There are two categories of structures, rural and military. Rural structures focus on developing a stronger economy to facilitate improvements, future growth and/or expansion. In the same regard, military structures focus on increasing the efficiency of your army in a variety of areas to better enable you to either fend off potential invaders or maybe to aid you in overcoming your opponent in an offensive assault.

Note : A turn is equal to 0.5 game months (1 real life hour)

Rural
Structure Name Max (%) Effect / Output
Farms
7.5 %
Each farm produces 50 bushels per turn
Market Places
10.0 %
Increased revenue %*6
Cathedrals
10.0 %
Trains mages per turn based on %. 7.5*% chance of spell success
Towers
10.0 %
Each tower produces 1 mana stone per turn
Temples
10.0 %
%*7.5 chance that hostile spells will fail. %*10 to identify the spell caster
Guild Halls
10.0 %
Trains blackguards per turn based on %. 7.5*% chance of espionage success
Sentry Towers
10.0 %
%*7.5 hostile espionage will fail. %*10 to identify those performing the operation
Academies
7.5 %
Reduces realm research costs by %*6
Fortress
10.0 %
Reduced land losses by %*3. Reduce resource losses by %*4
Catacombs
7.5 %
%*6 reduction in serf/mage/blackguard losses due to hostile sorcery/espionage
Torture Chambers
10.0 %
Increase approval rating by %

Military
Structure Name Max (%) Effect / Output
Barracks
5.0 %
Increases offensive rating by %*4
Stables
5.0 %
Reduces military return time by %*5
Siege Workshops
5.0 %
Produces trebuchets per turn based on %. Determines maximum trebuchet capacity
Docks
5.0 %
Produces transports per turn based on %. Determines maximum transport capacity
Fortified Walls
10.0 %
Increases defensive rating by %*1.5
Moats
10.0 %
Delays attackers return time by %*4. Increases defensive rating by %
Forges
10.0 %
Reduce military training costs by %*3
Armouries
7.5 %
Reduce military wages by %*6
Apothecaries
10.0 %
%*4 less military losses due to sorcery/espionage/combat
Guard Houses
5.0 %
Reduces desertion losses by %*10. Increases morale by %




Approval rating can raise the buildings efficiency more than its allowed. For example the maximum percentage of guilds is 10% assuming 100% approval rating (regardless is it's 15% etc). However if you had a 120% approval rating you would in essence have 12% guilds

Torture Chamber is the only structure whose productivity is not affected by the Approval Rating

If you are above 100% density, 10% of the overpopulated serfs will leave each year until the serf population reaches the maximum population

Serf growth bonuses will be given to total serfs under 20,000. This will help serfs growths at low levels

If you are overpopulated the following occurs : Reduce from unskilled, reduce from each structure equally (first from trained, then untrained). If the realm is still overpopulated, it will then reduce from the military. First taking from the Militia, then randomly from the rest of your army (first from those at home, then from those that are away). Preference will always be to military buildings. You will lose rural structures first.

Structure percentages are based on the total population rather than the max population limit. This facilitates a more consistent efficiency.

If draft is above 75%, you will automatically untrain military for serfs (there has to be a minimum 25% serfs compared to total population)