Build Cost
- 25 Wood, 5 Stone, 20 Gold
- Footprint
- 1x1
- Workers
- 2 Archers
- Unlock
- Requires a Treasure Room.
Ballista Tower
A Ballista Tower fires slowly for high damage and gains reach from height.
- Role
- Heavy ranged defense
- Build Cost
- 35 Wood, 5 Stone, 25 Gold
- Footprint
- 1x1
- Workers
- 4 Ballista Operators
- Unlock
- Requires a Chamber of War.
Greek Fire Tower
Attacks ground units and ships with Greek fire, uses charcoal, and cannot hit dragons.
- Role
- Ground and ship defense
- Build Cost
- -
- Footprint
- -
- Workers
- 8
- Unlock
- -
Treasure Room
A Treasure Room enables taxes and stores up to 1,000 Gold.
- Role
- Tax and gold storage
- Build Cost
- 10 Wood, 40 Stone
- Footprint
- 1x1
- Workers
- 5 Tax Collectors
- Unlock
- -
Large Treasure Room
Stores more gold than two small Treasure Rooms and can join them to create different shapes.
- Role
- Gold storage
- Build Cost
- -
- Footprint
- 2x1
- Workers
- -
- Unlock
- -
Chamber of War
The Chamber of War unlocks several military buildings and enables war planning.
- Role
- Military planning
- Build Cost
- 25 Wood, 75 Stone, 75 Gold
- Footprint
- 1x3
- Workers
- 5
- Unlock
- -
Great Hall
The Great Hall lets the ruler host feasts for a temporary popularity boost.
- Role
- Feasts and kingdom prestige
- Build Cost
- 35 Wood, 150 Stone
- Footprint
- 2x3
- Workers
- 3
- Unlock
- -
Moat
A Moat slows attacking ogres and turns a clear land tile into fresh water.
- Role
- Ogre defense
- Build Cost
- 25 Gold
- Footprint
- 1x1
- Workers
- -
- Unlock
- Requires a Chamber of War.
Barracks
The Barracks trains swordsman squads from idle peasants, Gold, and Armaments.
- Role
- Swordsman training
- Build Cost
- 35 Wood, 100 Stone, 50 Gold
- Footprint
- 2x3
- Workers
- 8
- Unlock
- Requires a Chamber of War.
Archer School
The Archer School trains archer squads that can fight on the ground or castle walls.
- Role
- Archer training
- Build Cost
- 125 Wood, 40 Stone, 125 Gold
- Footprint
- 2x3
- Workers
- 8
- Unlock
- Requires a Chamber of War.
Siege Workshop
Builds catapults that can be loaded onto transport ships to attack AI kingdoms.
- Role
- Catapult production
- Build Cost
- -
- Footprint
- -
- Workers
- -
- Unlock
- -
Hall of Diplomacy
The Hall of Diplomacy trains envoys and prepares gifts for other kingdoms.
- Role
- Diplomacy
- Build Cost
- 25 Wood, 65 Stone, 35 Gold
- Footprint
- -
- Workers
- 10
- Unlock
- -
Build Menu
Town
Road
Roads expand buildable land and let peasants travel faster.
- Role
- Road network
- Build Cost
- 1 Wood
- Footprint
- 1x1
- Workers
- -
- Unlock
- -
Stone Road
Stone Roads upgrade a Road and let peasants travel faster.
- Role
- Road network
- Build Cost
- 5 Stone, 5 Gold
- Footprint
- 1x1
- Workers
- -
- Unlock
- Upgrade an existing Road.
Hovel
A Hovel houses up to five peasants and keeps food and charcoal at home.
- Role
- Basic housing
- Build Cost
- 5 Wood
- Footprint
- 1x1
- Workers
- 1 Head of Household
- Unlock
- -
Well
A Well supplies drinkable water, improves happiness, and reduces nearby fire risk.
- Role
- Water and fire safety
- Build Cost
- 5 Wood, 5 Stone
- Footprint
- 1x1
- Workers
- -
- Unlock
- -
Cottage
A Cottage houses up to twelve peasants and has two household workers.
- Role
- Housing
- Build Cost
- 20 Wood, 10 Stone
- Footprint
- 1x2
- Workers
- 2 Heads of Household
- Unlock
- -
Manor
A Manor houses up to twenty-five peasants and increases tax revenue.
- Role
- High-capacity housing
- Build Cost
- 50 Wood, 35 Stone, 25 Gold
- Footprint
- 2x2
- Workers
- 4 Heads of Household
- Unlock
- -
Town Square
A Town Square improves nearby happiness and can host festivals.
