BUILD A KINGDOM

Buildings: costs, unlocks and where to build

Look up all 16 Kingsreach buildings with base costs, technology prerequisites, development requirements, copy limits and eligible terrain.

THE QUICK ANSWER

A building needs more than an unlock: the holding must permit it, meet its development requirement, have room under the building's copy limit and afford the cost. Use the reference to check those gates, then choose construction that fixes the next economic or military bottleneck.

On this page

Check the four construction gates

If a building is unavailable, inspect land type, development, technology and copy limit before saving up more materials. Missing the correct technology is only one possible cause.

For example, the Academy requires development level 1 but no technology. Yet not every terrain allows it. The Granary requires Crop Rotation, while Irrigation Works needs the later Irrigation technology and development level 2. A city may have unlocked the building at kingdom level while still failing its local requirements.

Level 2 is the Town threshold used by specialisation. The table shows base costs in the resource order food, materials, gold, Knowledge. Actual prices can change with faction and research effects.

Build for the next constraint

NeedCompare firstWhy you would choose it
More food productionFarmland, Irrigation WorksDirect agricultural investment on suitable land
Food resilience and population roomGranaryStorage and capacity alongside some output
Materials for future constructionLumber Camp, Mine, Workshop RowEstablish a production base instead of repeatedly waiting for stock
KnowledgeAcademyA dedicated research input on permitted land
Gold and connected commerceMarket Square, Trade House, TreasuryDifferent combinations of production, trade and storage
RecruitmentBarracksRequired infrastructure for military units
Defense of a meaningful targetStone Walls, Watchtower, Great KeepDifferent defensive investments with different unlocks

Start with the cheapest investment that actually solves the problem. A food-storage building is not interchangeable with farm production. A military building on a quiet rear holding is not automatically worth more than economic infrastructure at the city supplying your active frontier.

Understand technology unlocks

Crop Rotation unlocks the Granary. Irrigation unlocks Irrigation Works. Markets unlocks Market Square, Trade Routes unlocks Trade House, and Banking unlocks Treasury. Commercial Guilds unlocks Guild Hall.

Stone Construction unlocks Stone Walls. Fortification unlocks Watchtower. Advanced Masonry unlocks Great Keep. Several useful early structures—including Farmland, Lumber Camp, Mine, Workshop Row, Academy, Harbour and Barracks—have no technology prerequisite, although they still have terrain and development rules.

Use the research planner to calculate the full route to a required technology. Do not confuse the last technology’s cost with the total investment required to reach it.

Choose the location before the building

Terrain restrictions create real planning decisions. The Royal Seat allows an Academy but not a Mine. Iron Hills permits a Mine but not an Academy. Harbour is available at Harbour Town; it is not a general-purpose food-and-gold building for every inland city.

Specialisation adds another layer. A Forge Works city supports a materials role, while Seat of Learning supports Knowledge. Choose a location that supports the necessary buildings before paying for the role. See expansion and specialisation for the full preferred-land comparison.

After construction, verify the result

Reopen the city and check the quantity you intended to improve: food output, population room, Knowledge income or recruitment availability. If that quantity remains constrained, inspect its other conditions before repeating the purchase elsewhere.

For a Barracks, check the unit-specific technology too: cavalry needs Standing Army, and siege units accept Siege Engineering or Royal Siegecraft. For a food investment, compare the new production with the burden from recent population growth or mustering. The food troubleshooting guide helps separate those effects.

Building reference

All 16 buildings. Costs are base materials / gold / Knowledge; every listed building has zero base food cost. Active modifiers can change the price. Level is the local development requirement; max is copies per holding.

16 buildings

Scroll sideways to compare requirements.

BuildingMaterials / Gold / KnowledgeLevel · MaxTechnologyAllowed land
Farmland20 / 0 / 00 · 3None
11 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
  • Iron Hills
  • Kingswood
  • River Crossing
  • Harbour Town
  • Highlands
  • Ancient Observatory
  • Old Town
  • The Crossroads
Granary34 / 12 / 01 · 1Crop Rotation
5 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
  • River Crossing
  • Old Town
Irrigation Works46 / 26 / 02 · 1Irrigation
3 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
Lumber Camp24 / 0 / 00 · 2None
3 land types
  • Royal Seat
  • Kingswood
  • Highlands
Mine38 / 14 / 01 · 2None
3 land types
  • Iron Hills
  • Highlands
  • Mountain Pass
Workshop Row44 / 20 / 01 · 1None
12 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
  • Iron Hills
  • Kingswood
  • River Crossing
  • Harbour Town
  • Highlands
  • Mountain Pass
  • Ancient Observatory
  • Old Town
  • The Crossroads
Market Square34 / 20 / 01 · 1Markets
10 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
  • Iron Hills
  • Kingswood
  • River Crossing
  • Harbour Town
  • Ancient Observatory
  • Old Town
  • The Crossroads
Trade House40 / 34 / 02 · 1Trade Routes
2 land types
  • River Crossing
  • The Crossroads
Treasury52 / 60 / 02 · 1Banking
3 land types
  • Royal Seat
  • Harbour Town
  • The Crossroads
Academy44 / 34 / 01 · 1None
5 land types
  • Royal Seat
  • Open Plains
  • Harbour Town
  • Ancient Observatory
  • Old Town
Guild Hall56 / 48 / 02 · 1Commercial Guilds
5 land types
  • Royal Seat
  • Open Plains
  • Ancient Observatory
  • Old Town
  • The Crossroads
Harbour40 / 26 / 01 · 1None
1 land types
  • Harbour Town
Barracks38 / 20 / 01 · 1None
12 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
  • Iron Hills
  • Kingswood
  • River Crossing
  • Harbour Town
  • Highlands
  • Mountain Pass
  • Ancient Observatory
  • Old Town
  • The Crossroads
Stone Walls62 / 18 / 01 · 1Stone Construction
12 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
  • Iron Hills
  • Kingswood
  • River Crossing
  • Harbour Town
  • Highlands
  • Mountain Pass
  • Ancient Observatory
  • Old Town
  • The Crossroads
Watchtower26 / 8 / 00 · 1Fortification
12 land types
  • Royal Seat
  • Open Plains
  • Fertile Basin
  • Iron Hills
  • Kingswood
  • River Crossing
  • Harbour Town
  • Highlands
  • Mountain Pass
  • Ancient Observatory
  • Old Town
  • The Crossroads
Great Keep78 / 56 / 202 · 1Advanced Masonry
6 land types
  • Royal Seat
  • Iron Hills
  • River Crossing
  • Highlands
  • Mountain Pass
  • Old Town

MAKE YOUR NEXT MOVE

Keep building your plan

Food, population & growth Find the bottleneck between a full store, growing cities and a hungry army. Expansion & city specialisations Choose land, connect the frontier and give each town a purpose. Research routes & doctrine choices Keep the desk working. Plan prerequisites across all 35 technologies.