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

Barracks 
 Houses 36 military units.
 Provides 0 jobs.
 Houses 0 people.
 Houses 15 draftees.

Battery 
 Drains 2 mana per tick per artefact in the realm.
 Only effective on up to 5% of land.
 +10 artefact aegis restoration per tick

Bazaar 
 Must be devoted to Barathu Bint to build or use this building.
 Gold production increased by 2% for every 1% (max +10%).
 Resource exchange rates improved by 4% for every 1% (max +20%).

Constabulary 
 Spy strength on defense increased by 10% for every 1%.
 Houses 40 spies and units that count as spies.
 Houses 0 people.

Dwelling 
 Houses 34 people.
 Provides 0 jobs.

Factory 
 2% construction costs for every 1% (max 30% reduction).
 1.3% construction time for every 1% (max 20% reduction).
 1.5% cost of machine units for every 1% (max 15% reduction).

Farm 
 Produces 50 food per tick.

Gem Mine 
 Produces 6 gems per tick.

Gold Mine 
 Produces 40 gold per tick.

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

Guard Tower 
 Defensive power increased by 1.5% for every 1% (max +30% DP).

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

Infirmary 
 2.5% defensive casualties for every 1% (max 50% reduction).
 2.5% ofensive casualties for every 1% (max 50% reduction).
 1.25% population growth rate for every 1%.

Lapidary 
 Must be devoted to Mirnon to build or use this building.
 +3% improvement points from gems for every 1% (max +30%)
 +3% improvement points from ore for every 1% (max +30%)

Military Academy 
 Prestige gains increased by 5% for every 1% (max +50%)

Monument 
 Increases deity perks 5% for every 1% (max +100%)

Ore Mine 
 Produces 35 ore per tick.

Powder Mill 
 Produces 4 gunpowder per tick.
 200 gunpowder storage.

Redoubt 
 Must be devoted to Bregon to build or use this building.
 Houses 36 military units.
 Houses 0 people.
 Defensive power increased by 0.3% for every 1% (max +15% DP).
 Houses 15 draftees.
 Provides 10 jobs.

Sanctuary 
 Must be devoted to Druva to build or use this building.
 Food production increased by 4% for every 1% (max +40%).
 Lumber production increased by 4% for every 1% (max +40%).
 4% population growth rate for every 1% (max 40%).
 4% defensive casualties for every 1% (max 40% reduction).

Saw Mill 
 Produces 35 lumber per tick.

School 
 Improvements increased by 1.75% for every 1%.

Spire 
 Must be devoted to Sazal to build or use this building.
 Produces 20 mana per tick.
 +5% spell duration for every 1% (max +100%).

Stone Wall 
 Defensive power increased by 1.25% for every 1% (max +50% DP).
 Provides 12 raw defensive power.

Syndicate Quarters 
 +2% resources stolen for every 1% (max +40%).
 2% cost of spies for every 1% (max 40% reduction).
 Houses 40 spies and units that count as spies.
 Houses 0 people.

Tavern 
 Morale increased by 4% for every 1% (max +20%)

Tower 
 Produces 20 mana per tick.

Training Grounds 
 Offensive power increased by 1.5% for every 1% (max +30% OP)

University 
 Must be devoted to Ix to build or use this building.
 Generates 100 XP per tick.
 You can at most have one per 100 Schools, Chrysalis, Orchards, and Institutes. Unpaired buildings are not effective.

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

Watch Tower 
 1.5% defensive modifiers for enemy dominions for every 1% (max 30% or 0% defensive modifiers).

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

Wizard Guild 
 Wizard strength recovery increased by 0.15% for every 1% (max +3%).
 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.