- Role
- Festivals and happiness
- Build Cost
- 20 Wood, 10 Stone
- Footprint
- 2x2
- Workers
- 1 Event Planner
- Unlock
- -
Tavern
A Tavern consumes food and fruit to improve the happiness of nearby homes.
- Role
- Happiness
- Build Cost
- 25 Wood, 15 Stone
- Footprint
- 1x2
- Workers
- 4 Bartenders
- Unlock
- -
Large Tavern
A Large Tavern provides a wider happiness boost than a regular Tavern.
- Role
- Happiness
- Build Cost
- 70 Wood, 40 Stone
- Footprint
- 2x2
- Workers
- 10
- Unlock
- -
Fire Brigade
Firefighters from a Fire Brigade respond to fires and extinguish them faster than volunteers.
- Role
- Fire response
- Build Cost
- 25 Wood, 45 Stone, 35 Gold
- Footprint
- 1x1
- Workers
- 5
- Unlock
- -
Build Menu
Advanced Town
Cemeteries
Cemeteries provide plots where caretakers can bury the dead.
- Role
- Burial plots
- Build Cost
- 20 Stone; 7, 15, 15, or 20 Gold depending on layout
- Footprint
- 1x1 (plot layout varies)
- Workers
- -
- Unlock
- Advanced Town menu requires a Treasure Room.
Cemetery Caretaker
Cemetery Caretakers maintain burial plots and bury the recently departed.
- Role
- Cemetery maintenance
- Build Cost
- 20 Wood, 20 Stone, 5 Gold
- Footprint
- 1x1
- Workers
- 3 Cemetery Caretakers
- Unlock
- Advanced Town menu requires a Treasure Room.
Statues
Statues add happiness to nearby homes, and some have special effects.
- Role
- Decoration and special effects
- Build Cost
- 150 Stone, 200 Gold
- Footprint
- 2x2
- Workers
- -
- Unlock
- Advanced Town menu requires a Treasure Room.
Garden
A Garden is an advanced-town amenity for a residential area.
- Role
- Decoration
- Build Cost
- 5 Wood, 5 Stone, 25 Gold
- Footprint
- 1x1
- Workers
- -
- Unlock
- Advanced Town menu requires a Treasure Room.
Chapel
A Chapel provides happiness near homes and is a compact alternative to a Church.
- Role
- Religious happiness
- Build Cost
- 30 Wood, 50 Stone, 10 Gold
- Footprint
- 2x1
- Workers
- 2
- Unlock
- Advanced Town menu requires a Treasure Room.
Church
A Church provides happiness and satisfies the residents' church demand.
- Role
- Religious happiness
- Build Cost
- 50 Wood, 85 Stone, 25 Gold
- Footprint
- 2x3
- Workers
- 4 Clergy
- Unlock
- Advanced Town menu requires a Treasure Room.
Library
A Library gains knowledge over time and uses it to raise nearby happiness.
- Role
- Knowledge and happiness
- Build Cost
- 15 Wood, 30 Stone, 75 Gold
- Footprint
- 1x1
- Workers
- 6 Librarians
- Unlock
- Advanced Town menu requires a Treasure Room.
Clinic
A Clinic provides medical care for residents.
- Role
- Health care
- Build Cost
- 5 Wood, 20 Stone, 10 Gold
- Footprint
- 1x1
- Workers
- 2
- Unlock
- Advanced Town menu requires a Treasure Room.
Hospital
A Hospital provides medical care for residents.
- Role
- Health care
- Build Cost
- 10 Wood, 40 Stone, 10 Gold
- Footprint
- 2x2
- Workers
- 10
- Unlock
- Advanced Town menu requires a Treasure Room.
Fountain
A Fountain supplies drinkable water and happiness when connected to irrigation.
- Role
- Water and happiness
- Build Cost
- 25 Stone, 25 Gold
- Footprint
- 1x1
- Workers
- -
- Unlock
- Advanced Town menu requires a Treasure Room; needs irrigation.
Large Fountain
A Large Fountain is a larger water amenity for a residential area.
- Role
- Water and happiness
- Build Cost
- 85 Stone, 75 Gold
- Footprint
- 2x2
- Workers
- -
- Unlock
- Advanced Town menu requires a Treasure Room.
Bath House
A Bath House provides bathing and improves happiness across a wide area.
