Buildings define your keep's ceiling. All buildings cap at level 75, and each level increases output, unlocks new technologies or units, and multiplies build cost and time.
Your Headquarters gates every other building's maximum level. HQ level 10 allows most economic buildings to reach 10; HQ level 30 unlocks the Siege Workshop. Prioritize HQ upgrades early — every other queue depends on it.
Mines (Gold), Farms (Grain / Food), and Quarries (Stone), plus Iron Foundries at HQ 15, produce resources continuously. Output is subject to faction buffs, subscription tier, active Resource Boosts (2× for 12/24/48h), and any Sapper damage.
Warehouses raise your storage cap and shield a small portion of each resource from raids. Outstanding Merchant Bank deposits and loans add further raid protection — see the Resources page.
Barracks train infantry, Stables train cavalry, the Archery Range trains ranged units, and the Siege Workshop(HQ 30) trains Rams, Trebuchets, and Sappers. Higher levels reduce training time and unlock stronger tiers.
Walls, Watchtowers, and Traps reduce incoming damage and increase defender attack. A level 50 wall can outperform an extra regiment of swordsmen against a shallow raid.
The Academy hosts research; the Embassy unlocks alliance features; the Market enables resource trading; the Exchequer houses auctions, investments, loans, and the Merchant Bank.
Damaged buildings suffer a 50% production penalty until repaired. Repair jobs run in the same build queue slot count as normal upgrades — a subscription raises concurrent build slots (Noble +1, Royal +2).
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