FANDOM


There are 25 different buildings available in Autumn Dynasty: Warlords.

All buildings except Watchtowers can be upgraded to level 5, but there can only be a single level 5 building of each kind in the entire map.

Each province also has a specific number of buildslots, each corresponding to a space for a single building, and apart from Watchtowers again, no building can be duplicated in a province.


Unit BuildingsEdit

Archer's DenEdit

Level Cost Turns Description
1 1000 1 Allows Archers to be trained.
2 1500 2 Allows Archers to be trained.

Unlocks an ability for Archers.

3 1500 3 Allows Archers to be trained.

Recruitment costs of Archers in this province are reduced by 15%.

4 1500 3 Allows Archers to be trained.

Recruitment costs of Archers in this province are reduced by 25%.

5 1500 5 Allows Archers to be trained.

Recruitment costs of Archers in this province are reduced by 30%.

Unlocks a Rare Decree for Archers.

Unit unlocked: Archers


BarracksEdit

Level Cost Turns Description
1 1000 1 Allows Swordsmen to be trained.
2 1500 2 Allows Swordsmen to be trained.

Unlocks an ability for Swordsmen.

3 1500 3 Allows Swordsmen to be trained.

All swordsmen gain a 2% bonus to attack damage globally.

4 1500 3 Allows Swordsmen to be trained.

All swordsmen gain a 3% bonus to attack damage globally.

5 1500 5 Allows Swordsmen to be trained.

All swordsmen gain a 4% bonus to attack damage globally.

Unlocks a Rare Decree for Swordsmen.

Unit unlocked: Swordsmen

Notes:

  • The attack bonus is cumulative and affects Swordsmen in all provinces.


ForgeEdit

Level Cost Turns Description
1 1500 1 Allows Catapults to be constructed.
2 1500 2 Allows Catapults to be constructed.

Unlocks an ability for Catapults.

3 1500 2 Allows Catapults to be constructed.

All Catapults receive a 5% bonus to defence globally.

4 1500 4 Allows Catapults to be constructed.

All Catapults receive a 10% bonus to defence globally.

5 2500 6 Allows Catapults to be constructed.

All Catapults receive a 15% bonus to defence globally.

Unlocks a Rare Decree for Catapults.

Unit unlocked: Catapults

Prerequisites:

Notes:

  • The defence bonus is cumulative and affects Catapults in all provinces.


Mercenary GuildEdit

Level Cost Turns Description
1 1000 2 Allows Mercenaries to be hired.

Replenishment speeds for Mercenaries are increased by 10% globally.

2 2000 2 Allows Mercenaries to be hired.

Replenishment speeds for Mercenaries are increased by 20% globally.

Unlocks an ability for Mercenaries.

3 1500 2 Allows Mercenaries to be hired.

Replenishment speeds for Mercenaries are increased by 30% globally.

4 3000 3 Allows Mercenaries to be hired.

Replenishment speeds for Mercenaries are increased by 40% globally.

Mercenaries you hire from any province start 1 level higher.

5 4000 3 Allows Mercenaries to be hired.

Replenishment speeds for Mercenaries are increased by 50% globally.

Mercenaries you hire from any province start 1 level higher.

Unlocks a Rare decree for Mercenaries.

Unit unlocked: Mercenaries

Prerequisites:

Notes:

  • The replenishment speed and level bonus are cumulative and affect Mercenaries in all provinces.


Powder MillEdit

Level Cost Turns Description
1 1000 1 Allows Hwacha to be constructed.
2 1500 1 Allows Hwacha to be constructed.

Unlocks an ability for Hwacha.

3 2000 2 Allows Hwacha to be constructed.

Construction costs for Hwacha and Catapults are reduced by 10%.

4 2500 2 Allows Hwacha to be constructed.

Construction costs for Hwacha and Catapults are reduced by 15%.

5 3000 3 Allows Hwacha to be constructed.

Construction costs for Hwacha and Catapults are reduced by 15%.

Unlocks a Rare Decree for Hwacha.

Unit unlocked: Hwacha


RangeEdit

Level Cost Turns Description
1 1000 1 Allows Mounted Archers to be trained.
2 1500 3 Allows Mounted Archers to be trained.

Unlocks an ability for Mounted Archers.

3 1000 2 Allows Mounted Archers to be trained.

