Buildings common to all towns
|Village Hall||N/A||N/A||Automatically part of all towns; provides an income of 500 per day.|
| • Village Hall
|Provides 1000 per day.|
| • Town Hall
• Mage Guild Level 1
|Provides 2000 per day.|
| • City Hall
| Provides 4000 per day.
|• Village Hall||Adds walls to a town|
|• Fort||Adds moat and primary arrow tower to a town. Increases production of creature dwellings by 50%.|
|• Citadel|| Adds two secondary arrow towers, standard walls are strengthened to fortified walls. Increases production of creature dwellings by 100%.
|Mage Guild Level 1||
|• Village Hall||Five level 1 spells become available for heroes to learn. Heroes are able to purchase a spell book from the guild for 500 .|
|Mage Guild Level 2||
|• Mage Guild Level 1||Four level 2 spells become available for heroes to learn.|
|Mage Guild Level 3||
|• Mage Guild Level 2||Three level 3 spells become available for heroes to learn.|
|Mage Guild Level 4||
|• Mage Guild Level 3||Two level 4 spells become available for heroes to learn.|
|Mage Guild Level 5||
|• Mage Guild Level 4||One level 5 spell becomes available for heroes to learn.|
As described in the manual, the hall is the center of leadership, that provide the kingdom with income in the form of gold (). There are four types of halls available for every faction. The smallest one is called Village Hall, which is always present in every town providing 500 per day. The upgraded version of Village Hall is Town Hall, which provides the kingdom 1000 per day. The largest hall every city can have is City Hall with an income of 2000 per day. Additionally, the kingdom may upgrade one City Hall into Capitol, which will provide 4000 per day. If the enemy captures the Capitol, and they already own a Capitol, it is automatically downgraded into City Hall. Otherwise it is retained.
As stated in the manual, castles provide increased security for towns. Fort adds wall to town's defenses. The wall is impassable by enemy creatures (without flying), but has a a drawbridge for defending creatures to pass through, back and forth if needed. Fort is also prerequisite for all creature dwellings. Additionally, building a Fort to a town changes the town's appearance on the Adventure Map.
The upgrade to Fort is Citadel, which adds primary arrow tower to town's defenses, and also adds a moat in front of the wall. An exception to this are Tower towns, which do not have a moat but instead building a Citadel adds several Land Mines in front of the wall. One of the greatest advantages of the moat is, that ground units end their movement to it, and cannot move further until their next round (see additional features Moat page). Note that this also works for defending creatures trying to get across the moat. Additionally, Citadel increases the creature dwellings' growth by 50%.
The final defense structure is Castle, which adds two more (secondary) arrow towers and strengthens the wall. The two arrow towers have half the strength of the primary tower added by Citadel. Further, production of creature dwellings is increased by 100%.
Mage guilds are structures that teaches heroes new spells and only place where heroes can acquire a spell book for a price of 500 . Mage guilds may be upgraded level-by-level up to fifth level in most of the towns. The exceptions are Stronghold and Fortress which may only upgrade mage guild up to level three, and Castle which may upgrade mage guild up to level four. Each level a selectively random set of spells becomes available at the guild. Selectively random means that different towns have different probabilities for specific spells. For example, Inferno towns have higher odds of having fire school spells. A mage guild upgraded up to level five will teach:
- Five 1st level spells
- Four 2nd level spells
- Three 3rd level spells (highest mage guild in Stronghold and Fortress)
- Two 4th level spells (highest mage guild in Castle )
- One 5th level spell
Additionally, Tower with Library will teach one extra spell of each level, and Conflux with Aurora Borealis will teach every non-banned spell. It should be noted that the map maker can disable almost all spells - for some reason at least one spell has to be left available in map editor. This means that some or none of the slots may be left empty even if a mage guild is built or upgraded. In addition to variances in spell probabilities within each town, there are several spells that can not appear in each town's mage guild. They are as follows:
If a hero runs low on spell points he can refill at a Magic Well or he may stay overnight in a town with a Mage Guild.
See also: Spell probabilities by town
Marketplace is structure where a player can trade resources to other resources, or give resources to other players. The number of owned marketplaces also denotes how much information is shown in Thieves' Guild – with five marketplaces a player receives all possible information. The number of marketplaces also denotes trading rates in Artifact Merchants, which can only be build in Tower, Dungeon, and Conflux towns, as well as trading rate in Freelancer's Guild, which can be build in Stronghold towns. Like in resource trading, the cheapest trading rate in these special buildings is reached with nine or more marketplaces.
|Tavern as seen on Adventure Map.|
Tavern is a building where a player may hire heroes, visit Thieves' Guild and hear rumors. It also increases morale of the defending hero's army by +1. Additionally, Taverns can also be found on Adventure Map, where they have the same functions except the morale increase. In original Restoration of Erathia, the heroes available for hiring in a Tavern on Adventure Map were different than the ones in towns' taverns. However, this was changed somewhere along the updates.
Heroes can be hired to the service of kingdom at the price of 2500 . There are always two new heroes available for hire, and if one is hired, a new one will appear. However, at the beginning of each week (including the beginning of the map), the two heroes have a random number of creatures with them associated with the town type they represent. After either one is hired, the new hero appearing will only have one non-upgraded first level creature in his army. Additionally, at the beginning of each week, at least one of the heroes (left one) will be from the town the player represents. In original Restoration of Erathia, heroes always had a new set of creatures with them, which lead to tactics where players hired several heroes in order to speed up the beginning.
In the tavern screen above the heroes is a small rectangle where bar keeper whispers rumors. The game has a bunch of built-in rumors, but the map maker can enter own rumors as many of as he sees fit. This in mind, rumors can be extremely helpful or completely nonsense. Default rumors can for example reveal the terrain of which the grail is buried or which player has the most artifacts.
Thieves' Guild is in-build part of the tavern. It provides information on the relative strength of all the players and heroes. Each player is portrayed by a flag of their color which is placed further to the left depending on their rank regarding listed information. The information available in Thieves' Guilds are dependent on the number of towns a player controls.
|Statistics||Number of towns|
|Number of towns||X||X||X||X||X|
|Number of heroes||X||X||X||X||X|
|Wood & ore||X||X||X||X|
|Mercury, sulfur, crystal & gems||X||X||X|
|Kingdom army strength||X||X|
| * Only portrait and name |
** Primary skills
Heroes stationed inside towns, are not included in the best hero category. However, this is not true in the strongest monster category.
The number of taverns you own modifies what you can see when right-clicking an opponent's town on the adventure map. If you have no taverns, an opponent's town will appear to have no garrisoned creatures. With one tavern, the creature stacks are shown but not their numbers. With two taverns, the creature stacks and their approximate numbers are shown.
Blacksmiths & Resource Silos
Resource silo is one of the standard buildings. It produces additional resources, depending on the town it is built in. Resource silos all produce either the resource required for that town's level 7 unit, or 1 Wood and 1 Ore. Wood and Ore resource silos might be better for building up your town (especially on maps with few resources), but a resource silo that produces magical resources, combined with a Capitol, can make Rampart and Dungeon towns self-sufficient - the town produces enough gold and resources to buy all of it's units every week (provided that there isn't a special week or month). Inferno towns are almost self-sufficient, running at a loss of only 90 per week.
- Castle: +1 and +1
- Rampart: +1
- Tower: +1
- Inferno: +1
- Necropolis: +1 and +1
- Dungeon: +1
- Stronghold: +1 and +1
- Fortress: +1 and +1
- Conflux: +1
Cost: 5000 + 5