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.

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.

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.

Weaponries

Weaponries can be used to give your army extra attacking power by forging stronger weapons and tougher shields.

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.

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.

Hideouts

The must–have for thieves. In the same way that guilds generate mana each update, hideouts provide plans.

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.

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.

Labs

Labs are a place where research is done. Labs produce research that contributes towards the research of your alliance.

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.

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.

Churches

Churches naturally give defence against dark spells cast onto your tribe.

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.

Last updated: November 2010