Upkeep for all Mounted Archers are reduced by 3% globally.

4 1500 3 Allows Mounted Archers to be trained.

Upkeep for all Mounted Archers are reduced by 4% globally.

5 2000 3 Allows Mounted Archers to be trained.

Upkeep for all Mounted Archers are reduced by 5% globally.

Unlocks a Rare Decree for Mounted Archers.

Unit unlocked: Mounted Archers

Prerequisites:

Notes:

  • Khan Goro doesn't need the prerequisites to build a Range.
  • The reduction in upkeep is cumulative and affects Mounted Archers in all provinces.


ReservesEdit

Level Cost Turns Description
1 1000 1 Allows Elephants to be reared.
2 1000 2 Allows Elephants to be reared.

Unlocks an ability for Elephants.

3 1000 3 Allows Elephants to be reared.

Upkeep for Elephants in this province is reduced by 25%.

4 1000 3 Allows Elephants to be reared.

Upkeep for Elephants in this province is reduced by 35%.

5 1000 3 Allows Elephants to be reared.

Upkeep for Elephants in this province is reduced by 25%.

All Elephants have their upkeep reduced by 10%.

Unlocks a Rare Decree for Elephants.

Unit unlocked: Elephants

Notes:

  • The final 10% reduction in unkeep affects Elephants in all provinces.


Sparring YardEdit

Level Cost Turns Description
1 1000 1 Allows Spearmen to be trained.
2 1500 2 Allows Spearmen to be trained.

Unlocks an ability for Spearmen.

3 1500 3 Allows Spearmen to be trained.

All Spearmen gain a 2% bonus to hitpoints globally.

4 1500 3 Allows Spearmen to be trained.

All Spearmen gain a 3% bonus to hitpoints globally.

5 1500 5 Allows Spearmen to be trained.

All Spearmen gain a 4% bonus to hitpoints globally.

Unlocks a Rare Decree for Spearmen.

Unit unlocked: Spearmen

Notes:

  • The hitpoint bonus is cumulative and affects Spearmen in all provinces.


StablesEdit

Level Cost Turns Description
1 1000 1 Allows Horsemen to be trained.
2 1000 2 Allows Horsemen to be trained.

Unlocks an ability for Horsemen.

3 2000 3 Allows Horsemen to be trained.

All Horsemen trained in this province start 1 level higher.

4 1000 4 Allows Horsemen to be trained.

All Horsemen trained in this province start 2 levels higher.

5 1500 4 Allows Horsemen to be trained.

All Horsemen trained in this province start 2 levels higher.

Unlocks a Rare Decree for Horsemen.

Unit unlocked: Horsemen


WorkshopEdit

Level Cost Turns Description
1 750 1 Allows Sappers to be hired.
2 1000 1 Allows Sappers to be hired.

Unlocks an ability for Sappers.

3 1500 1 Allows Sappers to be hired.

Durability of Walls, Gates and Towers in all provinces is increased by 5%.

4 1750 2 Allows Sappers to be hired.

Durability of Walls and Gates in all provinces is increased by 10%.

Durability of Towers in all provinces is increased by 5%.

5 2000 3 Allows Sappers to be hired.

Durability of Walls, Gates and Towers in all provinces is increased by 10%.

Unlocks a Rare Decree for Sappers.

Unit unlocked: Sappers

Prerequisites:

Notes:

  • The durability bonuses are cumulative and affect all provinces.


Non-unit BuildingsEdit

AcademyEdit

Level Cost Turns Description
1 1000 2 Officers gain an additional 3 exp from each mission.
2 1500 2 Officers gain an additional 3 exp from each mission.

Officer actions have a 3% higher chance of success or getting better rewards.

3 1500 2 Officers gain an additional 4 exp from each mission.

Officer actions have a 4% higher chance of success or getting better rewards.

4 1500 2 Officers gain an additional 4 exp from each mission.

Officer actions have a 4% higher chance of success or getting better rewards.

Officers gain 3 bonus stats when levelling.

5 2500 2 Officers gain an additional 5 exp from each mission.

Officer actions have a 5% higher chance of success or getting better rewards.

Officers gain 5 bonus stats when levelling.

Prerequisites:

Notes:

  • All effects are cumulative and global.


ConstabularyEdit

Level Cost Turns Description
1 2000 1 Province Order is increased by 2 each turn.