- Role
- Bathing and happiness
- Build Cost
- 40 Wood, 125 Stone, 85 Gold
- Footprint
- 3x3
- Workers
- 8 Aqua Engineers
- Unlock
- Requires a Noria and an aqueduct connection.
Great Library
The Great Library unlocks kingdom research and raises nearby libraries' knowledge limit.
- Role
- Research and knowledge
- Build Cost
- 125 Wood, 325 Stone, 550 Gold
- Footprint
- 4x4
- Workers
- 30 Librarians
- Unlock
- Requires a Library; Advanced Town menu requires a Treasure Room.
Cathedral
A Cathedral is a large religious building that improves nearby happiness.
- Role
- Religious happiness
- Build Cost
- 150 Wood, 525 Stone, 325 Gold
- Footprint
- 3x5
- Workers
- 20 Clergy
- Unlock
- Requires a Church; Advanced Town menu requires a Treasure Room.
Jousting Arena
The Jousting Arena gives residents a place to watch jousting.
- Role
- Entertainment
- Build Cost
- 300 Wood, 55 Stone, 125 Gold, 25 Iron
- Footprint
- 6x4
- Workers
- 15
- Unlock
- Advanced Town menu requires a Treasure Room.
Theatre
The Theatre provides entertainment for residents.
- Role
- Entertainment
- Build Cost
- 175 Wood, 65 Stone, 100 Gold
- Footprint
- 3x3
- Workers
- 8
- Unlock
- Advanced Town menu requires a Treasure Room.
Build Menu
Food
Farm
A Farm grows food on fertile land, but crops left outdoors through winter are lost.
- Role
- Wheat production
- Build Cost
- 3 Wood
- Footprint
- 1x1
- Workers
- 1 Farmer
- Unlock
- -
Small Granary
A Small Granary stores up to 200 Food from farms.
- Role
- Food storage
- Build Cost
- 14 Wood, 4 Stone
- Footprint
- 1x2
- Workers
- 2 Granary Workers
- Unlock
- -
Granary
A Granary stores up to 450 Food from farms and orchards.
- Role
- Food storage
- Build Cost
- 50 Wood, 30 Stone
- Footprint
- 2x2
- Workers
- 4 Granary Workers
- Unlock
- -
Windmill
A Windmill boosts the output of nearby farms.
- Role
- Farm productivity
- Build Cost
- 25 Wood, 35 Stone, 15 Gold
- Footprint
- 1x1
- Workers
- 2 Windmill Workers
- Unlock
- -
Baker
A Baker turns food and charcoal into bread and improves nearby happiness.
- Role
- Bread production
- Build Cost
- 25 Wood, 25 Stone
- Footprint
- 1x2
- Workers
- 3 Bakers
- Unlock
- -
Orchard
An Orchard grows fruit and cannot be flooded by heavy rain.
- Role
- Fruit production
- Build Cost
- 15 Wood
- Footprint
- 2x2
- Workers
- 3 Orchardists
- Unlock
- -
Produce Storage
Produce Storage keeps fruit from orchards from spoiling on the ground.
- Role
- Fruit storage
- Build Cost
- 25 Wood, 15 Stone
- Footprint
- 1x1
- Workers
- 1
- Unlock
- -
Large Produce Storage
Stores more fruit than two small Produce Storages.
- Role
- Fruit storage
- Build Cost
- -
- Footprint
- 2x1
- Workers
- -
- Unlock
- -
Fishing Hut
A Fishing Hut sends a boat to gather fish from nearby waters.
- Role
- Fish production
- Build Cost
- 40 Wood, 20 Stone, 5 Gold
- Footprint
- 1x1
- Workers
- 5
- Unlock
- Place near fishing grounds.
Fishmonger
A Fishmonger prepares fish into servings when tools are available.
- Role
- Fish processing
- Build Cost
- 40 Wood, 10 Stone, 15 Gold
- Footprint
- 1x2
- Workers
- 7
- Unlock
- Requires fish from a Fishing Hut.
Swineherd
A Swineherd raises pigs for pork throughout the year.
- Role
- Pork production
- Build Cost
- 45 Wood, 10 Stone, 10 Gold
- Footprint
- 2x3
- Workers
- 6
- Unlock
- Needs wheat to feed pigs.
Butcher
A Butcher prepares pork into servings when tools are available.
- Role
- Pork processing
- Build Cost
- 50 Wood, 25 Stone, 30 Gold
- Footprint
- 1x2
- Workers
- 7
- Unlock
- Requires pork from a Swineherd.
