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🪓 Buildings

Standard vs. Simple

Blitz offers two building systems. Lords can switch between standard and simple building modes at any time by clicking the toggle at the top of the construction tab.

Simple Mode Production

Note: Some buildings only require labor to construct. Farms and Wood Mills have the same construction cost in both standard and simple building modes.

Standard Mode

This is the classic building experience. Construction requires a combination of labor and a particular set of resources as building materials. Standard mode is more complex as it involves a greater variety and amount of materials in storage, however it is far more efficient overall.

Simple Mode

This mode allows players to utilize labor as the singular input for construction. Simple mode greatly improves accessibility and simplifies gameplay overall, but is much less efficient in both time and materials.

Placement & Population

Placement

The construction tab can be accessed in the Local view. Buildings can be constructed on any buildable hex of a Realm, provided the owner has the requisite materials and population capacity. Buildable hexes are defined by the upgrade level (i.e. Settlement, City, Kingdom, or Empire) and are visible as hexes with patches of bare, prepared earth.

Building Placement

Population

Population is the total population used to construct the current buildings on a Realm, while the population capacity is the maximum available population with which to construct buildings. Worker Huts can be built to increase population capacity, while all other buildings require population capacity to be available in order to construct. Lords must balance their construction to ensure there is enough population capacity available to construct their desired production buildings.

Building Types

The Keep

All Realms start the game with a structure in the centre of the buildable hexes, known as the Keep. This structure represents the central point of governance of the Realm, and facilitates key functions such as Realm upgrades and labor production. This building cannot be destroyed and provides a baseline population capacity of 5.

Labor
Keep
ID: 25
Keep
Pop Cap: +5
  • Produces labor
  • Provides a baseline population capacity of 5
  • Cannot be constructed or destroyed

Resource Buildings

There is a specific resource building for each of the 9 resources in Blitz, so Lords will require separate resource buildings if they wish to produce more than one type of resource.

Wood
Wood Mill
ID: 5
Wood Mill
Pop Req: 2
  • Produces Wood resource
  • Same construction cost in both simple and standard modes
Building Costs
Wheat
750,000
Coal
Coal Mine
ID: 4
Coal Mine
Pop Req: 2
  • Produces Coal resource
Building Costs
Wheat
750,000
Copper
Copper Smelter
ID: 6
Copper Smelter
Pop Req: 2
  • Produces Copper resource
Building Costs
Fish
750,000
Ironwood
Ironwood Mill
ID: 7
Ironwood Mill
Pop Req: 2
  • Produces Ironwood resource
Building Costs
Wheat
750,000
Cold Iron
Cold Iron Foundry
ID: 13
Cold Iron Foundry
Pop Req: 2
  • Produces Cold Iron resource
Building Costs
Fish
750,000
Gold
Gold Mine
ID: 9
Gold Mine
Pop Req: 2
  • Produces Gold resource
Building Costs
Wheat
750,000
Adamantine
Adamantine Mine
ID: 21
Adamantine Mine
Pop Req: 2
  • Produces Adamantine resource
Building Costs
Fish
750,000
Mithral
Mithral Forge
ID: 11
Mithral Forge
Pop Req: 2
  • Produces Mithral resource
Building Costs
Wheat
750,000
Dragonhide
Dragonhide Tannery
ID: 24
Dragonhide Tannery
Pop Req: 2
  • Produces Dragonhide resource
Building Costs
Fish
750,000

Economic Buildings

These buildings define the utility of a Realm, including food production, donkey production, population capacity, and storage capacity. All of these buildings can be constructed in either standard or simple mode, but have varying costs and population requirements:

Worker's Hut
ID: 1
Worker's Hut
Pop Cap: +5
  • Increases population capacity by 5
Building Costs
Simple
Labor
250,000
Standard
Labor
25,000
Wood
50,000
Stone
50,000
Coal
50,000
Copper
25,000
Storehouse
ID: 2
Storehouse
Pop Req: 2
  • Increases storage capacity by {formatNumberWithCommas(ETERNUM_CONFIG().carryCapacityGram[CapacityConfig.Storehouse]/1000 )} kg
Building Costs
Simple
Labor
300,000
Standard
Labor
25,000
Obsidian
50,000
Hartwood
10,000
Diamonds
5,000
Donkey
Market
ID: 27
Market
Pop Req: 3
  • Produces Donkeys for transportation of materials
Building Costs
Simple
Labor
600,000
Standard
Labor
50,000
Silver
50,000
Hartwood
25,000
Sapphire
5,000
Ruby
5,000
Wheat
Farm
ID: 37
Farm
Pop Req: 1
  • Produces Wheat (food)
  • Same construction cost in both simple and standard modes
Building Costs
Fish
500,000

Military Buildings

Military buildings are essential for developing armies to defend territories and project might. There are three 'tiers' of each of the three troop types, but a different building is required to produce each troop tier. As such, there are a total of 9 military buildings in the game.

