Land and buildings

Buildings are the key to success in this game, you need to build buildings on the land you have conquered in order for your empire to prosper and evolve. During the game you will make many strategic decisions regarding your buildings and what building to build. However, there are some restrictions regarding the buildings in Fantasy Empire. You can't build every building on every land. That's logical, you can't, for example, build a Charcoal hut to near, or at all, the coastline, since it would simply be impossible to build it there and the climate would be to wet for any charcoal to be produced. That's why you can't build every building on every land type.

All buildings are built on their certain land type, except homes and racial buildings. Homes are used to house your people (both military units and peasants) but since different races live in different climates, their homes are not built on the same land type. All non-homes (every other building) houses 15 people and employ 15 peasants for all races except nomads that are used to live out in the wilderness and thus can't build homes. Homes houses 30 people but doesn't employ any and don't produce anything. The racial buildings are race-specific and the land type has been determined depending on the race and capability of the building see "Racial Bonuses and Special Qualities".

In order to build on the land, you must have land. In Fantasy Empire there are two ways of getting it and using it to your advantage. One, you invade your enemies and conquer land from them, and how much is depending on your and his size, more about that stuff later. Or, two, you explore the land and make it your to distribute that way. While waging war is expensive and full of risks, exploration is practically out of risks. However exploring will cost you both money and draftees. The number of draftees and amount of money grows as your empire grows in size. You can build on your new land 9 hours after you conquered it from someone through battle or 12h after you commenced the exploration.

For those situations where you have the wrong type of land or the wrong building(s), rezoning might be the only solution. With this feature you can rezone one land type into another. But this takes both time and effort and thus, costs. Depending on what land type you want to convert to what, the cost and time it takes to create the new land type may vary. Some land types are closely related to others, such as "deep sea" and "Coastline". If you rezone a land type into a related land type, it will only cost half of what it would normally do and the rezoning will be executed instantaneously. Note that this doesn't work backwards. You may rezone from one land type to another and pay the reduced cost, but it's not guaranteed that you will be able to rezone it back to it's former type for the lower cost, but the full price.

Formulas

Building Cost when Land > 250:
CC Cost: ( 700 + ( 1,3 * ( [ Total_Land] - 250 ) ) ) * ( 1 - min( [%_Factories] * 3 , 0.45 ) )
Lumber and Stone: 85 + ( ( [ Total_Land] - 250 ) * 0,3 ) * ( 1 - min( [%_Factories] * 3 , 0.45 ) )

Building Cost when Land < 250:
[Built_land] instead of [Total_Land]

Rezone to related type is instant, CC cost is: ( 250 + 0.75 * ( [Land] - 250 ) ) * ( 1 - min( [%_Factories] / 100 , 0.15 ) )

Rezone to other types takes 3 hours; CC cost is double of above

Exploring cost when Land > 300:
CC Cost: 1000 + ( 3 * ( [Land] - 300 ) ^ 1.1 ) )
Draftee Cost: 5 + ( 0.003 * ( [Land] - 300 ) ^ 1.05 )

Exploring cost when Land < 300:
CC Cost: 1000 - ( 3 * ( 300 - [Land] ) )

Draftee Cost: 5 - ( 300 / [Land] ) )

 
Land type Related types Special if left barren
Fertile Plains Rocky Plains, Forested Plains, Fertile Hills, Swamp Living space for 5 normal, 10 Halflings / Goblins / Insectoids or 30 Nomads
Rocky Plains Forested Plains, Rocky Hills Living space for 5 normal or 10 Insectoids
Forested Plains Fertile Plains, Rocky Plains, Forested Hills Living space for 5 normal or 10 Wood elves / Woodfolk / Insectoids or 30 nomads
Fertile Hills Rocky Hills, Forested Hills, Fertile Plains Living space for 5 normal, 10 Halflings / Goblins / Insectoids or 30 nomads
Rocky Hills Forested Hills, Rocky Plains, Mountains Living space for 5 normal or 10 Insectoid
Forested Hills Fertile Hills, Rocky Hills, Forested Plains Living space for 5 normal or 10 Wood elves / Woodfolk / Insectoids or 30 nomads
Mountains Caves, Rocky Hills Living space for 5 normal, 10 Dwarfs / Gryphons / Harpies or 15 Insectoids
Findings Mountains Mountains, Rocky Hills Living space for 5 normal, 10 Dwarfs / Gryphons / Harpies or 15 Insectoids
Caves Finding Mountains, Mountains Living space for 5 normal, 10 Dark elves or 20 Insectoids
Deep Sea Coastline Living space for 10 Lizardfolks, may contain up to 20 warships
Coastline Deep Sea, Lake Living space for 5 normal or 10 Lizardfolks
Lake Coastline, Swamp Living space for 5 normal or 10 Lizardfolks
Swamp Lake, Fertile Plains Living space for 5 normal or 10 undead


Building Construct on Effect
Lumberyard Forested Plains
Forested Hills
Produce 30 lumber /h
Stonecutting Hut Rocky Plains
Rocky Hills
Produce 30 stone /h
Stone Mine Mountains
Findings Mountains
Caves
Produce 40 stone /h
Diamond Mine Caves Produce 12 gems/h
Iron Mine Findings Mountains Produce 50 iron /h, require 10 coal /h
Gold Mine Findings Mountains Produce 40 CC /h, require 10 coal /h
Coal Mine Rocky Hills
Findings Mountains
Produce 30 coal /h
Charcoal Hut Forested Plains
Forested Hills
Produce 30 coal/h, require 10 lumber /h
Alchemy Fertile Plains
Rocky Plains
Produce 25 CC and 10 mercury /h
Farm Fertile Plains
Fertile Hills
Produce 50 food /h
Dock Coastline Each dock produces, on average, 1 warships every 20 hours. Each dock will protect 2 warships at dock from being sunk by any means. Can maximum contain 5 warships
Fishing Dock Coastline Produce 40 food/h
Tower Swamp Produces 20 mana per hour
Wizard Guild Swamp Increases Wizard Power by 3 * (Wizard Guilds / Total Land)% to a maximum of 45% bonus
Increases Wizard Strength refresh rate by 1% per every full 8% Wizard Guilds, up to a maximum of 2%
Decreases cost of Wizards and ArchMages by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
Spy Guild Forested Hills Increases maximum percentage of resources stolen and maximum resources stolen per spy by 3 * (Spy Guilds / Total Land)% to maximum bonus of 45%
Decreases cost of Spies by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
Protect 2 warships at dock from being sunk by the "Burn the Shipyards" spy operation
Factory Fertile Hills
Rocky Hills
Reduces building construction costs by 3 * (Factories / Total Land)% to a maximum of 45% bonus
Reduces re-zoning costs by 1 * (Factories / Total Land)% to a maximum of 15% bonus.
Smithy Fertile Plains
Rocky Plains
Reduces Military Unit costs (except Wizards, ArchMages, and Spies) by 3 * (Smithies / Total Land)% to a maximum of 45% bonus
Masonry Fertile Plains
Rocky Plains
Increases ALL Castle Bonuses by 3 * (Masonries / Total Land)% to a maximum of 45% bonus
Escape Tunnels Caverns Decreases your casualties on defense by 2 * (Escape Tunnels / Total Land)% to a maximum of 30% decrease
Walls Any Decreases land lost when being invaded by 2 * (Guard Towers at Land Typt / Total Land of Land Type)% to a maximum of 20% bonus
Gryphon Nest Mountains
Findings Mountains
Increases Offensive Power by 2 * (Gryphon Nests / Total Land)% to a maximum of 20% bonus