City Buildings
Before upgrading your Capitol: Check that Academy, Temple, Warehouse, and main Barracks are all within 1–2 levels. If not, upgrade those first.
Slot budget: Your city has 24 small slots (farms and mansions) and 13 large slots (barracks and resource buildings). Plan against those totals, not against “one of everything”.
Building Reference
Section titled “Building Reference”| Building | Qty | Target Level | Purpose |
|---|---|---|---|
| Capitol | 1 | Paced | Sets city level. Never rush ahead. |
| Academy | 1 | C or C-1 | Unlocks troop tiers and research. Most important building. |
| Temple | 1 | C or C-1 | Revives dead troops with Sacred Potions. |
| Warehouse | 1 | C to C-2 | Caps stored resources; protects them from raids. |
| Barracks | 2–3 → 10 | Main at C-1 | More barracks = faster parallel training. |
| Consulate | 1 | C-2 to C | Reinforcements (from C4). |
| Forge | 1 | C-2 to C-4 | Gear crafting. Keep behind core. |
| Tar Workshop | 1 | C-2 to C-4 | Upgrade more if you crypt often. |
| Portal Master | 1 | C-3 to C | Available from C10. |
Small Slots
Section titled “Small Slots”| Building | Slots | Notes |
|---|---|---|
| Farmer’s House | ~2/3 of small slots | Food production. #1 priority; deficit is devastating. |
| Mansion | ~1/3 of small slots | Silver for training. Later replace with farms as clan chests cover silver. |
| Lumberjack / Stonecutter / Foundry | 1 each | Low level. Clans cover wood/stone/iron through chests. |
Early game: 2 each of wood/stone/iron buildings, rest farms + mansions. Mid-game: demolish extras down to 1 each, add barracks and farms. Walls and siege: Low priority. Use mercenary siege engines early; they hit harder, don’t eat food, and are cheaper to revive.
City Placement
Section titled “City Placement”Place your city on a clan territory tile with the best resource bonus. The ceiling is 90% Food Production; don’t settle for less if a 90% tile is reachable. Invest talent points in the Tile Bonus node (Economy section) for the bonus to take effect.
Great Architect’s Blueprints
Section titled “Great Architect’s Blueprints”Every 5th level (10, 15, 20, …) of the Capitol, Barracks, Academy, Farmer’s House, Mansion, Temple, Forge, Caravan, Tar Workshop, Portal Master, and Consulate requires Great Architect’s Blueprints, in addition to the usual resources. Mines also need them to construct. The cost grows fast, so a blueprint shortage is one of the most common bottlenecks past mid-game.
How to get them:
- Gold conversion in the in-game shop, typically 5 blueprints per 5,000 Gold (1,000 Gold each).
- Daily quest rewards.
- Bundle purchases in the shop.
There is no fixed total to aim for, since the requirement scales with how many buildings you push and how high. The practical rule: spend gold on blueprints early and often so you are not blocked when a tier-up window opens during an event.
Cost per tier (single building)
Section titled “Cost per tier (single building)”Each entry is the blueprint count required for that single upgrade, plus the gold needed to buy those blueprints at the standard 1,000 gold rate.
| Level | Tier | Blueprints | Gold equivalent |
|---|---|---|---|
| 10 | T2 | 320 | 3,200 |
| 15 | T3 | 2,450 | 24,500 |
| 20 | T4 | 10,400 | 104,000 |
| 25 | T5 | 25,600 | 256,000 |
| 30 | T6 | 51,000 | 510,000 |
| 35 | T7 | 112,000 | 1,120,000 |
| 40 | T8 | 196,000 | 1,960,000 |
| 45 | T9 | 343,000 | 3,430,000 |
Upgrade cost reference
Section titled “Upgrade cost reference”For exact RSS and time costs per building and level, see the community-maintained TotalBattle Cost table (US).