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
| Need | Compare first | Why you would choose it |
|---|---|---|
| More food production | Farmland, Irrigation Works | Direct agricultural investment on suitable land |
| Food resilience and population room | Granary | Storage and capacity alongside some output |
| Materials for future construction | Lumber Camp, Mine, Workshop Row | Establish a production base instead of repeatedly waiting for stock |
| Knowledge | Academy | A dedicated research input on permitted land |
| Gold and connected commerce | Market Square, Trade House, Treasury | Different combinations of production, trade and storage |
| Recruitment | Barracks | Required infrastructure for military units |
| Defense of a meaningful target | Stone Walls, Watchtower, Great Keep | Different 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.
| Building | Materials / Gold / Knowledge | Level · Max | Technology | Allowed land |
|---|---|---|---|---|
| Farmland | 20 / 0 / 0 | 0 · 3 | None | 11 land types
|
| Granary | 34 / 12 / 0 | 1 · 1 | Crop Rotation | 5 land types
|
| Irrigation Works | 46 / 26 / 0 | 2 · 1 | Irrigation | 3 land types
|
| Lumber Camp | 24 / 0 / 0 | 0 · 2 | None | 3 land types
|
| Mine | 38 / 14 / 0 | 1 · 2 | None | 3 land types
|
| Workshop Row | 44 / 20 / 0 | 1 · 1 | None | 12 land types
|
| Market Square | 34 / 20 / 0 | 1 · 1 | Markets | 10 land types
|
| Trade House | 40 / 34 / 0 | 2 · 1 | Trade Routes | 2 land types
|
| Treasury | 52 / 60 / 0 | 2 · 1 | Banking | 3 land types
|
| Academy | 44 / 34 / 0 | 1 · 1 | None | 5 land types
|
| Guild Hall | 56 / 48 / 0 | 2 · 1 | Commercial Guilds | 5 land types
|
| Harbour | 40 / 26 / 0 | 1 · 1 | None | 1 land types
|
| Barracks | 38 / 20 / 0 | 1 · 1 | None | 12 land types
|
| Stone Walls | 62 / 18 / 0 | 1 · 1 | Stone Construction | 12 land types
|
| Watchtower | 26 / 8 / 0 | 0 · 1 | Fortification | 12 land types
|
| Great Keep | 78 / 56 / 20 | 2 · 1 | Advanced Masonry | 6 land types
|