Small Market
A Small Market moves food and charcoal close to homes.
- Role
- Food distribution
- Build Cost
- 15 Wood, 7 Stone, 10 Gold
- Footprint
- 1x1
- Workers
- 3
- Unlock
- -
Market
A Market stores and distributes food and charcoal near homes.
- Role
- Food distribution
- Build Cost
- 25 Wood, 25 Stone, 10 Gold
- Footprint
- 2x2
- Workers
- 10 Marketeers
- Unlock
- -
Noria
A Noria moves fresh water into aqueducts and reservoirs.
- Role
- Water supply
- Build Cost
- 45 Wood, 85 Stone, 75 Gold
- Footprint
- 2x1
- Workers
- 5 Aqua Engineers
- Unlock
- Build beside fresh water.
Aqueduct
An Aqueduct carries water from a Noria to irrigation buildings.
- Role
- Water transport
- Build Cost
- 5 Wood, 40 Stone, 15 Gold
- Footprint
- 1x1
- Workers
- -
- Unlock
- Connects a Noria to a Reservoir or other water-fed building.
Reservoir
A Reservoir stores water and irrigates nearby land when connected to a Noria.
- Role
- Irrigation
- Build Cost
- 5 Wood, 15 Stone
- Footprint
- 1x1
- Workers
- -
- Unlock
- Needs an aqueduct or Noria connection.
Large Reservoir
Covers a larger area than the small Reservoir to supply fountains or irrigate more farmland.
- Role
- Irrigation
- Build Cost
- -
- Footprint
- 2x2
- Workers
- -
- Unlock
- -
Build Menu
Industry
Quarry
A Quarry produces stone when built beside a stone deposit.
- Role
- Stone production
- Build Cost
- 15 Wood
- Footprint
- 1x1
- Workers
- 4 Quarry Workers
- Unlock
- Build next to a stone deposit; the Industry menu opens after building a home.
Large Quarry
Sits on a stone deposit and produces more stone than three small quarries, but needs tools to operate.
- Role
- Stone production
- Build Cost
- -
- Footprint
- 3x3
- Workers
- -
- Unlock
- -
Forester
A Forester cuts and replants trees to produce wood.
- Role
- Wood production
- Build Cost
- 15 Wood, 5 Stone
- Footprint
- 1x1
- Workers
- 4 Timber Workers
- Unlock
- The Industry menu opens after building a Hovel or other home.
Small Stockpile
A Small Stockpile stores up to 240 units of common building resources.
- Role
- Resource storage
- Build Cost
- 7 Wood, 3 Stone
- Footprint
- 1x1
- Workers
- 2 Stockpile Workers
- Unlock
- The Industry menu opens after building a Hovel or other home.
Stockpile
A Stockpile stores up to 990 units of wood, stone, charcoal, iron, tools, or armaments.
- Role
- Resource storage
- Build Cost
- 30 Wood, 15 Stone, 15 Gold
- Footprint
- 2x2
- Workers
- 10 Stockpile Workers
- Unlock
- The Industry menu opens after building a Hovel or other home.
Transport Cart
Moves resources between docks, granaries, butchers, fishmongers, and stockpiles.
- Role
- Resource transport
- Build Cost
- -
- Footprint
- -
- Workers
- -
- Unlock
- -
Charcoal Maker
A Charcoal Maker turns wood into charcoal for heating, cooking, and smithing.
- Role
- Charcoal production
- Build Cost
- 15 Wood
- Footprint
- 1x1
- Workers
- 3 Charcoal Makers
- Unlock
- Requires a Forester; the Industry menu opens after building a home.
Large Charcoal Maker
Produces more charcoal than four small makers and needs more workers.
- Role
- Charcoal production
- Build Cost
- -
- Footprint
- 2x2
- Workers
- -
- Unlock
- -
Iron Mine
An Iron Mine produces iron beside an iron deposit.
- Role
- Iron production
- Build Cost
- 25 Wood, 5 Stone, 25 Gold
- Footprint
- 1x1
- Workers
- 6 Miners
- Unlock
- Build next to an iron deposit; the Industry menu opens after building a home.
Large Iron Mine
Sits on an iron deposit and produces more iron than three small Iron Mines, using more space and workers.
- Role
- Iron production
- Build Cost
- -
- Footprint
- 3x3
- Workers
- -
- Unlock
- -
Blacksmith
A Blacksmith uses iron and charcoal to make tools or armaments.
