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Buildings

Every acre produces 10 gold/hr regardless of what is built on it.
Each structure costs 500 gold, before hero type effects are factored in. These are the building types available to you:

Mines

Mines are the driving force behind your economy. Each mine provides 30 additional gold/hr (40 total) for your kingdom. Add some trade agreements, and watch your economy flourish.

Barracks

Barracks help to reduce your training costs. The higher proportion of your land that is covered by these, the lower your recruiting and upgrading costs.
Buildings - WikiWarbook % reduction in recruit/upgrade costs = 2 times the % of land covered by barracks
Buildings - WikiWarbook maximum cost reduction = 50%

Forts

Forts augment the defensive capabilities of your standing army. Cover more of your lands with forts, and your defense should improve.
Buildings - WikiWarbook % increase in defense = 1.5 times the % of land covered by forts
Buildings - WikiWarbook maximum increase in defense = 45%

Training Grounds

Well trained troops perform better on the battlefield. Training grounds act as the opposite of forts, providing your troops with an offensive bonus.
Buildings - WikiWarbook %increase in attack = 1.5 times the % of land covered by training grounds
Buildings - WikiWarbook maximum increase in attack = 45%

Amplifiers

Even the best magicians need some help once in a while. Amplifiers increase the natural strength of certain targetted spells.
Buildings - WikiWarbook % increase in spell damage = 2 times the % of land covered by amplifiers
Buildings - WikiWarbook maximum increase in spell damage = 50%

Barriers

Tired of getting blasted by spells? Constructing magical barriers can effectively dampen your lands with a defensive matrix, weakening offensive spells targeting your kingdom.
Buildings - WikiWarbook % increase in magic defense = 3 times the % of land covered by barriers
Buildings - WikiWarbook maximum increase in magic defense = 75%










Latest page update: made by lvl_50_noob , Feb 3 2008, 10:54 AM EST (about this update About This Update lvl_50_noob Ammending incorrect values - lvl_50_noob

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Anonymous  (Get credit for your thread)


Started By Thread Subject Replies Last Post
Anonymous Gold revenue values are wrong 0 Jan 27 2008, 6:44 AM EST by Anonymous
Thread started: Jan 27 2008, 6:44 AM EST  Watch

I think the gold revenue values on this page are wrong

Firstly, it's not each OPEN acre that provides 10 gold, it's every acre.

Secondly, gold mines don't produce 30 gold, they produce 30 ADDITIONAL gold (so 40 overall)


If you need convincing of this, just do the calculations on your own kingdom


Mine (as in belonging to me, not gold mine) is 2200 acres, 1650 of which are (gold) mines (and no open land)

So using the values given above
Gold from open land = 0 x 10
Gold from mines = 1650 x 30

This comes to 49'500 gold, and including trade (x 1.15) brings it up to 56'925
This value is a lot less than the hourly revenues given in my kingdom menu.

But using my values
Gold from all land = 2200 x 10
Additional gold from mines = 1650 x 30

This comes to 71'500, and including trade brings it up to 82,225.
This value is the same value given on my kingdom screen.

-lvl 50 noob
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Keyword tags: Gold land revenue mines
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