Kings and Conquerors Wiki
Register
Advertisement

Production structures

Production structures are primarily involved with the task of training units. Although a few of them can function like enhancements and some also host valuable upgrades and abilities, their most valuable function is still the conversion of resources gathered from economic structures into peasants, warriors, and other assistants.

Name

Abilities

Resource
cost

Requirements

Special remarks

Small City

Ronsmallc
  • Trains Citizens and Slaves.
  • Extends your borders
  • Generates a small trickle of food and timber.
  • Can summon Mobs.
  • Base cost:
    Timber: 120
    Food: 60
  • Ramp:
    Food: 5
  • 1 Level of Administration Administration per City beyond your first.
  • Seleucids can build 2 Small Cities instead of 1 upon researching Level 1: Government Administration.
  • Required to built Enhancement-type structures, as well as certain Production structures
  • Build a Pyramid-type wonder to increase your cities
  • -75% cost for Seleucids.
  • +5 of Timber; Food and Metal each for Pontics.
  • +10 of Wealth for Macedonians

Large City

Roncity
  • Trains Citizens and Slaves.
  • Extends your borders
  • Generates a small trickle of food and timber.
  • Can summon Mobs.
  • Base cost:
    Timber: 120
    Food: 60
  • Ramp:
    Food: 5
  • 1 Level of Administration Administration per City beyond your first
  • 5 different structures within Small City radius.
  • Build a Pyramid-type wonder to increase your cities
  • All settlements constructed upgrade automatically to Large Cities for Bactrians
  • +5 of Timber; Food and Metal each for Pontics.
  • +10 of Wealth for Macedonians

Urbs

Mrto

(Romans )

  • Trains Citizens and Slaves.
  • Extends your borders, and can oversee a vast area of the map
  • Generates a small trickle of Food Food and Timber Timber.
  • Can summon Mobs.
  • Base cost:
    Timber: 120
    Food: 60
  • Ramp:
    Food: 5


  • Level 6: Jurisprudence Administration
  • 1 Level of Administration Administration per City beyond your first
  • 9 different structures within Small City radius.
  • Build a Pyramid-type wonder to increase your cities
  • +5 of Timber; Food and Metal each for Pontics.
  • +10 of Wealth for Macedonians

Assembly

Assembly
  • Base:
    Timber: 60
    Wealth: 30
  • Ramp:
    Wealth: 2
  • Level 1: Government Administration

Peasant Dwellings

Steph Barbarian 2
  • Trains Low-level foot units
  • Has a weak attack against enemy units
  • Base:
    Timber: 30
  • Ramp:
  • Timber: 1
  • Level 1: Government Administration

Tower 
House

Towerhouse

(Sabaean IconArmenian IconPontic Icon)

  • Trains Low-level foot units.
  • Is stronger and has more armour than Peasant Dwellings.
  • Base:
    Timber: 30
  • Ramp:
    Wealth: 2
  • Defensive strategy Mileng
  • Patronage Mileng

Outpost

Outpost icon
  • Extensive LOS with ability to detect cloaked units.
  • Trains mercenaries
  • Can be built anywhere, including hostile territory.
  • Base:
    Timber: 60
  • Ramp:
    Timber: 4
    Metal: 2

Stockade

London
  • Is stronger and has more armour than Outpost.
  • Extensive LOS with ability to detect cloaked units.
  • Trains mercenaries
  • Can be built anywhere, including hostile territory.
  • Base:
    Timber: 80
    Metal: 60
  • Ramp:
    Timber: 15
    Metal: 15
  • Level 5: Professional Corps Military
  • Offensive doctrine Mileng

Not available for:

  • Sarmatians
  • Suebi
  • Nabataeans

Barracks

Barracks
  • Trains regular foot units
  • Base:
    Timber: 120
  • Ramp:
    Timber: 25
  • Level 3: Physical Conditioning Military

Fortified 
Barracks

Fortbarracks

(All, except:Parthian IconBactrian IconNabataean IconSarmatian IconArmenian Icon )

  • Trains foot units
  • Stronger than Barracks, and can attack enemies.
  • Base:
    Timber: 140Wealth: 60
  • Ramp:
  • Wealth: 25
  • Level 5: Professional Corps Military
  • Offensive doctrine Mileng

