Academy, Buildings, and City Management
The Academy, Production Buildings, Storage, and other key structures are essential for building a thriving city and a powerful army in the game. New mechanics for troop research, resource production, and building relocation, along with updates to population and civilization tracking, give you the tools to optimize your strategy. This guide explains how these buildings work, how to manage resources, and how they tie into your overall gameplay, ensuring you’re ready to dominate.
Academy: Troop Research and Upgrades
The Academy is where you unlock and enhance your troops, making them stronger and more versatile.
Functionality:
Research: Unlocks the ability to train specific troops (e.g., Counsellor) in their respective Barracks (Barracks, Stable, Workshop, see Barracks guide).
Upgrades: Increases troop power (e.g., attack, defense) with each level.
Research Process:
Each troop has a research card in the Academy.
Researching the Counsellor (one level only) unlocks its training in the Barracks (or Town Hall for specialists). The Counsellor’s card turns inactive after research.
Other troops’ cards activate in their respective Barracks after research (e.g., Spearman in Barracks, Knight in Stable).
Upgrade Process:
Upgrading a troop increases its stats until it reaches the maximum level.
At max level, the upgrade button is disabled, and “Max Level” is displayed next to the troop’s level.
Cancellation:
Canceling a research or upgrade prompts: “Do you want to cancel the troop Research/upgrade? Warning: 50% of resources will be deducted as a penalty.”
Yes: Cancels the process, refunds 50% of resources, and stops the research/upgrade.
Cancel: Closes the prompt
Upgrades:
Upgrading the Academy reduces research and upgrade time by X%.
Air defence Building
The Air defence Building is a defensive structure designed to counter Balloons.
Functionality:
Exclusively targets Balloons during enemy attacks, reducing their numbers before they can damage buildings.
Has no effect on other troops or war machines (e.g., Catapults, Battering Rams).
Impact:
Destroys Balloons based on its level and power (details in buildings document).
Critical for defending against Battle attacks that include Balloons (see Camp guide).
Wall
The Wall enhances your city’s defensive capabilities.
Functionality:
Increases the defensive power of your troops by X% (as specified in the buildings document) during enemy attacks.
Upgrades:
Higher Wall levels provide greater defensive boosts, making your city harder to conquer.
Interaction:
Vulnerable to Battering Rams in Battle attacks, which reduce its health and potentially lower its level (see Camp guide).
Production Buildings
Production Buildings generate resources essential for training troops, upgrading buildings, and sustaining your city. These include Farm, Lumber Mill, Quarry, Forge, and Elixir Mine.
General Mechanics:
Production Rate: Displayed as resources per hour in the building’s menu (as specified in the buildings document).
Resource Addition: Resources are added to your Storage every minute, calculated as 1/60th of the hourly rate.
Example: If a Farm produces 1,200 Wheat/hour, it adds 1,200 ÷ 60 = 20 Wheat/minute.
Dynamic Updates: The production rate updates instantly with building upgrades or other boosts (e.g., Bakery for Wheat), and the per-minute addition reflects the current rate.
Specific Buildings:
Farm:
Produces Wheat.
Upgrading increases Wheat production per hour.
Wheat can go negative if consumption (e.g., by troops’ consumer units) exceeds production, draining stored Wheat.
Lumber Mill:
Produces Wood.
Upgrading increases Wood production.
Cannot go negative; production stops if storage is full.
Quarry:
Produces Stone.
Same mechanics as Lumber Mill.
Forge:
Produces Iron.
Same mechanics as Lumber Mill.
Elixir Mine:
Produces Elixir.
Same mechanics as Lumber Mill, but Elixir storage is lower (see Storage below).
Bakery
The Bakery boosts Wheat production, critical for sustaining your troops and population.
Functionality:
Increases Farm’s Wheat production by X% (as specified in the buildings document).
Upgrades:
Higher Bakery levels provide larger Wheat production boosts, reducing the risk of negative Wheat balance.
Interaction:
Works in tandem with the Farm, updating the Farm’s per-hour and per-minute production rates instantly.
Storage Building
The Storage Building holds your resources (Wood, Stone, Iron, Wheat, Elixir), with capacity increasing through upgrades.
Initial Capacity:
Before building the Storage (e.g., in a new city or after signup), you can store 2,500 units of each resource (Wood, Stone, Iron, Wheat, Elixir).
This applies to all new cities until the Storage is built.
Upgrades:
Upgrading increases storage capacity (as specified in the buildings document, not provided here).
Elixir Storage:
Elixir has a lower storage capacity than other resources:
Level 1: 1,000
Level 5: 20,000
Level 10: 100,000
Level 15: 250,000
Level 20: 500,000
Level 25: 800,000
Level 30: 1,200,000
Overflow Rule:
If resources (from production or looting) exceed storage capacity, the excess is lost and not saved.
Example: If your Wood storage is 10,000 and you loot 12,000 Wood, only 10,000 is stored, and 2,000 is lost.
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