Base building in Ironhold Empire

Your keep is the whole game in one screen: every wall, warehouse and workshop you raise changes what you can mine, train, hide and defend.

The Headquarters gates everything

Headquarters level sets the ceiling for every other structure and decides how your castle looks on the world map. Early levels land fast so you are never stuck watching a bar, then the curve steepens into a long-term project worth planning around.

Economy, military and secrets

Sawmills, quarries, mines and farms feed production. Warehouses raise storage caps and protect part of your stockpile from raiders. Barracks and Training Grounds turn resources into troops and champion stats. The Market cuts your trading fees, the Watchtower reads inbound armies, and the Hidden Vault keeps Gold out of enemy hands.

Upgrades, research and refunds

Buildings unlock research at the Library and courses at the Scholar's Academy, which in turn boost production, march speed and combat power. Change your mind mid-build and cancel for an 80% refund; spend Writs if you would rather skip the wait.

A base that other players can see

Every level you add shows up publicly: a bigger castle sprite, a higher Building leaderboard score, and a more tempting target. Balance growth against defence or your skyline becomes someone else's loot run.

At a glance

Frequently asked

How many buildings and levels are there?
Dozens of buildings, each climbing well past level 20 and up to a level 75 cap, with costs and build times that scale exponentially.
Can I build more than one thing at a time?
You run a build queue, and you can cancel any job for an 80% resource refund. Writs can hasten a timer if you are impatient.
Is the early game slow?
The first Headquarters levels finish in minutes, so you get a working economy, troops and your first raid on day one.

Go deeper in the wiki

Start your keep

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