Produces helms and armour of any kind. Requires iron, gold, coal and cloth.
2* 2* 2* 3*
8* 8* 8* 8*
Bakery
Description
Building costs
Requires
Output
Produces bread to be turned into meals by taverns. Requires flour and water.
2* 2* 3*
6* 6*
Brewery
Description
Building costs
Requires
Output
Brews beer. Requires wheat and water.
1* 2* 2*
7* 7*
Charcoal Burner
Description
Building costs
Requires
Output
Produces coal from trunks.
2* 2* 2*
8*
Toolsmith's Workshop
Description
Building costs
Requires
Output
Like the metalworks of barbarians. The toolsmith produces any tools needed by the Empire people.
1* 2* 2* 1*
8* 8*
Mill
Description
Building costs
Requires
Output
Refines wheat to flour.
3* 3* 1*
6*
Outpost
Description
Building costs
A military building used for claiming new land, defending and attacking. Can be enhanced to Barrier.
1* 1* 2* 1*
Sawmill
Description
Building costs
Requires
Output
Produces wood, which is needed for building certain advanced houses, including the military buildings. Requires trunks, which are produced by lumberjacks.
2* 1* 1*
8*
Smelting Works
Description
Building costs
Requires
Output
Can smelt iron ore with coal into iron or goldstone with coal into gold.
1* 4* 2*
8* 8* 8*
Stonemason
Description
Building costs
Requires
Output
Produces marblecolumns, which are needed for building some of the more advanced buildings, such as fortresses. Requires marble, which is produced by quarries and marblemines.
1* 1* 1* 3*
6*
Tavern
Description
Building costs
Requires
Output
Produces rations to be distributed to the mine workers. Requires bread, fish or meat. Can be enhanced to Inn.
2* 2* 1*
5* 5* 5*
Tower
Description
Building costs
2* 3* 4* 2*
Vineyard
Description
Building costs
Output
This is the farm of the vine-grower, who plants and harvests the tasty vine-grapes, needed for producing wine.
2* 1* 2* 2*
Vintagery
Description
Building costs
Requires
Output
This is the house of the vintner, who produces wine out of vine-grapes.
1* 1* 2* 1*
8*
Warehouse
Description
Building costs
If your empire grows so big your headquarters is too far away from a logistical point of view, build a warehouse. All the stuff and people that come from around it are then brought there instead of to the headquarters. Having posed the question of Carrier growth, and testing a couple of dummy tribes and worlds, it is clear that ALL Carrier growth occurs through building Warehouses. Each new Warehouse will add 100 Carriers to your population, and in turn these will be recruited as other workers.