Buildings

The map generated for each campaign in Hero's Hour consists of terrain populated by buildings. Some buildings, like basic mines, are nearly guaranteed to generate for all factions, while others are completely random.

This page explains the different types of buildings and detailed mechanics for each.

Core Buildings - These buildings are almost guaranteed to spawn in any faction's area.

* Towns - These are the main base of each faction and upgrading them becomes a critical part of gameplay.
* Ore Mine - Produces one ore per day.
* Lumber Mill - Produces one lumber per day.
* Gold Mine - Produces 500 gold per day.
* Sulfur Mine - Produces one sulfur per day.
* Guard Post - These large gates separate factions from each other and form an impassable barrier in the early game until faction can raise a large enough army to conquer and claim them. Afterwards, they ensure that invading armies must be big enough to defeat the gate garrison before crossing into enemy territory, thus preventing raiding by heroes with only a small force attached to them. They can be upgraded through 5 tiers starting at a cost of 4 lumber and 4 ore, to 6/6, 8/8, 10/10, and 12/12. Each tier of upgrade increased the number and sometimes type of defenders automatically garrisoning it when it is attacked.
* Obelisk
* Shrines
* Palace - Palaces are buildings which increase daily gold income and boost unit growth in a nearby town. They also give defensive bonuses

Common buildings - These buildings commonly spawn in a faction area, but might not.

* Docks - Allows heroes to purchase a boat for 5 lumber and some gold when captured. Will be re-captured by monsters after some time, so you may want to purchase several boats and park them along your coast so that your heroes do not need to have an army to re-capture the dock if they need to cross a water area.
* Extra mines - Second basic mines for gold or lumber, etc
* Clay Tower - Fight a group of creatures for artifacts and gold
* Brilliant Orb - Allows a visiting hero to meditate for two days to receive a permanent spellpower bonus.

Altered mines - frequency of non-standard mines

* Crystal Mine
* Alchemy Lab - Mines mercury
* Gem Mine
* Potential mines
* Derelict mines
* Overgrown mines

Vaults - Vaults are overworld dwellings protected by units, which give some resources when defeated and spawns reinforcements each week once captured

* Earthen Mine - Spawn Carvers
* Crystal Temple - Spawns Air Elementals
* Obsidian Maze - Spawns Stone Watchers
* Mage Palace - Spawns War Magi
* Trog Hovels - Spawns Trogzerkers
* Dwarven Treasury - Spawns Mountainguards
* Jade Fortress - Spawns Swamp Arrows
* Graveyard - Spawns Skeletons
* Ancient Grove - Spawns Moonbeasts

Monuments - Monuments are overworld dwellings which, once captured, can create units each week by paying gold or other resources. They can be upgraded to expand their weekly unit growth, and be used even without a hero nearby. Units can be purchased for any currency, not just gold, but also lumber, sulfur, gems, etc.

* Deckmate - Allows the purchase of Deckmates
* Blast Smithy - Allows the purchase of Blastmasters
* Beacon - Allows the purchase of Liches
* Armory - Allows the purchase of Arbalests
* Spirit Altar - Allows the purchase of Sunbringers
* Flower Fields - Allows the purchase of Forest Spirits
* Dead Forest - Allows the purchase of Furies
* Atoll - Allows the purchase of Temptress

Single-Use Buildings - These buildings can only be used once after which they no longer function

* Prison - Allows the first hero to conquer it the ability to buy an additional hero, after which it is empty
* Hunter's Outpost - Allows the first hero to conquer it the ability to purchase additional troops, after which it is empty

Adventure Buildings - A large diverse group of random building with various effects.

* Keep - Takes note of the first kind of unit you put in and exchanges all future units for that unit when they are similar. Some units will not exchange for more at all, and it seems to give less combat power back than is put in.
* Volcanic Cult - Trades any number of units for equivalent demons. Seems to give back less combat power than is put in.
* Far Post - Allows a hero to upgrade part of their army to elite units by trading in lower quality units.
* Brewery - Allows a hero to exchange their units for random units of equal value.
* Training Grounds - Allows a hero to spend gold to upgrade units to their upgraded version. Useful if you lack the resources to buy that type but have plenty of gold
* Artisan's Lodge - Allows you to exchange 5 of a unit type for the next tier of unit above them. Takes three days to process. Good for turning tier 5 units into tier 6 units.
* Tower of Mages - Allows a hero to sacrifice part of their army for a spellcasting bonuses
* Fort - Allows a hero to sacrifice part of their army for an experience bonus
* Sphinx - Asks the player a riddle...not clear what happens on a right or wrong answer...
* Crystallarium - Takes a number of gold between 1000 and 20000 in thousands. Takes between one and fourteen days to drop double the taken amount of gold on the ground around it.
* Black market
* Cloud Palace - Each hero may visit the Cloud Palace and make one wish for either peace or war. If the hero wishes for war, then all heroes anywhere on the map are teleported with their armies to the area adjacent to the cloud palace, where a giant battle inevitably occurs. If the hero wishes for peace, all heroes are teleported back to their home faction areas.
* Archery Range - Sells weekly random ranged units for gold
* Arcane Cloister - Sells weekly Golems for materials
* Fountain of Magic - Sells Elementals for mana
* Wind-Mill - Gives resources to the first hero who visits each week
* Trading Post - Allows visiting heroes to exchange resources for other resources. Exchanging is not free.

Hero Upgrade Buildings - These buildings allow the purchase of upgraded stats, skills, and equipment for heroes. They are randomly placed and not guaranteed in any faction area.

* Weaponsmith
* Ancient Tree - Takes a set of six rare resources (two of each rare type) in exchange for a one-time level up for each hero who visits it.
* Stable - Gives any visiting hero +4 movement each day for the rest of the week
* Forge
* Fountain of youth
* Stable
* Artifact Smithy
* Chapel - Gives each visiting hero a permanent morale bonus
* Dark Carnival - Fight an army of clowns for artifacts
* Witch's Hut - Allows the hero to train a random skill