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Buildings

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Technology Tree (updated for World 30)

Buildings can be created from the Village Headquarters through a few clicks of a button. All buildings take varying lengths of time, numbers of villagers, and resources, and have various effects. Some can train units, some gain resources, and some allow the making of upgrades.

Contents

Village Headquarters

The three graphics for the Village HQ

The Village Headquarters, or Village HQ, is the main building located in the centre of a village; it has a maximum level of 30. With the Village HQ the player can:

  • Create other structures
  • Upgrade headquarters and other structures
  • Demolish other structures (available at level 15)

Four options are displayed when the Village HQ is selected:

  • Buildings
    • Displays buildings (and their level) that can be upgraded or constructed.
  • Requirements
    • Displays how much of each resource is required to build or upgrade the specific building.
  • Construction Time
    • Displays how long it will take to upgrade/construct a building (this time is based upon the server time of the specific server, which will be always be displayed at the bottom left hand corner of the HQ screen once selected).
  • Construct
    • Enables the construction of buildings, or displays what time they will be available for construction.

Barracks

The barracks is used to train infantry troops such as spearmen, swordsmen, axemen, and archers.

  • Spearmen are used primarily for the purpose of defending a village, as their defense rate against cavalry is high. Their other purpose is to farm un-defended villages for resources, as spearmen have a high capacity for carrying resources.
  • Swordsmen can be used for offense or defense, however primarily they are used for defense against non-cavalry units.
  • Axemen are used primarily for offensive purposes, such as clearing out the troops in an enemy village so that a nobleman can take it over, or so that it can be farmed.
  • Archers are use primarily for defending villages against both infantry and cavalry troops. Archers' weakness are mounted archers.

Stable

The stable graphics.

The construction of a Stable requires:

  • Level-10 Village Headquarters
  • Level-5 Barracks
  • Level-5 Smithy

The stable is used to train cavalry. There are four types of cavalry unit:

  • Scouts are used for offence and defence. On the offensive side, scouts can discover the number and types of enemy troops (both within and outside his village), as well as the level of all his or her structures. The scouts also report on the exact quantities of resources in the village they are sent to scout. On the defensive side, scouts are used to repel other scouts so that the enemy fails to receive a report. In order for the enemy's scouting to fail, the defending scouts must kill all of the offensive scouts. This usually requires a larger number of scouts in defence than there are in the scouting force. On the plus side, the defending scouts don't take any casualties.
  • Light Cavalry are the least expensive cavalry unit, and have the lowest attack power. However, because the light cavalry require a much shorter period of time to recruit, cost less than the other cavalry, as well as having the highest capacity for carrying resources after attacking an enemy village, they have been recognised as the best unit with which to farm enemy villages.
  • Mounted Archers are extremely effective offensive units as they have a high attack power. Archery defence is the most effective against mounted archers.
  • Heavy Cavalry is by far the strongest unit in Tribalwars, both offensively and defensively. Offensively, heavy cavalry (on suffciient numbers) can handle any situation. Defensively, heavy cavalry's only weakness is light cavalry. Even then, heavy cavalry's defence rating is higher than any other in Tribalwars, but it is the heavy cavalry's lowest defence score. The only major downside to heavy cavalry is that they require a much larger quantity of resources to create (mainly ore), and a much longer time to purchase and recruit.

Workshop

The workshop graphics.

Construction of a Workshop requires a level-10 Village Headquarters and a level-10 Smithy. The maximum level of the Workshop is 15. A Workshop allows the construction of Catapults and Rams; these differ from other units in that they:

  • are extremely slow to move
  • are extremely slow to create
  • take up large amounts of farm space
  • can damage other villages' buildings and walls

The ram damages an opponent's walls, while the catapults have the ability to damage anything. Tactically, they are good for personalising farms, but have a few drawbacks when it comes to nobling. However, although catapults can weaken a target by destroying its buildings, there is little point doing this to a village earmarked for nobling, as everything destroyed will have to be rebuilt.

As with all other structures that recruit troops, the training time is reduced as the building's level is increased.

Academy

The Academy.

The Academy enables the education of Noblemen. Noblemen will assist in conquering (nobling) other villages. The construction of an Academy requires a level-20 Village Headquarters, a level-20 Smithy, and a level-10 Market.

The Academy is an exceptionally expensive building to create, and the unit it creates costs even more; it is a vital building, however, as conquering new villages cannot be achieved without a Nobleman.

