What are Province Buildings and which benefits do they bring?
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 constructor”) 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 WatchtowersThree 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 | Location | 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. | Any empty slot, excluding starting province | 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. | Any empty slot, excluding starting province | 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. | Any empty slot, excluding starting province
| 500 | 1:00:00 | 50 |
FieldcampsThese buildings can only be build in your Guild starting province and provide 26-80% 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. | can only be build in your 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. | can only be build in your 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. | can only be build in your Guild starting province | 75000 | 24:00:00 | 250 |
BarracksThese 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 Barracks
| 20% chance to gain attrition (only adjacent provinces) This province requires +5% advances to be conquered
| Any empty slot, excluding starting province | 2800 | 2:00:00
| 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 | 2:30:00 | 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 | 3:00:00
| 125
|
Guild Command Posts
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
|
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