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🪓 Buildings

Standard vs. Simple

Season 1 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 food to construct. Farms, Fishing Villages and Resource Buildings have the same construction cost in both standard and simple building modes.

Standard Mode

This is the classic Eternum 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 number of materials in storage, however it is far more efficient overall. This building mode is generally designed for those with multiple Realms and/or Villages working with economies of scale.

Simple Mode

This mode allows players to utilize Labor, a new material for Season 1, 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. This would be the preferred system for players with smaller holdings and limited access to a variety of resources.

Placement & Population

Placement

The construction tab can be accessed in the Local view. Buildings can be constructed on any buildable hex of a Realm or Village, 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. Most buildings can be constructed in either simple or standard mode, which toggled at the top of the construction tab.

Building Placement

Population

Population is the total population utilised by the currently constructed production buildings on a Realm or Village, while the population capacity is the maximum available population with which to construct production 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

Settling any Realm or Village will automatically construct a structure in the centre of your buildable hexes, known as the Keep. This structure represents your seat of power and the central point of governance, and facilitates key functions such as Realm/Village upgrades and Labor production. This building cannot be destroyed and provides a baseline population capacity of 5.

Labor
Labor Camp
ID: 25
Labor Camp
Pop Cap: +6
  • Produces Labor resource
  • Provides a baseline population capacity of 5
  • Available in both simple and standard building modes

Resource Buildings

There is a specific resource building for each of the 22 resources in the game, so Lords will require separate resource buildings if they wish to produce more than one type of resource. These buildings only require food to construct and have the same requirements in simple and standard mode.

Wood
Lumber Camp
ID: 5
Lumber Camp
Pop Req: 2
  • Produces Wood resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
30
Stone
Stone Quarry
ID: 3
Stone Quarry
Pop Req: 2
  • Produces Stone resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Coal
Coal Mine
ID: 4
Coal Mine
Pop Req: 2
  • Produces Coal resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
30
Wood
30
Copper
Copper Mine
ID: 6
Copper Mine
Pop Req: 2
  • Produces Copper resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
60
Wood
60
Coal
30
Obsidian
Obsidian Flows
ID: 8
Obsidian Flows
Pop Req: 2
  • Produces Obsidian resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Silver
Silver Mine
ID: 10
Silver Mine
Pop Req: 2
  • Produces Silver resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Ironwood
Ironwood Grove
ID: 7
Ironwood Grove
Pop Req: 2
  • Produces Ironwood resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
120
Wood
120
Coal
60
Copper
30
Cold Iron
Cold Iron Foundry
ID: 13
Cold Iron Foundry
Pop Req: 2
  • Produces Cold Iron resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
120
Wood
120
Coal
60
Copper
30
Gold
Gold Mine
ID: 9
Gold Mine
Pop Req: 2
  • Produces Gold resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
120
Wood
120
Coal
60
Copper
30
Hartwood
Hartwood Sanctuary
ID: 17
Hartwood Sanctuary
Pop Req: 2
  • Produces Hartwood resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Diamonds
Diamond Mine
ID: 16
Diamond Mine
Pop Req: 2
  • Produces Diamond resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Sapphire
Sapphire Mine
ID: 22
Sapphire Mine
Pop Req: 2
  • Produces Sapphire resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Ruby
Ruby Mine
ID: 15
Ruby Mine
Pop Req: 2
  • Produces Ruby resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Deep Crystal
Deep Crystal Cave
ID: 14
Deep Crystal Cave
Pop Req: 2
  • Produces Deep Crystal resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Ignium
Ignium Harvester
ID: 18
Ignium Harvester
Pop Req: 2
  • Produces Ignium resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Ethereal Silica
Ethereal Silica Harvester
ID: 23
Ethereal Silica Harvester
Pop Req: 2
  • Produces Ethereal Silica resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
True Ice
True Ice Harvester
ID: 20
True Ice Harvester
Pop Req: 2
  • Produces True Ice resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Twilight Quartz
Twilight Quartz Mine
ID: 19
Twilight Quartz Mine
Pop Req: 2
  • Produces Twilight Quartz resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Alchemical Silver
Alchemical Workshop
ID: 12
Alchemical Workshop
Pop Req: 2
  • Produces Alchemical Silver resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Adamantine
Adamantine Mine
ID: 21
Adamantine Mine
Pop Req: 2
  • Produces Adamantine resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
240
Wood
180
Copper
120
Ironwood
60
Essence
600
Mithral
Mithral Forge
ID: 11
Mithral Forge
Pop Req: 2
  • Produces Mithral resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
240
Wood
180
Copper
120
Cold Iron
60
Essence
600
Dragonhide
Dragonhide Harvester
ID: 24
Dragonhide Harvester
Pop Req: 2
  • Produces Dragonhide resource
  • Requires 2 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
240
Wood
180
Copper
120
Gold
60
Essence
600

