Guild Battlegrounds

Guild Battlegrounds

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What are Province Buildings and which benefits do they bring?

Btn guild battlegrounds buildings.pngOn 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 Watchtowers
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.

BuildingNamePropertiesLocationCostsConstruction TimeInstant Construction price
DecoysIf 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 province500icon_great_building_bonus_guild_goods.png4:00:0050 Premium-3c0dba348.png
TrapsIf 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 province3,000icon_great_building_bonus_guild_goods.png5:00:0050 Premium-3c0dba348.png
WatchtowerIf 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
500icon_great_building_bonus_guild_goods.png1:00:0050 Premium-3c0dba348.png

Fieldcamps
These 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.

BuildingNamePropertiesLocationCostsConstruction TimeInstant Construction price
Improvised Guild FieldcampIf 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 province25000icon_great_building_bonus_guild_goods.png6:00:00100Premium-3c0dba348.png
Guild FieldcampIf 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 province40000icon_great_building_bonus_guild_goods.png12:00:00180Premium-3c0dba348.png
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 province75000icon_great_building_bonus_guild_goods.png24:00:00250Premium-3c0dba348.png

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


BuildingNamePropertiesLocationCostsConstruction TimeInstant 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 province2800 icon_great_building_bonus_guild_goods.png2:00:00
50Premium-3c0dba348.png
Barracks
40% chance to gain attrition (only adjacent provinces)
This province requires +10% advances to be conquered

Any empty slot, excluding starting province5000 icon_great_building_bonus_guild_goods.png2:30:0090Premium-3c0dba348.png
Fortified Barracks
60% chance to gain attrition (only adjacent provinces)
This province requires +30% advances to be conquered
Any empty slot, excluding starting province6800icon_great_building_bonus_guild_goods.png3:00:00
125Premium-3c0dba348.png


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.


BuildingNameProperties<LocationCostsConstruction TimeInstant 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 province2900 icon_great_building_bonus_guild_goods.png2:00:00
50Premium-3c0dba348.png
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 province5200icon_great_building_bonus_guild_goods.png2:30:0090Premium-3c0dba348.png
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 province7000icon_great_building_bonus_guild_goods.png3:00:00
125Premium-3c0dba348.png







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