- Role
- Tool and armament production
- Build Cost
- 25 Wood, 50 Stone, 75 Gold
- Footprint
- 2x2
- Workers
- 5 Blacksmiths
- Unlock
- The Industry menu opens after building a Hovel or other home.
Mason
Masons repair buildings that have lost integrity.
- Role
- Building repair
- Build Cost
- 10 Wood, 20 Stone
- Footprint
- 1x2
- Workers
- 2
- Unlock
- The Industry menu opens after building a Hovel or other home.
Rock Removal
Rock Removal clears unusable black stone from a tile.
- Role
- Clear unusable rock
- Build Cost
- 30 Wood, 30 Gold, 10 Tools
- Footprint
- 1x1
- Workers
- -
- Unlock
- Requires Tools made by a Blacksmith.
Build Menu
Maritime
Outpost
An Outpost claims unoccupied land and starts a settlement with its own residents and resources.
- Role
- Settlement founding
- Build Cost
- 100 Wood, 200 Stone, 250 Gold
- Footprint
- 3x3
- Workers
- -
- Unlock
- Requires a Keep and Deep Water.
Dock
A Dock stores goods and lets merchant ships and cargo ships use the island.
- Role
- Trade and shipping
- Build Cost
- 30 Wood, 5 Stone, 25 Gold
- Footprint
- 2x2
- Workers
- 10 Dock Workers
- Unlock
- -
Transport Ship
A Transport Ship carries resources between Docks.
- Role
- Resource transport
- Build Cost
- 45 Wood, 50 Gold
- Footprint
- 1x2
- Workers
- -
- Unlock
- Requires two Docks.
Troop Transport Ship
A Troop Transport Ship carries troops, envoys, and siege equipment between islands.
- Role
- Troop transport
- Build Cost
- 60 Wood, 150 Gold
- Footprint
- -
- Workers
- -
- Unlock
- Built in shallow water.
Pier
A Pier extends buildable land over fresh water.
- Role
- Waterfront building space
- Build Cost
- 25 Wood, 50 Stone, 10 Gold
- Footprint
- 1x1
- Workers
- -
- Unlock
- Build on fresh water, not Deep Water.
Bridge
A Bridge lets peasants cross fresh water quickly.
- Role
- River crossing
- Build Cost
- 2 Wood
- Footprint
- 1x1
- Workers
- -
- Unlock
- Build across fresh water.
Drawbridge
A Drawbridge spans water and can serve as a gate in a defensive wall.
- Role
- Defensive crossing
- Build Cost
- 5 Wood, 15 Stone, 25 Gold
- Footprint
- 2x1
- Workers
- -
- Unlock
- -
Stone Bridge
A Stone Bridge lets peasants cross fresh water quickly and improves happiness.
- Role
- River crossing
- Build Cost
- 3 Wood, 35 Stone, 25 Gold
- Footprint
- 1x1
- Workers
- -
- Unlock
- Build across fresh water.
Build Menu
Dragon Taming
Dragon Nest
A Dragon Nest houses two dragons and one offspring, and its workers collect pork and fish for them.
- Role
- Dragon housing
- Build Cost
- -
- Footprint
- 5x5
- Workers
- 12
- Unlock
- Requires Dragon Husbandry research in the Great Library.
Dragon Bath
A Dragon Bath gives dragons a private pool for bathing.
- Role
- Dragon care
- Build Cost
- -
- Footprint
- -
- Workers
- 4
- Unlock
- Requires Dragon Husbandry research in the Great Library; needs an aqueduct connection.
Dragon Flight Training
Dragon Flight Training is an obstacle course where dragons can exercise and peasants can watch.
- Role
- Dragon exercise
- Build Cost
- -
- Footprint
- -
- Workers
- 4
- Unlock
- Requires Dragon Husbandry research in the Great Library.
Dragon Doctor
A Dragon Doctor treats dragons when they need a health check.
- Role
- Dragon health care
- Build Cost
- -
- Footprint
- 3x3
- Workers
- 4
- Unlock
- Requires Dragon Husbandry research in the Great Library.
How Buildings Get Workers and Materials
Every building needs people to run it, and those people are your citizens. How many you have depends on housing, and a shortage can stall even important projects. When jobs compete, you can rank them, and idle workers fill the top-ranked jobs first. If nobody is idle, workers leave lower-ranked jobs to fill the higher ones.