Economic Buildings

These buildings define the utility of a Realm or Village, 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:

[economic building table, including population cost / population capacity increase (Worker Hut) / storage capacity increase (Storehouse)]

Worker's Hut
ID: 1
Worker's Hut
Pop Cap: +6
  • Increases population capacity by 5
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
60
Standard
Labor
20
Wood
20
Storehouse
ID: 2
Storehouse
Pop Req: 2
  • Increases storage capacity by {formatNumberWithCommas(ETERNUM_CONFIG().carryCapacityGram[CapacityConfig.Storehouse]/1000 )} kg for each material
  • Requires 2 population to be constructed
  • Available in both simple and standard building modes
Donkey
Market
ID: 27
Market
Pop Req: 3
  • Produces Donkeys for transportation
  • Requires 3 population to be constructed
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
180
Standard
Labor
60
Wood
60
Wheat
Farm
ID: 37
Farm
Pop Req: 1
  • Produces Wheat (food) resource
  • Requires 1 population to be constructed
  • Same construction cost in both simple and standard modes
Building Costs
Labor
10
Fish
Fishing Village
ID: 38
Fishing Village
Pop Req: 1
  • Produces Fish (food) resource
  • Requires 1 population to be constructed
  • Same construction cost in both simple and standard modes

Military Buildings

Your military buildings are essential for training up armies to defend your territories and project your 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
Footman Barracks (T1)
ID: 28
Footman Barracks (T1)
Pop Req: 3
  • Produces T1 Footman units
  • Requires 3 population to be constructed
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
1,200
Standard
Labor
180
Wood
180
Copper
120
KnightT2
Knight Quarters (T2)
ID: 29
Knight Quarters (T2)
Pop Req: 3
  • Produces T2 Knight units
  • Requires 3 population to be constructed
  • Only available in standard building mode
Building Costs
Standard Only
Labor
360
Wood
240
Copper
180
Cold Iron
60
Essence
600
KnightT3
Guardian Sanctum (T3)
ID: 30
Guardian Sanctum (T3)
Pop Req: 3
  • Produces T3 Royal Guardian units
  • Requires 3 population to be constructed
  • Only available in standard building mode
Building Costs
Standard Only
Labor
540
Wood
360
Cold Iron
240
Mithral
120
Essence
1,200
Crossbowman
Archery Range (T1)
ID: 31
Archery Range (T1)
Pop Req: 3
  • Produces T1 Archer units
  • Requires 3 population to be constructed
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
1,200
Standard
Labor
180
Wood
180
Copper
120
CrossbowmanT2
Crossbow Garrison (T2)
ID: 32
Crossbow Garrison (T2)
Pop Req: 3
  • Produces T2 Crossbowman units
  • Requires 3 population to be constructed
  • Only available in standard building mode
Building Costs
Standard Only
Labor
360
Wood
240
Copper
180
Ironwood
60
Essence
600
CrossbowmanT3
Hunting Den (T3)
ID: 33
Hunting Den (T3)
Pop Req: 3
  • Produces T3 Beast Hunter units
  • Requires 3 population to be constructed
  • Only available in standard building mode
Building Costs
Standard Only
Labor
540
Wood
360
Ironwood
240
Adamantine
120
Essence
1,200
Paladin
Horseman Stables (T1)
ID: 34
Horseman Stables (T1)
Pop Req: 3
  • Produces T1 Horseman units
  • Requires 3 population to be constructed
  • Available in both simple and standard building modes
Building Costs
Simple
Labor
1,200
Standard
Labor
180
Wood
180
Copper
120
PaladinT2
Paladin Sanctuary (T2)
ID: 35
Paladin Sanctuary (T2)
Pop Req: 3
  • Produces T2 Paladin units
  • Requires 3 population to be constructed
  • Only available in standard building mode
Building Costs
Standard Only
Labor
360
Wood
240
Copper
180
Gold
60
Essence
600
PaladinT3
Dragon Pit (T3)
ID: 36
Dragon Pit (T3)
Pop Req: 3
  • Produces T3 Dragon Rider units
  • Requires 3 population to be constructed
  • Only available in standard building mode
Building Costs
Standard Only
Labor
540
Wood
360
Gold
240
Dragonhide
120
Essence
1,200

Same Building Cost Increase

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

Cost = Base Cost + (Base Cost × 0.5 × (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 × 0.5 × (2-1)²)
     = Base Cost + (Base Cost × 0.5 × 1)
     = Base Cost × 1.5

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