Ultima Ratio/Buildings

Like all RTS games, buildings form the very heart of your realm, providing valuable infrastructure to expand and maintain your empire.
==Recruitment structures==
Recruitment structures are primarily involved with the task of training units. Although a few of them can function like enhancements and some also host valuable upgrades and abilities, their most valuable function is still the conversion of resources gathered from economic structures into peasants, warriors, and other assistants.
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===Note===
Although their primary task isn't to create more units, some Enhancements, Defensive structures and Economic structures can create units, but usually these units are meant to be used primarily as support units, not combat.
==Economic structures==
Economic structures are just that — their primary task is to drag resources you can use to either create more buildings, or create minions from them to impose your will and ultimately win the game.
				
==Fortifications==
The main task of Fortifications is to function as point defences to help defend your settlements from attack and kill intruders.
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*Tavern/Resthouse/Khan: Conducts research for Attrition.Recruits your spies and possibly other units too. Mercenaries, I wager.
*Stocakde and Martello Tower - a cheap but powerful cannon-based defence that can be garrisoned but must be built within your borders, armed with light cannon. Last upgrade requires Trace Italienne.
*Blockhouse and Bastion, like the house, but can't be garrisoned, these buildings function primarily as light point defences that can be constructed outside your territory. This pairing requires the Attrition line.
==Enhancements==
While not directly involved in defensive or production duty, enhancements are vital infrastructure which allow access to upgrades which improve your faction's power — be it economic, military, or otherwise.
					
===Wonders===
See here.
==See also==
*Buildings for Rise of the Moderns
*Buildings for The Age of Conquest
Category:Structures
Category:Ultima Ratio