How building works
You can only build within range of your position, and only where it makes sense — gathering buildings require a suitable landscape (a farm needs fields, a quarry needs a quarry site, a fishing tent needs water). Construction and upgrades take time; the building passes through under construction → built → upgrading states.
Open building with the hammer in the top bar. Buildings are split into tabs (1). Pick a building (2) and the label above the picture tells you whether it can be built here (3), and if not, why. The building goes up where you stand, or you choose the spot on the map (4). Finally tap Build (5).

Building overview
| Building | Purpose |
|---|---|
| Base | Your main building (only one). Produces food and wood, stores directly into your player storage, heals your hero. |
| Tower | Captures the region it stands in. Only one per region. |
| Lumberjack Hut | Gathers wood (forest, meadow, park). |
| Quarry | Gathers stone (quarry, mine, ruins, forest, ore vein, industrial site, park). |
| Iron Mine | Gathers iron (mine, quarry, ore vein, industrial site, ruins). |
| Clay Pit | Gathers clay (mine, field, meadow, garden). |
| Farm | Produces food (field, meadow, garden, park). |
| Fishing Tent | Produces food (water, pond, river, reservoir). |
| Warehouse | Collection point for resources from nearby buildings and a large item store. Resources get from it into your stock when you pick them up or a route takes them to your Base. |
| Workshop | Crafts items and equipment. More items unlock as the workshop levels up. You can order up to 10 pieces at once; the workshop makes them one after another. |
| Barracks | Trains units and raises your army population limit. |
| Market | Trade with players and the market. Available from level 3. |
| Brickworks | Processes clay and wood into bricks. |
| Sawmill | Processes wood into planks. |
| Foundry | Smelts iron and wood into steel. Available from level 3. |
| Observatory | Reveals airdrops, NPC garrisons with their patrols and, at higher levels, raid bosses nearby. Explores the municipalities within its reach, so you see their resources. |
| Scrapyard | Takes unwanted items apart into resources and, from level 5, turns five items into one rarer item. Available from level 3. |
| Banner Hall | Choosing and changing your faction, only one. From level 2 the faction services (orders, reinforcements, caravans, bounties), from level 3 stronger services, the call for help and patronage. |
Upgrading
Buildings can be upgraded up to level 10. A higher level means more production, more durability and new options. Costs grow with each level and eventually require processed resources — bricks and planks. From level 6 the price of basic resources rises sharply and every upgrade also costs steel from the foundry. Upgrades take longer, too. You can cancel an upgrade in progress (part of the resources is refunded) and demolish an unwanted building — demolition returns its resources.
The workshop level unlocks more items: higher levels let you craft better carts, defensive items, magic items and the steel sword and armor. Levels 6–10 unlock the best gear, paid in steel: the iron cart, steel tower, war wagon, plate armor and royal carriage, plus the long-haul wagons and their parts. A locked recipe shows the level it becomes available at.
Buildings that store items get more inventory space as they level up. The warehouse grows from 50 to 95 slots, the Base from 20 to 38, the Tower from 15 to 24 and the Market from 20 to 38. The workshop has 30 slots and gains 6 more per level from level 6, holding 60 items at level 10.
You find upgrades in the building detail on the Management tab. It shows what the next level brings (1) and what it costs (2). Upgrade Building (3) starts it, you only have to stand by the building.

Mastery
A producing building can be perfected further from level 5: for gold you can buy up to five mastery steps, each raising its production. Mastery stacks with levels 6–10. As with an upgrade, you need to stand next to the building. You will find the offer in the building detail where the upgrade used to be.
Scrapyard
Put items into the scrapyard inventory (20 slots, more from level 6) and choose what to do with them. Taking apart turns an item into resources: the item is consumed at once and you receive the resources when the job finishes. The rarer the item, the longer it takes (from 2 to 30 minutes). You get back a quarter of the item's value at level 1, up to half at level 10. Curiosities cannot be taken apart.
Transmutation unlocks at level 5: five loose items of the same rarity turn into one random item of the next rarity up (common to uncommon, uncommon to rare, rare to special). What you get is revealed only when the job finishes. Scrapyard jobs share the building's queue (five at most), cannot be cancelled and give no experience.
You can also destroy common items straight from your hero inventory. The item is gone for good, nothing is returned and no crate is left on the map, unlike when you drop it. The action always asks for confirmation.
Ruins
A demolished building, a tower that decayed without maintenance and a tower razed in an attack all turn into ruins. Ruins collapse and disappear after 24 hours. Their detail shows a countdown until that happens.
Abandoning
You can only demolish a building within its range. From afar, within sight, you can only abandon it. An abandoned building gives nothing back: it stops working, its units leave and its items drop into a crate next to it. Anyone who comes within range can take the resources in its storage, you included. An abandoned tower frees its region right away. Within 48 hours you can walk up to the building and reclaim it, a tower only if nobody has taken the region in the meantime. After that it falls into a ruin. An abandoned building does not stop you from building a new one of the same kind, but then the old one can no longer be reclaimed. The Base cannot be abandoned.
Relocating
You can move a finished building to a new spot within your range. A move costs 30 % of the building's price at its level and takes a quarter of its construction time. If the building is damaged, you also pay for the repair, the move lasts at least as long as the repair and the building arrives fully repaired. While moving, the building produces nothing and can be attacked. A move cannot be cancelled.
The new spot follows the same rules as construction, plus a few safeguards: a building cannot move within 24 hours of being attacked, it can move again after 7 days at the earliest, a tower can only move within its own region, and no building can leave a region a garrison is raiding. A move also must not break a transport route through the building. If a tower is moving when the morning tax is collected, its region pays nothing that day. When a move is not possible, the game tells you why.
Renaming
You can give any of your buildings a custom name for a small gold fee.