Depending on the world, the academy's maximum level can be either 1 or 3. Each level allows one more Nobleman to be educated. The price for Noblemen increases with each one produced: for the first nobleman, it costs 28,000 wood, 30,000 clay, and 25,000 ore. That combination of resources is considered one "package", and the price of each nobleman increases by one "package" each time one is eductaed. Eventually, one city's warehouse will not be able to hold the amount of recources needed to purchase another noble, so "packages" of resources can be stored in an academy for use at a later time.

The first level of the academy is also the structure that gives the largest number of points of any structure in a village.

Smithy

The Smithy.

The Smithy allows research of new units and the upgrading of units that have already been researched. Upgrading the Smithy allows more technologies to be researched, and at higher levels, and is also necessary for the construction of certain other buildings.




Market

The three graphics of the Market.

The Market allows the trade of resources between players; it always allows players in a Tribe to send each other resources. For a period of time after a world is created, however, the latter function is disabled, and resources cannot be sent without something being returned in trade. Sending resources between members of the same Tribe takes half the time the same transaction would take between unrelated players.


Resource mines

All of the Resource mines can have a different production rate: on worlds with a speed of 1, the income rate at level 30 is 2,400 per hour; worlds with a speed rate of 1.5 have an income rate at level 30 of 3,600 per hour; worlds with a speed rate of 2 have an income rate of 4,800 per hour. In a speed world, the speed is usually at an extremely increased rate, and brings in huge amounts of resources per hour.


Timber Camp

Each village has a Timber Camp, which is is needed to create structures and recruit troops. The higher the level, the more wood is produced. The maximum level of the timber camp is 30.


Clay Pit

Each village has a Clay Pit, which is needed to create structures and recruit troops. The higher the level, the more clay is produced. The maximum level of the clay pit is 30.


Iron Mine

Each village has an Iron Mine, which is needed to create structures and recruit troops. The higher the level, the more iron is produced. The maximum level of the iron mine is 30.


Farm

Your village Farm is what supports the population of both your military and workers in other buildings, which is why every village has to have a farm. With each level, your village can support a larger population. The maximum level is 30.


Church

The "First Church" is a structure in the player's first village. It affects an area of six squares vertically or horizontally, and four squares diagonally in any direction, as well as all of the area around them. On the map screen there is a box underneath the pixel map labelled: "Display influence area of religion"; when checked, this will create a blue line. In attacks on villages within the blue line the player's troops will fight at 100% strength; outside the affected area, troops will only fight at 50% strength.

Once another village has been nobled, a normal Church can be built. This has three levels, but takes a large toll. To build a level-1 church costs 16,000 timber, 20,000 clay, 5,000 wood, and 5,000 farm space; to build a level-2 church costs 20,160 timber, 25,600 clay, 6,300 ore, and 2,750 farm space; to build a level-3 church costs 25,402 timber, 32,768 clay, 7,938 ore, and 4,263 farm space. The real drawback to this is the farm space. A village with a level-30 farm has 24,000 farm spaces. To build a level-3 church costs 12,013 farm spaces, effectively eliminating half of that village's structure/military potential. Because of this, it makes sense to noble villages that can connect to other villages that can be farmed or nobleed, thus maximising the area the church will affect.

For clarification, a level-1 church affects an area of four fields. A level-2 church affects an area of six fields. A level-3 church affects an area of eight fields.

Statue

The statue is one of the first buildings to be constructed in a first village. The statue is used to train the paladin, who is the strongest and most useful unit; it is also the only unit that can be named. Each player can have only one paladin, which can be stationed in any village that has a statue.

Different rules treat paladins in one of three different ways:

  • A world might not allow paladins at all.
  • Paladins might be allowed, but be unable to find weapons; the paladin can support other villages. When sending a paladin to support a village, any troops sent with it will move as fast as the paladin (this doesn't work when attacking a village).
  • Paladins might be allowed, and be able to find weapons through attacking other villages (as well as offering the speed advantages when supporting villages).

Hiding Place

The hiding place stores resources so that an attacker cannot steal them; scouts cannot see the hidden resources. The hiding place has a maximum level of 10, and is impossible for the enemy to destroy. At level 10, the hiding place can store 2,000 of each resource.

Warehouse

The warehouse is where resources are stored until use. The maximum level of a warehouse is 30, when it can hold 400,000 of each resource.

Wall

The wall determines the defence factor of a village; it acts as defence in itself, and raises the defensive capability of troops. The maximum level of a wall is 20, which gives troops a 207% defence bonus against any incoming attack.

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