BattleGuild Wiki

Buildings

Every building in your Keep and on your claimed sites, what it does, what it costs and what it unlocks.

Buildings are how your Keep grows. You pay for them in materials, wait while they are built, and in return they give you heroes, production, crafting, healing, storage and the means to hold territory. This page explains the rules that apply to all of them and lists every building with a link to its own page.

How buildings work

The City Hall is the spine. Build your City Hall first. Its level decides which buildings you may start and how far you can upgrade them. Nearly every other building names the City Hall level it needs, and that level is its tier in the lists below.

Building and upgrading. Every building has levels, usually five. Each level has its own cost in materials and its own build time, which grows quickly from minutes to hours. A building can only be upgraded to a level that is at most your City Hall level; the four hero-training buildings (Sparring Yard, Hunting Lodge, Haven, Mage Tower) run one City Hall level behind. You can only work on a limited number of buildings at once: one at first, plus one more at City Hall II and another at City Hall IV.

Requirements. Some buildings also need another building at a certain level. Examples: the Forge needs a Stone Quarry at level II, the training buildings need a Tavern, and the War Room needs a Barracks. The requirement is shown on each building page.

One of each, with one exception. You can build only one of each building. The Hut can be built up to three times.

Space. Buildings stand on the grid of your Keep and each one covers a number of cells, so the free space on the grid limits what you can place. The walls are different: the Outer Wall and the Stone Wall run around the Keep and take no building space.

Replacing a building. Building the Stone Wall replaces your Outer Wall.

Renown. Finishing a building level also earns Renown. Each page lists the amount per level.

Buildings outside the Keep. The Storehouse, the Garrison Quarters and the Wall are built on sites you have claimed, and the Guild Hall belongs to your guild. They are listed on their own tab below.

A good first path: City Hall, then the Lumber Mill, Stone Quarry and Hut, then City Hall II for the Tavern, Hospital and Warehouse, and a training building for the class you want. City Hall III opens the Forge, the War Room and the first wall.

List of Buildings

Building Category What it does Requires
City Hall Civic Sets how high every other building can be upgraded —

Tier 1 buildings need City Hall I.

Building Category What it does Requires
Hut Civic Hero roster slots City Hall I
Kitchen Economy Cooks rations City Hall I
Lumber Mill Economy Turns Wood Log into Wooden Plank City Hall I
Stone Quarry Economy Turns Stone into Stone Block City Hall I

Tier 2 buildings need City Hall II.

Building Category What it does Requires
Alchemy Lab Economy Brews potions City Hall II
Barracks Military Trains soldiers; raises home army capacity City Hall II
Haven Military Trains heroes as Clerics, then Priests City Hall II, Tavern II
Hospital Civic Heals wounded heroes City Hall II
Hunting Lodge Military Trains heroes as Rangers, Druids and Shamans City Hall II, Tavern I
Leatherworks Economy Tans Hide into Leather; crafts leather equipment City Hall II
Mage Tower Military Trains heroes as Mages City Hall II, Tavern II
Portal Door Economy Caravans arrive directly at your Keep City Hall II, Stable II
Sparring Yard Military Trains heroes as Warriors, then Rogues City Hall II, Tavern I
Stable Economy Adds pack animal slots City Hall II
Tailor Economy Weaves Cloth; crafts cloth equipment City Hall II
Tavern Economy Lets you hire heroes; adds roster slots City Hall II
Warehouse Civic Adds storage slots City Hall II
Windmill Economy Grinds Wheat into Flour City Hall II

Tier 3 buildings need City Hall III.

Building Category What it does Requires
Armorworks Economy Makes Armor Plating; crafts mail equipment Forge I
Church Civic Grants Renown when built and upgraded City Hall III
Forge Economy Smelts Iron Ingots City Hall III, Stone Quarry II
Gemcutter Economy Cuts Crystal into Cut Gems; crafts jewelry City Hall III
Outer Wall Defense Wall bonus for every site you hold City Hall III
Riding Yard Military Trains Recruits into Chevallery City Hall III, Barracks I
Shooting Range Military Trains Recruits into Marksmen City Hall III, Barracks I
Stone Wall Defense Stronger wall bonus; replaces the Outer Wall City Hall III
War Room Military More delves at once; territory claim slots City Hall III, Barracks I
Weaponworks Economy Makes Weapon Parts; crafts weapons Forge I
Building Category What it does Requires
Storehouse Economy Stores goods and a food reserve at a claimed site A claimed site
Garrison Quarters Military Sets how many soldiers can be stationed at a claimed site A claimed site
Wall Defense Combat bonus for the defenders of a claimed site A claimed site
Guild Hall Civic Your guild's hall: members, claim slots and shared vault Built from your guild

Tier 3 includes buildings that need other buildings as well: the Armorworks and the Weaponworks need a Forge, and the Forge needs City Hall III.

Planned Buildings

Planned

Planned content — details may change before release.

Building What it is meant to do
Watchtower Gives early warning and vision over the area around your Keep.
Temple A place to turn Gold into Renown through tribute to the Church.
Throne Room A place for tribute to the King, which also hosts Renown titles.
Hall of Fame Shows your lifetime Renown and a leaderboard.

See also