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Buildings

From Dawn of Embers Wiki

Buildings in Dawn of Embers house your population, store your resources, train your army and defend your territory. All buildings are constructed by Villagers.

Categories

The build menu groups buildings into four tabs:

  • Economy: housing, resource drop-off camps, the Town Hall, the Trading Hub and the Fishing Docks.
  • Military: buildings that train soldiers, siege engines and warships.
  • Defensive: walls, gates and towers.
  • Unique: the Stronghold.

Farm Plots are not in the build menu; they are built from a finished Farmers Camp. Machicolations is currently disabled.

All buildings

Numbers are the base values from the game's balance sheet. Build time is for one villager; see Construction for how more builders speed it up.

Building Category HP Wood Stone Gold Build time (s) Population Drop-off for Trains
Town Hall Economy 600 275 100 0 90 +30 Wood, Stone, Gold, berries/farm Food, game Villagers
House Economy 300 200 0 0 25 +25 – –
Woodcutters Camp Economy 250 100 0 0 30 – Wood –
Mining Camp Economy 250 100 0 0 30 – Gold, Stone –
Hunters Camp Economy 250 100 0 0 30 – Game –
Farmers Camp Economy 250 100 0 0 30 – Berries/farm Food – (builds Farm Plots)
Gatherers Camp Economy 250 100 0 0 30 – Berries/farm Food –
Farm Plot Economy 250 200 0 0 30 – – (400-Food field) –
Sifting Station Economy 250 100 0 0 30 – Gold – (panning)
Trading Hub Economy 350 175 0 50 45 – – Trade Cart
Fishing Docks Economy 250 150 0 0 40 – Fish Fishing Ship, Trade Ship
Archers Training Grounds Military 400 175 0 0 45 – – Shortbowman, Longbowman, Crossbowman
Infantry Training Grounds Military 400 175 0 0 50 – – Swordsman, Spearman
Stable Military 400 175 0 0 50 – – Knight, Lancer, Cavalry Archer
Siege Workshop Military 450 200 0 100 60 – – Battering Ram, Catapult, Trebuchet, Ballista
Wizards Training Grounds Military 400 175 50 100 60 – – Fire, Water, Earth and Lightning Mages
Military Docks Military 400 200 0 50 50 – – Transport Ship, War Galley, Cannon Ship
Walls - Wood Defensive 200 per segment 5 per segment 0 0 8 per segment – – –
Walls - Stone Defensive 500 per segment 0 5 per segment 0 12 per segment – – –
Gate - Wood Defensive 300 30 0 0 20 – – –
Gate - Stone Defensive 600 0 30 0 26 – – –
Archers Keep Defensive 500 25 125 0 50 – – – (shoots arrows)
Cannon Tower Defensive 500 0 125 100 50 – – – (fires cannon)
Stronghold Unique 1200 300 600 200 240 – – Captain, Warden
Machicolations (disabled) Defensive 350 0 75 0 30 – – –

No building costs Food.

Starting buildings

In a skirmish each player starts with a finished Town Hall and 5 villagers.

Placement

Choose a building from the build menu and click to place it. The placement preview turns invalid, and the server refuses the order, when:

  • you cannot afford it;
  • the site overlaps another building, a tree or another obstacle;
  • the ground is too steep (it may drop by at most 1.5 m across the building's footprint);
  • any part of the site is in ground you have never explored;
  • a dock is not on a shore with deep water in front of it (see Naval);
  • a Sifting Station is not on a shore, or no villager of yours could walk to its shore;
  • a Farm Plot is more than 24 m from your nearest finished Farmers Camp.

Walls are placed by dragging a line; see Walls - Wood.

Construction

  • The cost is paid when you place the building. If the site turns out to be blocked when it is placed, the cost is refunded.
  • Villagers build the site. The listed build time is for one villager.
  • More builders work faster, with diminishing returns. Each extra villager adds half the speed of the first, up to a maximum of five times the speed of one villager (reached with 9 builders).
Builders 1 2 3 4 5 9 or more
Speed 1× 1.5× 2× 2.5× 3× 5×
House (25 s) 25 s 16.7 s 12.5 s 10 s 8.3 s 5 s
  • Build-speed upgrades and Callings shorten every build time on top of this.
  • The site shows three construction stages as it goes up (at roughly a quarter, half and three quarters).
  • A building provides population, accepts drop-offs and offers its training buttons only once it is finished.

Training units

  • Up to 5 units can be queued at a building. The cost is paid when a unit is queued; cancelling it refunds the full cost.
  • Queued units reserve population. If a unit would take you over your cap, you see: "Population limit reached (used/cap) - build more houses."
  • Only buildings that can train units have a rally point.

Damage and repair

  • A building shows visible damage at two stages: at two thirds of its hit points and below, and at one third and below. Damaged buildings smoke.
  • At 0 hit points it collapses into rubble.
  • Repair: villagers can repair a finished, damaged building. A repair costs a share of the building's original cost equal to the share of hit points restored (repairing a House that has lost half its hit points costs about 100 Wood). It is paid as the repair goes, at the same speed as construction. If you run out of resources, the repair pauses and resumes when you can pay.
  • Rubble cannot be repaired; place the building again.

Deleting buildings

You can delete a finished building of your own. The game asks for confirmation. There is no refund. During a story mission the Town Hall cannot be deleted.

Garrisoning

Units cannot garrison inside buildings. Defensive towers and the Stronghold shoot on their own.

See also