4. Buildings

You will begin the game as a wizard controlling a single shire. This shire will contain a city, which will be the capital of your empire. The city will have a large peasant population and will contain all your starting units. The city will also contain your castle (a base from which you command your forces) and a town hall. Your first turn report will list the buildings you can construct in your city, along with their cost in Gold and Resources.

With the building of some structures your wizard will then be able to construct other, more advanced structures (you can construct a building and it's prerequisite building in the same turn). There are well over twenty types of buildings available in WOW 2.0. Once a building has been erected the wizard will learn its function. As with many parts of the game the actual bonus of having each building will only be revealed once the player has it. In general though, buildings will allow new types of units to be created or give an increase in research points, peasant morale and/or resource production.

Some structures are "city only". These structures may only be built in the player's capital city. Players may not build these structures in any city or town other than their own capital.

Only one of any type of structure can be built within a single central shire, no matter whether it is a capital city or a town.

It is also important to note that some buildings are race specific, in that only some races can obtain these buildings. This only applies to some of the city only buildings.

Another aspect of a player's city is their castle. Castles can be upgraded in size from level 1, which is its initial size, up to level 5. Castles offer protection to the city's armies giving defensive and sometimes offensive bonuses to the units inside. Some of the higher level castles also allow advanced units to be recruited.


If a wizard's city is conquered it becomes a town under the conquering player's control and the castle is destroyed. Players may also build towns in the central shire (shire 5) of any region as soon as they have taken control of that shire (this may also be in the same turn as you move into the shire). This is done by getting the peasants to BUILD a town hall. Once the town hall is built several troop and further building types will become available.


In the building function description on the turn report, it will state if there are any global or local increases. The increase will be for either particular resources produced or an increase in morale. Global refers to a slight increase in every shire you control, each turn. Local refers to a slight increase in each shire under the wizard's control (but not allies) within the region that the building is built.


To construct buildings the BUILD order is used. Each peasant may erect 1 unit of wood, stone, iron, gem or mithril per turn.

For example, a Blacksmith (cost 800 gold, 200 wood, 200 stone) can be built in 1 turn by 400 peasants or 8 turns by 50 peasants. To issue the BUILD order you must have enough gold to pay for the entire building, and enough of the particular resource you wish to add to the buildings development for that turn. The gold is used on the first turn the BUILD order is issued. Other resources are subtracted from the player's global resources as the peasants use it. If you do not have the required number of peasants to erect the requested resources to a building that turn, the maximum available peasants are used. Building always overrules production when peasants are ordered to try and do both. The effect of buildings will only take place once all resources have been built onto the building. Buildings do not require upkeep to be maintained.


Each player will begin with a Castle in their home city and a Town Hall. The player's first turn report will list what further structures may be built.


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