Building
|
Chain
|
Tier
|
Effect
|
Turns
|
Cost
|
Requirements
|
|
Exotic animals
|
I
|
|
|
|
|
|
II
|
- Recruitment cost: -25% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
- Unit experience: +1 for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur unit recruits
- Exotic animals resource production: +30 cages
|
3
|
1600
|
|
|
III
|
- Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
- Unit experience: +2 for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur unit recruits
- Upkeep: -3% for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units
- Exotic animals resource production: +45 cages
|
4
|
3200
|
|
|
Dyes
|
I
|
- Dyes resource production: +20 ounces
|
2
|
800
|
|
|
II
|
- Dyes resource production: +30 ounces
|
3
|
1600
|
|
|
III
|
- Dyes resource production: +45 ounces
|
4
|
3200
|
|
|
Furs
|
I
|
- Furs resource production: +20 bundles
|
2
|
800
|
|
|
II
|
- Furs resource production: +30 bundles
|
3
|
1600
|
|
|
III
|
- Furs resource production: +45 bundles
|
4
|
3200
|
|
|
Gemstones
|
I
|
- Income generated: +300
- Gemstones resource production: +20 sacks
|
2
|
800
|
|
|
II
|
- Income generated: +450
- Gemstones resource production: +30 sacks
|
3
|
1600
|
|
|
III
|
- Income generated: +600
- Gemstones resource production: +45 sacks
|
4
|
3200
|
|
|
Gold
|
I
|
- Recruitment cost: -20% for Kroxigors, Temple Guards and Cold One units
- Income generated: +300
|
3
|
1000
|
|
|
II
|
- Recruitment cost: -25% for Kroxigors, Temple Guards and Cold One units
- Unit experience: +1 for Kroxigors, Temple Guards and Cold One unit recruits
- Income generated: +450
|
4
|
2000
|
|
|
III
|
- Hero recruit rank: +1 for Saurus Scar-Veterans
- Recruitment cost: -30% for Kroxigors, Temple Guards and Cold One units
- Unit experience: +2 for Kroxigors, Temple Guards and Cold One unit recruits
- Upkeep: -3% for Kroxigors, Temple Guards and Cold One units
- Income generated: +600
|
5
|
4000
|
|
|
Iron
|
I
|
- Income generated: +100
- Iron resource production: +20 ingots
|
2
|
800
|
|
|
II
|
- Income generated: +150
- Iron resource production: +30 ingots
|
3
|
1600
|
|
|
III
|
- Income generated: +200
- Iron resource production: +45 ingots
|
4
|
3200
|
|
|
Marble
|
I
|
- Construction cost: -20% for all buildings
- Income generated: +100
- Marble resource production: +20 slabs
|
2
|
800
|
|
|
II
|
- Construction cost: -25% for all buildings
- Income generated: +150
- Marble resource production: +30 slabs
|
3
|
1600
|
|
|
III
|
- Construction cost: -30% for all buildings
- Income generated: +200
- Marble resource production: +45 slabs
|
4
|
3200
|
|
|
Medicine
|
I
|
- Recruitment cost: -20% for Skink and Chameleon Skinks units
- Medicinal Plants resource production: +20 bundles
|
2
|
800
|
|
|
II
|
- Recruitment cost: -25% for Skink and Chameleon Skinks units
- Recruit rank: +1 for Skink and Chameleon Skinks units
- Medicinal Plants resource production: +30 bundles
|
3
|
1600
|
|
|
III
|
- Hero recruit rank: +1 for Skink Chiefs (all provinces)
- Hero recruit rank: +1 for Skink Priests (all provinces)
- Recruitment cost: -30% for Skink and Chameleon Skinks units
- Recruit rank: +2 for Skink and Chameleon Skinks units
- Upkeep: -3% for Skink and Chameleon Skinks units (all armies)
- Medicinal Plants resource production: +45 bundles
|
4
|
3200
|
|
|
Obsidian
|
I
|
- Recruitment cost: -20% for Saurus units
- Income generated: +100
- Carved Obsidian resource production: +20 chests
|
2
|
800
|
|
|
II
|
- Recruitment cost: -25% for Saurus units
- Unit experience: +1 for Saurus unit recruits
- Income generated: +150
- Carved Obsidian resource production: +30 chests
|
3
|
1600
|
|
|
III
|
- Recruitment cost: -30% for Saurus units
- Unit experience: +2 for Saurus unit recruits
- Upkeep: -3% for Saurus units (all armies)
- Income generated: +200
- Carved Obsidian resource production: +45 chests
|
4
|
3200
|
|
|
Pastures
|
I
|
- Casualty replenishment rate: +4%
- Growth: +30
|
2
|
800
|
|
|
II
|
- Casualty replenishment rate: +6%
- Growth: +40
|
3
|
1600
|
|
|
III
|
- Casualty replenishment rate: +8%
- Growth: +50
|
4
|
3200
|
|
|
Pottery
|
I
|
- Income generated: +100
- Pottery resource production: +20 kilnful
|
2
|
800
|
|
|
II
|
- Income generated: +150
- Pottery resource production: +30 kilnful
|
3
|
1600
|
|
|
III
|
- Income generated: +200
- Pottery resource production: +45 kilnful
|
4
|
3200
|
|
|
Salt
|
I
|
- Salt resource production: +20 barrels
|
2
|
800
|
|
|
II
|
- Salt resource production: +30 barrels
|
3
|
1600
|
|
|
III
|
- Salt resource production: +45 barrels
|
4
|
3200
|
|
|
Spices
|
I
|
- Spices resource production: +20 sacks
|
2
|
800
|
|
|
II
|
- Spices resource production: +30 sacks
|
3
|
1600
|
|
|
III
|
- Spices resource production: +45 sacks
|
4
|
3200
|
|
|
Wine
|
I
|
- Wine resource production: +20 barrels
|
2
|
800
|
|
|
II
|
- Wine resource production: +30 barrels
|
3
|
1600
|
|
|
III
|
- Wine resource production: +45 barrels
|
4
|
3200
|
|
|
Timber
|
I
|
- Timber resource production: +20 logs
|
2
|
800
|
|
|
II
|
- Timber resource production: +30 logs
|
3
|
1600
|
|
|
III
|
- Timber resource production: +45 logs
|
4
|
3200
|
|