Towns

Towns are the home base of each Faction, and all players start at their home town. Over the course of the game, players may conquer other towns, or discover neutral ones to clear out and take over.

Each town consists of buildings. These are different from the buildings found in the world map. A town starts with almost no buildings and must be constructed over the course of the game. Buildings can be built either by clicking on the empty plots of land shown in the town or by using the town planning chart in the bottom left. Only one building per day may be built in each town. It is usually optimal to build one building per day with this limitation in mind.

Buildings will cost some combination of gold or other resources.

# Planning Chart

The planning chart shows which buildings can be built and which are blocked. Blocked buildings are unavailable to be built because either:

* The player doesn't have enough gold/resources
* The town is not high enough level to build that building
* A prerequisite building has not been built.

The prerequisite buildings are shown by a line between two buildings on the planner. **Which buildings are prerequisite for which others is part of random generation, so look carefully at your town when you start as these random prerequisites will affect your upgrade path and be different each playthrough.**

# Town level

Town level depends on the number of buildings built, and is shown in the bottom left of the town screen. Special buffs are available to be selected (from one of three randomized options) at ranks 2, 4 and 6. These buffs include:

* Urbanization: Increases daily gold income by 250.
* Commercial Centre: Gives a medium amount of gold, ore, wood, crystal, mercury and sulphur once a week.
* Royal Institution: Gives a one-time boost that makes all your heroes level up.
* Grand Bazaar: Greatly increases the exchange rate for trading resources at the Marketplace.
* Enchanted Wares: Improves the quality of artifacts sold at the Artificer.
* Industrial Smithy: Makes the first aid tent and ballista free at the Engineer, if your town has an engineer building.
* Medical School: Increases units saved by Infirmary by +5% if this town is the active Infirmary. Also reduces cost of constructing the Hospital.
* War Academy: Gives +2 Attack to all current heroes and future heroes recruited here.
* Mithril Armour: Gives +2 Defense to all current heroes and to future heroes recruited here.
* Grand Library: Gives +2 Knowledge to all current heroes and to future heroes recruited here.
* Well of Power: Gives +2 Spellpower to all current heroes and to future heroes recruited here.
* Centre of Kismet: Gives +1 Luck to all current heroes and to future heroes recruited here.
* Patriotism: Gives +1 Morale to all current heroes and to future heroes recruited here.
* Grand Army: Increases weekly growth of all creatures with base growth 4 or more by 15%.
* (unit) Specialist: Increases the weekly amount of this (unit) your town can create.

# Recruiting units

At least six buildings in each town unlock the recruitment of units, (plus some unique buildings associated with each Faction). If the building has been constructed for a unit type, it will allow some number of that unit to be recruited each week. If the player does not recruit those units they are not lost at the end of the week, but add up. Therefore the earlier you can build your recruiting buildings, the more units you will be able to recruit from that building, even if you don't actually purchase those units until the last week of the game.