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On the Battleground map, each province can have from 1 to 3 slots on which buildings can be constructed. Anyone can donate goods to the guild treasury to help pay the costs, but only members with a special guild role (“Battleground officer”) can raise buildings on provinces owned by their guild. Every ‘founder’ and ‘leader’ of a guild will automatically have this role as well.
Only the eras that are represented in a guild will determine the costs of province buildings (treasury goods). These province buildings have a building time, and it’s possible to cancel or remove a construction at any time to free the slot for another building. In such a case, spent resources are not returned to the treasury.
When a province gets conquered by another guild, every building (including the ones under construction) has a chance of 50% to be destroyed, and the remaining ones will benefit the new owner. There are 9 different strategical buildings available, so make sure you choose them wisely.
Decoys, Traps and Watchtower
Three original GbG buildings. If your enemies fight/negotiate in a province with either traps or decoys, there's a chance that they will suffer double the amount of attrition.
Building
|
Name
|
Properties
|
Costs
|
Construction Time
|
Instant Construction price
|
|
Decoys
|
If an enemy fights or negotiates to conquer this province, there is a chance of 15% that this enemy will suffer double the amount of attrition.
|
500
|
4:00:00
|
50
|
|
Traps
|
If an enemy fights or negotiates to conquer this province, there is a chance of 45% that this enemy will suffer double the amount of attrition.
|
3,000
|
5:00:00
|
50
|
|
Watchtower
|
If members of the owning guild of this province advance into adjacent provinces, they have a 8% chance to not increase their attrition level.
|
500
|
1:00:00
|
50
|
Fieldcamps
These buildings can only be build in your Guild starting province and provide 20-80% chance reduction to gain attrition (only adjacent provinces). All provinces generate 25-100% more victory points. Every Guild starting province will have just one building slot.
The Guild Starting province can not be conquered by other guilds.
Building
|
Name
|
Properties
|
Location
|
Costs
|
Construction Time
|
Instant Construction price
|
|
Improvised Guild Fieldcamp
|
If members of the owning guilds of this province advance into adjacent provinces, they have a 26% chance to not increate their attrition level. Your guild generates 25% more victory points.
|
Guild starting province.
|
25000
|
6:00:00
|
100
|
|
Guild Fieldcamp
|
If members of the owning guilds of this province advance into adjacent provinces, they have a 52% chance to not increate their attrition level. Your guild generates 50% more victory points.
|
Guild starting province.
|
40000
|
12:00:00
|
180
|
|
Fortified Guild Fieldcamp
|
If members of the owning guilds of this province advance into adjacent provinces, they have a 80% chance to not increate their attrition level. Your guild generates 100% more victory points.
|
Guild starting province.
|
75000
|
24:00:00
|
250
|
Barracks
These buildings can be build on any empty slot, excluding starting province and provide 20-60% chance reduction to gain attrition (only adjacent provinces). The province also requires 5-30% more advances to be conquered
Building
|
Name
|
Properties
|
Location
|
Costs
|
Construction Time
|
Instant Construction price
|
|
Improvised Barracts
|
- 20% chance to gain attrition (only adjacent provinces)
- This province requires +5% advances to be conquered
|
Any empty slot, excluding starting province
|
2800
|
02:00:00
|
50
|
|
Barracks
|
- 40% chance to gain attrition (only adjacent provinces)
- This province requires +10% advances to be conquered
|
Any empty slot, excluding starting province
|
5000
|
02:30:00
|
90
|
|
Fortified Barracks
|
- 60% chance to gain attrition (only adjacent provinces)
- This province requires +30% advances to be conquered
|
Any empty slot, excluding starting province
|
6800
|
03:00:00
|
125
|
Guild Command Post
The Guild Command Posts gives 20-60% chance reduction to gain attrition (only adjacent provinces) as well as requires 5-30% more advances to be conquered and can generate 15-100% more victory points every hour.
Building
|
Name
|
Properties
|
Location
|
Costs
|
Construction Time
|
Instant Construction price
|
|
Improvised Guild Command Post
|
If members of the owning guilds of this province advance into adjacent provinces, they have a 26% chance to not increate their attrition level. Your guild generates 25% more victory points.
|
Any empty slot, excluding starting province
|
2900
|
2:00:00
|
50
|
|
Forward Guild Command Post
|
- 40% chance to gain attrition (only adjacent provinces)
- This province requires +10% advances to be conquered
- This province generates 30% more victory points.
|
Any empty slot, excluding starting province
|
5200
|
2:30:00
|
90
|
|
Fortified Guild Command Post
|
- 60% chance to gain attrition (only adjacent provinces)
- This province requires +30% advances to be conquered
- This province generates 100% more victory points.
|
Any empty slot, excluding starting province
|
7000
|
3:00:00
|
125
|