Aqueduct 
Water 
 Food production increased by 8% for every 1% (max +40%).
 18% population growth rate for every 1%.

Automated Mine 
Mountain 
 Produces 120 ore per tick.
 Produces 30 gems per tick.
 Provides 0 jobs.
 Houses 0 people.
 Requires Automated Mining research to build.

Barracks 
Hill 
 Houses 36 military units.
 Provides 0 jobs.
 Houses 0 people.

Bloodstone 
Mountain 
 Blood improvement points worth increased by 5% for every 1% (max +100%)

Camp 
Forest 
 Houses 8 military units.
 Unit gold costs 2% for every 1% (max 50% reduction).
 Unit ore costs 2% for every 1% (max 50% reduction).

Constabulary 
Hill 
 Spy strength on defense increased by 20% for every 1%.
 Houses 40 spies and units that count as spies.
 Houses 0 people.

Dock 
Water 
 Resource exchange rates improved by 4% for every 1% (max +20%).
 Produces 40 food per tick.
 XP generation increased by 5% for every 1% (max +25%).

Factory 
Hill 
 Construction costs decreased by 5% for every 1% (max 50% reduction).
 Rezoning costs decreased by 5% for every 1% (max 50% reduction).
 Construction time decreased by 2.5% for every 1% (max 25% reduction).

Farm 
Plain 
 Produces 80 food per tick.

Gold Mine 
Plain 
 Produces 50 gold per tick.

Granary 
Forest 
 Protects 25000 food from theft.
 Protects 12500 lumber from theft.

Grove 
Forest 
 Houses 30 people.
 Provides 0 jobs.

Guard Tower 
Hill 
 Defensive power increased by 1.8% for every 1% (max +36% DP).

Lumberyard 
Forest 
 Produces 50 lumber per tick.

Military Academy 
Hill 
 Offensive power increased by 1.8% for every 1% (max +36% OP)

Ore Mine 
Mountain 
 Produces 60 ore per tick.

Shrine 
Forest 
 Prestige gains increased by 2.5% for every 1% (max +25%)
 Defensive casualties decreased by 5% for every 1% (max 50% reduction).
 Offensive casualties decreased by 5% for every 1% (max 50% reduction).

Tower 
Swamp 
 Produces 25 mana per tick.

Vault 
Mountain 
 Protects 25000 gold from theft.
 Protects 2500 gems from theft.
 Protects 10000 ore from theft.

Watch Tower 
Swamp 
 1.8% target defensive modifiers for every 1% (max 36% or 0% defensive modifiers).

Watermill 
Water 
 Ore production increased by 4% for every 1% (max +20%).
 Gem production increased by 4% for every 1% (max +20%).

Wizard Academy 
Forest 
 Wizard strength on defense increased by 20% for every 1%.
 Houses 40 wizards and units that count as wizards.
 Houses 0 people.

Wizard Guild 
Swamp 
 Wizard strength recovery increased by 0.1% for every 1% (max +2%).
 Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
 Spell mana costs decreased by 2% for every 1% (max 40% reduction).
 Houses 40 wizards and units that count as wizards.
 Houses 0 people.