Castra

Castra.j

(Romans)

  • Trains foot units
  • Stronger than Barracks, and can attack enemies.
  • Base:
    Timber: 140
    Wealth: 60
  • Ramp:
  • Wealth: 25
  • Level 5: Professional Corps Military
  • Offensive doctrine Mileng

Noble 
Residence

Insulae

(all, except Sarmatians, Sabaeans, Numidians)

  • Trains high-level units
  • Infantry and cavalry may be trained alike from this building
  • Base:
    Timber: 60
    Wealth: 120
  • Ramp:
  • Wealth: 40
  • Level 4: Recruitment Military research

Syssiton

Syssiton

(Chremonidean League)

  • Trains high-level units
  • Infantry and cavalry may be trained alike from this building
  • Base cost:
    Metal: 130
    Food: 60
  • Ramp: Food: 12
  • Level 1: Census Military
  • Level 1: Government Administration
  • Can be built in Small Cities

Broch

Broch

(Britons)

  • Contributes +2 Wonder Point Wonder Point bonus.
  • Trains high-level units
  • Infantry and cavalry may be trained alike from this building
  • Base:
    Metal: 130
    Timber: 60
  • Ramp:
  • Wealth: 40
  • Patronage Mileng
  • Good defensive bonuses, but is built slowly.
  • Can be built outside city radius.

Stable

Stable
  • Trains cavalry.
  • Base:
    Timber: 120
  • Ramp:
    Timber: 25
  • Level 2: Mercenaries Military

Meeting 
House

Meethouse
  • Sets your capital.
  • Hosts Policy research.
  • Trains elite units and spawns patriots as long as proper Policy upgrades were conducted.
  • Can detect hidden units within a limited LOS increased by each level of Science researched.
  • Base:
    Timber: 150
    Wealth: 200
  • Must be built within the radius of a city
  • Captured along with its host city.
  • This building automatically transfers your capital to its host city.
  • Can be built by Chremonidean League in any city beyond its second one to set the location of its secondary capital
  • Can be built for free by Suebi.

Palace

Phallus

(All, except
Suebi,
Lusitanians,
Nabataeans and
Sarmatians)

  • Sets your capital.
  • Hosts Policy research.
  • Trains elite units and spawns patriots as long as proper Policy upgrades were conducted.
  • Has extensive LOS which increases with each Science level attained, can detect hidden enemies and attack them.
  • Contributes +2 Wonder Point Wonder Point bonus.
  • Base:
    Timber: 150
    Wealth: 200
  • Despotism Mileng
  • Must be built within the radius of a city
  • Captured along with its host city.
  • This building automatically transfers your capital to its host city.
  • Can be built by Chremonidean League in any city beyond its second one to set the location of its secondary capital

Fort

Fort rom
  • Powerful point defence with immense LOS, but costly and vulnerable to siege attacks.
  • Conducts Strategy and Tactics upgrades.
  • Trains Officers and spies.
  • Base:
    Metal: 300
    Wealth: 100
  • Ramp:
    Metal: ?
    Wealth: ?
  • Level 4: Recruitment Military
  • Can attack enemies, and is not captured
  • Can't be built too close to another fort or a non-friendly border.
  • +3 range for Getae
  • 50% cheaper, built 25% faster with +3 added border push and available from the start for Macedonians.
  • 5 x 5 layout.

Citadel

Citadel

(All, except
Suebi, Nabataeans and
Sarmatians)

  • Very powerful point defence with immense LOS, but costly and vulnerable to siege attacks.
  • Conducts Strategy and Tactics upgrades.
  • Trains Officers and spies.
  • Base:
    Metal: 300
    Wealth: 100
  • Ramp:
    Metal: 75
    Wealth: 25
  • Level 5: Professional Corps Military
  • Defensive strategy Mileng
  • Can attack enemies, and is not captured
  • Can't be built too close to another fort or a non-friendly border.
  • +3 range for Getae
  • 50% cheaper, built 25% faster with +3 added border push and available from the start for Macedonians.
  • 8 x 8 layout.

