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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”.

BuildingQtyTarget LevelPurpose
Capitol1PacedSets city level. Never rush ahead.
Academy1C or C-1Unlocks troop tiers and research. Most important building.
Temple1C or C-1Revives dead troops with Sacred Potions.
Warehouse1C to C-2Caps stored resources; protects them from raids.
Barracks2–3 → 10Main at C-1More barracks = faster parallel training.
Consulate1C-2 to CReinforcements (from C4).
Forge1C-2 to C-4Gear crafting. Keep behind core.
Tar Workshop1C-2 to C-4Upgrade more if you crypt often.
Portal Master1C-3 to CAvailable from C10.
BuildingSlotsNotes
Farmer’s House~2/3 of small slotsFood production. #1 priority; deficit is devastating.
Mansion~1/3 of small slotsSilver for training. Later replace with farms as clan chests cover silver.
Lumberjack / Stonecutter / Foundry1 eachLow 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.

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.

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.

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.

LevelTierBlueprintsGold equivalent
10T23203,200
15T32,45024,500
20T410,400104,000
25T525,600256,000
30T651,000510,000
35T7112,0001,120,000
40T8196,0001,960,000
45T9343,0003,430,000

For exact RSS and time costs per building and level, see the community-maintained TotalBattle Cost table (US).