Buildings/Swords of the Prophets

==Overview==
As New World Empires is built primarily around rushing, there are several changes in place:
*Economic structures now have a ramp cost of 5 Wealth each, as opposed to 4 or more 
*The LOS of all buildings except for defensive structures and several other exceptions is now zero.
*Cities now cost more and take longer to build, but have added HP.
*Science and Culture research no longer boosts city LOS - it instead affects the LOS of Forts, Outposts and Magistracies.
==Buildings==
===Production structures===
Production 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.
Name 	Abilities 	Resourcecost	Requirements	Special remarks
Village 	
*Trains villagers.
*Extends borders
*Generates a small trickle of Food and Timber.	
*Base cost:: 60: 120
*Ramp:: 125: 75	
*1 Level of Administration research per Settlement beyond your first.
* can build 2 Villages instead of 1 upon researching Level 1 Administration.	
 Upgrades to:
* Town with 5 different Buildings;
* City with 9 ( only)
Meeting House 	
*Sets your capital and oversees your territory.
*Hosts Government upgrades.
*Spawns patriots as long as political research was conducted, and trains units for some factions.
*Increases its LOS with each level of Scientific research.	
*Base cost:
:: 60: 30	
* 	
*Must be built within the radius of a city
*Captured along with its host city.
*This building automatically transfers your capital to its host city.
*Can be built by in any city beyond its second one to set the location of its secondary capital
*Can be built for free by .
Assembly 	
*Trains Councillors.
*Hosts upgrades to increase rate of Influence created per Councillor	
*Base cost:: 40: 20
*Ramp:: 16	
* 	
*Built cheaper; produces more Influence per Councillor for .
*1 Councillor spawned once built for .
Market 	
*Trains merchants and caravans
*Creates a small stream of Wealth.
*Can be used to buy and sell resources	
*Base cost:: 60
*Ramp:: 13	
* 	
Hovel 	
*Trains levy units. 	
*Base cost:: 50: 30
*Ramp:: 10	
* 	
*Can't be garrisoned.
*Upgrades to Peasant Commune with 
*Unavailable for
Barracks 	
*Builds basic infantry. 	
*Base cost:: 120
*Ramp:: 5	
None 	
*Upgrades to Fortified Barracks, for civilised factions, with ; 
*Spawns Spearmen for .
*Spawns Composite Bowmen for .
*Spawns Axemen for .
Outpost 	
*Has LOS
*Trains mercenaries. 	
*Base cost:: 100: 80
*Ramp:: 9: 3	
* 	
*Can't garrison units.
Mercenary Quarters	
*Trains mercenaries. 	
*Base cost:: 70: 10
*Ramp:: 21	
* 	
*Can be built in enemy territory.
*Can be garrisoned.
*No Ramp, no tech requirements for .
Noble Residence 	
*Trains elite mercenaries. 	
*Base cost:: 60: 120
*Ramp:: 40	
* 	
*Exact copy from Kings & Conquerors, Kai Rising.
Warrior Hall
( only)	
*Trains elite units for barbarian factions.
*Attacks nearby enemies, can be garrisoned to hide units.	
*Base cost:: 120: 70
*Ramp:: 50	
* 	
*Not captured along with its host city.
*Can be garrisoned.
*Built faster by .
Corral 	
*Trains basic cavalry. 	
*Base cost:: 120
*Ramp:: 12	
None 	
*Spawns Steppe Nomads for .
*Upgrades to Constabulary with for most civilised factions.
Magistracy 	
*Trains elite units for civilised factions
*Increases its LOS with each level of Scientific research.
*Can detect hidden units.	
*Base cost:: 140: 120
*Ramp:: 40	
* 	
*Can be garrisoned.
Dock 	
*Constructs warships and fishermen.
*Required along with Level 1 Scientific research to enable troops to embark on marine Transports .	
*Base cost:: 70
*Ramp:: 3	
* 
* 	
*War Junks spawned once built for .
*Karve spawned once built for .
*Trawlers spawned once built for .
Siege Workshop 	Buids siege weapons and supply vehicles.	
*Base cost:: 60: 60
*Ramp:: 25	
* 	
Sanctuary 	
*Increases your Cities' tactical strength, and their ability to push Borders.
*Conducts Propaganda and Attrition research	
*Base cost:: 80
*Ramp:: 8	
* 	
*Good LOS.
*Christian and Muslim Sanctuaries cannot be captured.
*Available to at start.
*Trains additional units for
Fort 	
*Very powerful point defence, but costly and vulnerable to air and artillery attacks
*Conducts strategy research
*Trains generals and spies	
*Base cost:: 300: 100
*Ramp:: 75: 25	
* 	
*Can attack enemies, and is not captured
*Can't be built too close to another fort or a non-friendly border.
*+3 range for .
*50% cheaper, built 25% faster with +3 added border push and available from the start for .
*Upgrades to Castle with:
===Enhancements===
Enhancements are special buildings that primarilly handle providing buffs and conducting research, such as at the Library, that enhance your faction further. Only one instance of each building may be erected per city.
Name 	Abilities	Resourcecost	Requirements	Special remarks
Library	
*Conducts research for Military, Administration, Science, and Commerce.	
*Base cost:: 120
*Ramp:​​​​​​​​​​​: 23	None 	
*Build time reduced to 20s (300t).
*Construction cost discount for .
Granary	
*Increases the Food output of farms in its host city
*Hosts Agronomics upgrades to boost Foundry effect on resource output.	
*Base cost: 120
*Ramp:: 10	
* 	
*Build time reduced to 37.4s (565t).
*Available to at start.
Sawmill	
*Increases the Timber output of logging camps in its host city
*Hosts Woodworking upgrades to boost Foundry effect on resource output.	
*Base cost:: 70
*Ramp:: 12	
* 	
*Build time reduced to 44.4s (666t).
*Available to at start.
Foundry	
*Improves Metal output of all mines within its host city
*Hosts Metallurgy upgrades to boost Foundry effect on resource output.	
*Base cost:: 150
*Ramp:: 20	
* 	
*Build time reduced to 56s (840t).
*Available to at start.
====Wonders====
Wonders are a set of unique enhancements that can be built to improve your civilisation further.
At present, Swords of the Prophets only hosts six Wonders, but the number is set to increase over time.
See here.
===Defensive structures===
What more can we say?The main task of Defensive structures is to function as point defences to help defend your settlements from attack and kill intruders.
Name 	Abilities	Resourcecost	Requirements	Special remarks
Watchtower	
*Basic point defence.
*Good LOS	
*Base cost:: 50: 30
*Ramp:: 25: 10	
* 	Upgrades to Guard Tower with:
===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.
Name 	Abilities	Resourcecost	Special remarks
Mine 	
*Extracts Metal from mountains and cliffs.	
*Base cost:: 50
*Ramp:: 8	
*Produces Wealth for .
Logging Camp	
*Extracts Timber from forests.	
*Base cost: : 50
*Ramp:: 5	
*Build speed reduced to 94t.
*Extra production bonus for .
*Produces Food for .
Farm 	
*Generates Food.	
*Base cost:: 40
*Ramp:: 3	
*Build speed reduced to 122t.
*Produces Wealth for .
*Cheaper construction cost for .
Category:Swords of the Prophets buildings