Siege 
Workshop

Assédio
  • Constructs siege equipment and supply wagons.
  • Base:
    Timber: 60
    Metal: 60
  • Ramp:
    Timber: 25
  • Level 2: Mercenaries Military

Dock

Estaleiro
  • Constructs merchant marine fleet and light warships
  • Required to transport land units by boat
  • Base:
    Timber: 60
  • Ramp:
    Timber: 25
  • Level 1: Coinage Commerce

Note

Although their primary task isn't to create more units, some Enhancements, Defensive structures and Economic structures can create units, but usually these units are meant to be used primarily as support units, not combat.

Aside from Forts, Meeting Houses, Palaces, Lookouts and Outposts, most buildings have NO LOS available, so they cannot auto-detect and attack enemy units. Of these five buildings, the Fort can't detect hidden units, while Palaces have the most extensive LOS that can be expanded using Science research from the Civic Centre.

Enhancements

Enhancements are special buildings that primarilly handle providing buffs and conducting research, such as at the Civic Centre , that enhance your faction further. Usually only one instance of each building may be erected per city.

Name

Abilities

Resource
cost

Requirements

Special remarks

Civic Centre

Zivikkentrum
  • Conducts research for Science Science, Commerce Commerce, Civic Administration, and Military Military; as well as trunk technologies.
  • Base cost:
    Timber: 60
  • Ramp:
    Timber: 2
  • 1 per settlement
Built cheaper and faster for Pergamenes.

Sawmill

Sawmill
  • Base:
    Food: x
    Metal: yR
  • Ramp:
    Food: x
    Metal: yR
  • 1 per settlement

Forge
Foundry

  • Improves Metal Metal output of all mines in its host city
  • Hosts upgrades for Metallurgy and Supply .
  • Base:
    Timber;120
    Weaith: 80
  • Ramp:
    Timber; 4
  • 1 per settlement

Granary

Gran

(all except Suebi and Sarmatians)

  • Base:
    Timber;120
    Weaith: 80
  • Ramp:
    Timber; 4
  • 1 per settlement

Market

Market
  • Trains merchants and caravans
  • Creates a small stream of Wealth Wealth, and can be used to buy and sell resources
  • Base:
    Timber: 80
  • Ramp:
    Timber: 3
  • Level 1: Coinage Commerce

Temple

Creligious
  • Increases your Cities' tactical strength, and their ability to push Borders.
  • Conducts Taxation and Religion research.
  • Trains Priests.
  • Base:
    Timber: 80
  • Ramp:
    Timber: 3
  • 1 per settlement

Cultural 
Centre

42669625236
  • Contributes +2 Wonder Point Wonder Point bonus.
  • Can heal nearby units.
  • Patronage Mileng

Sporting 
Centre

Marathon
  • Contributes +1 Wonder Point Wonder Point bonus.
  • Generates Mobs for some Roman and Greek factions.
  • Populism Mileng

Defensive structures

What more can we say?
The main task of Defensive structures is to function as point defences to help defend your settlements from attack and kill intruders.

Name

Abilities

Resource
cost

Requirements

Special remarks

Watchtower

City
  • Basic point defence.
  • Base cost:
    Timber: 50
    Metal: 50
  • Ramp:
    Timber: 15
    Metal: 15
  • Level 1: Census Military
  • Build a Pyramid-type wonder to increase your cities
  • Added range for Getae

Guard 
Tower

Stockade rom

(all except Sarmatians , Suebi and Nabataeans)

  • Advanced point defence, stronger than Watchtower.
  • Can hold a.larger garrison.
  • Base cost:
    Wealth: 80
    Metal: 50
  • Ramp:
    Wealth: 15
    Metal: 15
  • Level 5: Professional Corps Military
  • Defensive strategy Mileng
  • Build a Pyramid-type wonder to increase your cities.
  • Added range for Getae

Economic structures

Economic structures are just that — their primary task is to drag resources you can use to either create more buildings, or create minions from them to impose your will and ultimately win the game.

Name

Abilities

Resource
cost

Special remarks

Mine

Mine
  • Extracts metal Metal from mountains and cliffs.
  • Base:
    Timber: 50
  • Ramp:
    Timber: 20

Woodcutter's Camp

Woodcut
  • Extracts timber Timber from forests.
  • Base:
    Food: 50
  • Ramp:
    Food: 20

Farm

Farm

(all except Sarmatians)

  • Generates food Food.
  • Base:
    Timber: 40
  • Ramp:
    Timber: 4

Wonders

See here .

Advertisement