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  1. Home>
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  3. Kingdoms and Castles>
  4. Buildings

All 88 Buildings and What They Do in Kingdoms and Castles

Updated on November 1, 2026 (3 days ago)

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.

View

Build Menu

Castle

19 items

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
-
CSCastle Stairs

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
-
ATArcher Tower

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.
ASArcher School

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

10 items

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

16 items

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

18 items

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
-
BBaker

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
-
MMarket

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

13 items
QQuarry

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
-
FForester

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.
SStockpile

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.
TCTransport Cart

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.
RRRock Removal

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

8 items

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

4 items

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

Q.

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.

Q.

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.

Q.

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.

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