Note: Only T1 troop buildings can be constructed in both standard and simple mode. T2 and T3 military buildings are only available for construction in standard mode.

Knight
Barracks (T1)
ID: 28
Barracks (T1)
Pop Req: 3
  • Produces T1 Knight units
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
560,000
Standard
Labor
75,000
Stone
75,000
Coal
75,000
Copper
25,000
Obsidian
50,000
Cold Iron
25,000
KnightT2
Barracks (T2)
ID: 29
Barracks (T2)
Pop Req: 3
  • Produces T2 Knight units
  • Only available in standard building mode
Building Costs
Standard Only
Labor
250,000
Stone
250,000
Coal
250,000
Hartwood
100,000
Ruby
75,000
Deep Crystal
50,000
KnightT3
Barracks (T3)
ID: 30
Barracks (T3)
Pop Req: 3
  • Produces T3 Knight units
  • Only available in standard building mode
Building Costs
Standard Only
Labor
750,000
Stone
500,000
Coal
500,000
Hartwood
250,000
Twilight Quartz
100,000
Mithral
50,000
Crossbowman
Archery Range (T1)
ID: 31
Archery Range (T1)
Pop Req: 3
  • Produces T1 Crossbowman units
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
590,000
Standard
Labor
75,000
Wood
75,000
Coal
75,000
Obsidian
25,000
Silver
50,000
Ironwood
25,000
CrossbowmanT2
Archery Range (T2)
ID: 32
Archery Range (T2)
Pop Req: 3
  • Produces T2 Crossbowman units
  • Only available in standard building mode
Building Costs
Standard Only
Labor
250,000
Wood
250,000
Coal
250,000
Hartwood
100,000
Diamonds
75,000
Ethereal Silica
50,000
CrossbowmanT3
Archery Range (T3)
ID: 33
Archery Range (T3)
Pop Req: 3
  • Produces T3 Crossbowman units
  • Only available in standard building mode
Building Costs
Standard Only
Labor
750,000
Wood
500,000
Coal
500,000
Hartwood
250,000
True Ice
100,000
Dragonhide
50,000
Paladin
Stables (T1)
ID: 34
Stables (T1)
Pop Req: 3
  • Produces T1 Paladin units
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
590,000
Standard
Labor
75,000
Wood
75,000
Stone
75,000
Copper
50,000
Silver
25,000
Gold
25,000
PaladinT2
Stables (T2)
ID: 35
Stables (T2)
Pop Req: 3
  • Produces T2 Paladin units
  • Only available in standard building mode
Building Costs
Standard Only
Labor
250,000
Wood
250,000
Stone
250,000
Hartwood
100,000
Sapphire
75,000
Ignium
50,000
PaladinT3
Stables (T3)
ID: 36
Stables (T3)
Pop Req: 3
  • Produces T3 Paladin units
  • Only available in standard building mode
Building Costs
Standard Only
Labor
750,000
Wood
500,000
Stone
500,000
Hartwood
250,000
Alchemical Silver
100,000
Adamantine
50,000

Same Building Cost Increase

Building multiple buildings of the same type on a single Realm will cost progressively more each time. The cost increase is calculated using the following formula:

Cost = Base Cost + (Base Cost × 0.1 × (N-1)²)

Where:

  • Base Cost is the initial cost of the building (from the tables above)
  • N is the number of the same buildings already constructed

For example, if you build a second building of the same type (N=2), the cost will be:

Cost = Base Cost + (Base Cost × 0.1 × (2-1)²)
     = Base Cost + (Base Cost × 0.1 × 1)
     = Base Cost × 1.1

Note: Buildings need to be exactly the same type for this rule to apply. For example, building a Coal Mine after a Wood Mill (both being resource buildings) would not be subject to this cost increase.