Buildings
by Alliances At War
Homes
Homes (or eyries/crypts/houses/dwellings/hovels depending on race) are the most important buildings in Alliances At War, homes give your citizens a place to live and without citizens you are dead.
- 30% of your land can be used for homes
- Each home holds 300 citizens, for all races except:
- Brittonian—600 citizens
- Uruk Hai—450 citizens
- Dwarf—100 citizens
- Dragon—50 citizens
Farms
A vital building in your tribe, farms (or crofts/sewage farms/fields/pig farms/grain farms depending on race) provide the much–needed food for your citizens. If your citizens aren’t getting an adequate surplus to feed their mouths they will quickly leave your tribe.
- 1 farm produces 250 kgs each update
Walls
Walls allow your tribe to have additional defence against attackers. Walls increase your defence as the intruders have to battle over them to conquer your lands.
- 20% of your land can be used for walls
- 1% walls gives 1% increased raw defence
- 1% walls gives 1.5% lower land losses (when attacked)
- 1% walls gives 1.5% lower military losses (when attacked)
- 1% walls gives 1.5% lower building damage (when attacked)
Weaponries
Weaponries can be used to give your army extra attacking power by forging stronger weapons and tougher shields.
- 20% of your land can be used for weaponries
- 1% weaponries gives 1% extra raw offence
- 1% weaponries gives 1.5% increased land gains
- 1% weaponries gives 1.5% increased building damage
Academies
Absolutely necessary for mages. Academies allow your mage’s skill to grow; as the skill grows, your advantage over other mages increases. The skill of a mage is shown by the ML (Mage Level) they posses.
- 1% academies increases ML with 1
- Maximum ML is determined by [land / 100]
Guilds
Another necessity to mages, guilds allow your mage to save up mana. Every spell your tribe attempts to cast costs a certain amount of mana. Guilds are vital in keeping self spells running, which may make the difference between your tribe’s survival and its doom.
- Each guild can store 1 mana
- Each guild increases the regrowth of your mana by 0.125 per update, resulting in 8 updates total
- Specializing (building >30% of land as guilds) increases their efficiency
Hideouts
The must–have for thieves. In the same way that guilds generate mana each update, hideouts provide plans.
- Each hideout can store 1 plan
- Each hideout increases the regrowth of your plans by 0.200 per update, resulting in 5 updates total
- Specializing (building >30% of land as hideouts) increases their efficiency
Yards
As the land of your tribe increases so does the amount of buildings needed to be constructed. Each building costs money and wood to build. Yards are highly efficient in terms of credit production, but their resource is less versatile than crowns.
- Each yard produces 25 logs each update
Markets
When your land size increases, so does the cost of each building to construct and each new acre to explore. A market’s job is to reduce these costs. It can also increase your population, making exploring easier.
- Maximum 20% of your land can be built as markets. Additional markets will hold no military units
- Each market can hold up to 100 defense specs/thieves, 75 elites or 50 offense specs
- Each market decreases exploration costs by 12 cr / land (min 800 cr)
- Each market decreases building costs by 50 cr / building (min 400 cr)
- 1% markets reduces the log cost for buildings with 0.5% of your land
- The minimum log cost is (50 + 1% land)
Labs
Labs are a place where research is done. Labs produce research that contributes towards the research of your alliance.
- Each lab produces 1 research point (rp) each update
- Specializing (building >30% of land as labs) decreases their efficiency
Mines
Mines are one of the main sources of income in Alliances At War. Crowns are used as part of the cost for most purchases in the game. Mines give less crowns than citizen’s taxes from homes and are less efficient than yards, but help to bolster your income and help your alliance market.
- Each mine produces 400 cr each update
Barracks
Barracks will house military and lower the expenses of keeping and training them. Building them can be extra useful while preparing for a great offensive. If a barracks holds no military units, it can hold 15 citizens instead.
- 20% of your land can be used for barracks
- Each barracks holds up to 100 offense specs/thieves, 75 elites or 50 defense specs
- 1% barracks reduces military training costs by 0.5%
- 1% barracks reduces military upkeep by 2.5%
Churches
Churches naturally give defence against dark spells cast onto your tribe.
- 20% of your land can be constructed as churches
- 1% churches provides 2.5% resistance to magic
- 1% churches provides 2.5% reduction in magic damage
Guard Houses
In the same way as churches try to block a spell cast against your tribe, guard houses try to stop black– and intel thievery operations attempted on your tribe.
- 20% of your land can be covered by guard houses
- 1% guard houses provides 2.5% protection against thievery
- 1% guard houses provides 2.5% reduction in damage caused by thieves
Last updated: November 2010