Materials matter just as much. Wood, stone and iron have to be carried from where they're made to where they're needed, and building slows down while everyone waits for supplies. A stockpile keeps that flow moving. It holds wood, stone, charcoal, iron, tools and armaments, and its workers collect finished goods from nearby buildings before those buildings fill up.
Stockpile workers also gather loose wood and debris left from clearing or demolition, so spare material doesn't go to waste. Place stockpiles between where goods come from and where they're used, and the trips stay short.
Which Buildings to Build First
The Keep comes first because it's the building you start with, and it holds your first stores of food, wood and stone. Hovels come next, since each one houses five more people, and your town can't grow past its housing without them.
Food and building materials come right after, because a town without them can't keep its people or finish anything. That means farms and a granary for food, plus trees and a quarry for wood and stone. Once those are running, taverns, churches and a stockpile keep the town content and organized.
Food Buildings and Winter Stores
Farms only grow on fertile land, so the first job is finding spots that work. Not all land is fertile enough for farms or orchards, but irrigation helps when space is tight. A reservoir can irrigate farmland, and the large version covers a much wider area and can supply many fountains at once.
A granary stores food you don't eat right away. Without one, extra food has nowhere to go. Produce storage does the same job for fruit, and the large version holds more than two small ones.
Winter is when stores matter most, since people must be fed through the cold months, and plagues need dealing with too. Dragons add a risk of their own. They can torch a granary and leave your town short of food just when it needs it most.
Industry Buildings for Wood, Stone and Iron
Wood works a little differently from most buildings. You mark a stand of trees, workers fell them, and a forester plants replacements so the supply lasts. Stone comes from quarries built beside stone deposits.
Iron mines supply the blacksmith, which makes the tools and armaments your town uses. Charcoal makers round out the list of raw materials.
There are larger versions of these buildings too. A large iron mine, quarry or charcoal maker produces more than several small ones, but each asks for more space, workers or tools to run. That trade-off is worth weighing when you plan a dense town.
Town Buildings That Keep People Happy
Taverns bring cheer to a town, and a large tavern does more of it in a crowded city center, where it meets more of the residents' needs. Idle peasants also spend their free time there, along with gardens and other attractions. Churches ease despair, and a smaller chapel fits where a full church is too big.
Bathhouses add some happiness, but they need water brought in through aqueducts first. The cathedral spreads happiness over a wide area and turns invaders into peasants, though it costs a lot to build. The Great Library spreads happiness too, and it raises the cap for small libraries near it.
Castle, Military and Maritime Buildings
The castle is built from blocks you place wherever you like. Walls and towers take their shape from how you stack and arrange those blocks.
Military buildings train your fighters. Barracks produce swordsmen, and an archery school produces archers, though the Chamber of War has to come first. Each new squad needs armaments for every soldier and gold as well, so the blacksmith matters as much as the barracks. Siege workshops build catapults, and sea gates protect your harbors from attack from the sea.
Docks sit in or beside shallow water, where ships are built and goods are stored. Once a dock is up, merchants start visiting, and some bring permanent upgrades for your kingdom. Two docks let you run transport ships that move goods around.
Outposts show up on maps with landmasses separated by deep water, and they let you found a new settlement. Drawbridges cross shallow water to link islands, and they can open to let ships pass.
Dragon Buildings and Dragon Taming
Dragon Taming gives you ways to tame, control and raise dragons instead of only defending against them. Dragons can raise offspring, so the buildings focus on looking after them. The Dragon Nest is where they live, and the Dragon Doctor checks their health and clears the pests that collect under their scales.
The Dragon Bath keeps them clean without sharing the town's bathhouse, and Dragon Flight Training gives bored dragons something to fly through. Together they cover the basics of dragon care, from a place to live to health, cleanliness and exercise.
How to Unlock New Buildings
Most new options come through the Great Library, where you research upgrades for your kingdom. Dragon Taming is one of those research options, and it opens up the dragon buildings.
Money matters too. The treasure room collects tax, and taxes pay for advanced buildings such as the hospital, so keeping the tax rate sensible helps you grow. Large treasure rooms hold more gold than two small ones.
FAQ
How much can a stockpile hold?
A full stockpile holds up to 990 items across all of its goods, and a small one holds up to 240.
Can I stop a stockpile from filling up with one resource?
Yes. Set that resource's limit to zero, and the stockpile stops accepting new deposits of it. Items already stored there stay put, because the workers won't move them out.
Do buildings catch fire on their own?
Only buildings with fireplaces can catch fire by themselves. Good well coverage nearby can also stop fires from spreading.

