Buildings


As your nation develops, it will need new buildings to help support it. Here I will explain each building and its purpose– with a picture of each building. The first 4 buildings are common to every nation when it’s first created. They cannot be demolished or built a-new. On the next page, the Pigeon Roost can’t be demolished or rebuilt.

Stronghold. Accessible using the hotkey “S”. Here you can manage your units, peasants, espionage (player vs player stuff) and guild.

Peasant management gives you job and taxes options for your peasants. Unit Management allows you to modify and create units. Espionage allows you to do raids and spy on enemy nations. Guild allows you to create, edit and view your current guild’s status.

This is a stronghold from a nature nation-->      

Temple. Accessible using the hotkey “T”. Here you can revive dead troops (at the cost of God Favor), access the quest map and access the donation window, which allows you to donate resources to your temple in order to gain God Favor.

This is a temple from a light nation-->   

Shrine. These have no special function when you select them, but your peasants can work in them to gain extra God Favor. The more shrines you have, the more total God Favor you can have.

You have 4 shrines on each land you own, this includes your city (main nation view) and the 4 territories you gain as you level.

This is a shrine from a machine nation-->

Market. Accessible using the hotkey “M”. In the market you can buy/sell common troops and resources. You can also trade troops with other members.

There is also a weapon store, where you can buy and sell weapons and armor you find in game. You will notice a “Buy Boosters” option, clicking on this takes you to the “Buy Boosters” page of the SAGA website.

 

Pigeon Roost. Here you send and receive mail from other nations on your side (eg. Brotherhood can mail Brotherhood, not Order)

A pigeon roost from nature nation-->

 

Houses. Easy to afford, quick to build. They house your peasants. 1 house gives a home to 5 peasants.

A house from a magic nation--> 

 

Farms. Your peasants need these to farm food. Each farm can hold 5 working peasants. They’re easy to afford, just like houses.

A farm from a nature nation-->  

 

Stone Quarry. These enable you to farm stone. 1 stone quarry gives 5 peasants a place to work.

A stone quarry from a light nation-->  

Storehouses. They increase all your production rates by 2% per storehouse, you can have up to 4 on each land you own.

A storehouse from a light nation-->   

Production rates?

Production rates are the amount of resources you produce from gold mines, stone quarries, lumber mills and farms. The more storehouses you have, the more resources you’ll make.

Gold Mines. Gold mines are used to farm gold. 1 gold mine enables you to set 5 peasants to “mine gold”. Confusing eh? Nah not really.

A gold mine from a light nation-->   

Lumber Mill. Lumber mills allow you to farm wood. 1 lumber mill occupies 5 working peasants.

A lumber mill from a light nation-->   

Don’t stop reading, there’s more! You’ll notice I’ve stopped using Machine, Magic and War nation screenshots… simply because my resources aren’t online to take them. So I apologize for the lack of color.

Watch Towers. They watch over your lands and shoot arrows at anyone who stands in their range. During PvP combat and during quests if you’ve captured an enemy watchtower you can set them as forward deploy points, meaning any troops you deploy will be set right next to the tower.

A watch tower from a light nation-->  

Walls and Gatehouses. In city view you can build walls and gatehouses to protect your city while in City PvP (which is optional). As you upgrade your university (see below) you can increase the defensive ability of your walls and gatehouses– and even build towers into them.

Walls start out looking the same for every faction, as do gate houses. The only difference is noticeable when they are Stone Walls and/or Reinforced walls.

Keep. Only available on Territories (other lands you gain when you reach levels 6,13,17 and 20, you gain them through special quests). A keep is basically the same as a Stronghold. You can manage units to protect your territories if they’re on wilderness mode (which means you have more plots to build resource farms– and mana shard mines, but can be raided. If you’re raided, someone attacks your territory). Keeps also shoot arrows at enemies that are in a certain range.

A keep from a nature nation-->  

University. Universities give you upgrades for your nation, such as increasing the potency of your farming, and your peasant efficiency. You can upgrade your university to level 3 maximum. Some upgrades require your university to be level 2 or 3 and to have purchased other upgrades.

A university from a light nation-->  

Mana Shard Mines. The most precious of resources, mana shards. They can be won through PvP battles (whether you win or lose, actually) but can also be mined. You can’t set peasants to work in mana shard mines, instead you get 1 mana shard per mine that you have. Mana shard mines can only be built on wilderness territories.

Mana shards are used to enchant weapons and armors (eg. +7% AR), and are also used to do raids. They used to be used to do the level 13 and level 20 territory quests, but Silverlode removed the need for them so members who dislike PvP can avoid it easier.