Alertness is set to a minimum of 10.

2 2500 1 Province Order is increased by 2 each turn.

Alertness is set to a minimum of 15.

3 3500 1 Province Order is increased by 3 each turn.

Alertness is set to a minimum of 20.

4 4500 2 Province Order is increased by 4 each turn.

Alertness is set to a minimum of 25.

5 7500 3 Province Order is increased by 4 each turn.

All other provinces have their province Order increased by 1 each turn.

Alertness is set to a minimum of 30.

Notes: Constabularies built by Jung En produce 1 less Order each turn.


FarmEdit

Level Cost Turns Description
1 750 1 Max population is increased by 2,500.

Population growth rate is increased by 10%.

2 750 2 Max population is increased by 5,000.

Population growth rate is increased by 15%.

3 1000 2 Max population is increased by 7,500.

Population growth rate is increased by 20%.

4 1250 2 Max population is increased by 10,000.

Population growth rate is increased by 25%.

5 1500 3 Max population is increased by 10,000.

Population growth rate is increased by 25%.

Global population limits are increased by 5,000.

Notes:

  • The 5,000 population limit increase at level 5 is applied to all provinces.


InfirmaryEdit

Level Cost Turns Description
1 2000 2 Units in this province recover 20% of losses after combat.
2 2500 2 Units in this province recover 25% of losses after combat.
3 3000 2 Units in this province recover 30% of losses after combat.
4 3000 3 Units in this province recover 35% of losses after combat.
5 5000 3 Units in this and surrounding provinces recover 35% of losses after combat.

Prerequisites:

Notes:

  • All attacking units sent from this province or all defending units in this province immediately recover their losses after combat.
  • The unit must survive combat.
  • There are no population costs for this recovery.


Imperial ArchivesEdit

Level Cost Turns Description
1 2000 2 Gain 1 Research point for decrees each turn.
2 3000 2 Gain 2 Research points for decrees each turn.
3 3000 2 Gain 3 Research points for decrees each turn.

Increases the rarity of new decrees.

4 4000 3 Gain 4 Research points for decrees each turn.

Increases the rarity of new decrees.

5 6000 4 Gain 5 Research points for decrees each turn.

Increases the rarity of new decrees.

Notes:

  • All effects are cumulative and global.
  • Level 3 and 4 gives an additional chance that the decree is Uncommon, and level 5 gives an additional chance that the decree is Rare.


LibraryEdit

Level Cost Turns Description
1 1500 1 Acumen generation is increased by 5%.
2 1500 1 Acumen generation is increased by 8%.

Max acumen is increased by 10.

3 2000 1 Acumen generation is increased by 10%.

Max acumen is increased by 15.

4 2000 1 Acumen generation is increased by 12%.

Max acumen is increased by 20.

5 6000 1 Acumen generation is increased by 15%.

Max acumen is increased by 25.

Battles are initiated with 10% of max acumen.

Prerequisites:

Notes:

  • All effects are cumulative and global.


MarketplaceEdit

Level Cost Turns Description
1 1500 1 Gain 300 gold each turn.
2 2000 2 Gain 500 gold each turn.
3 2500 2 Gain 700 gold each turn.
4 3500 3 Gain 1000 gold each turn.
5 6500 3 Gain 1500 gold each turn.


Military CampEdit

Level Cost Turns Description
1 1000 1 Allows an additional unit to be trained each turn.

Replenishment speeds are increased by 30%.

2 2000 1 Allows an additional unit to be trained each turn.

Replenishment speeds are increased by 50%.

The cost of training new units is reduced by 10%.

3 1500 2 Allows an additional unit to be trained each turn.

Replenishment speeds are increased by 70%.

The cost of training new units is reduced by 20%.

4 2000 2 Allows two additional units to be trained each turn.

Replenishment speeds are increased by 90%.

The cost of training new units is reduced by 25%.

5 3000 3 Allows three additional units to be trained each turn.

Replenishment speeds are doubled.

The cost of training new units is reduced by 30%.

Prerequisites:


OutpostEdit

Level Cost Turns Description
1 1500 1 Gain 50 gold for each friendly connected province.
2 1500 2 Gain 75 gold for each friendly connected province.

Units moving into this province do not get exhausted.

3 1500 2 Gain 100 gold for each friendly connected province.

Units moving into this province do not get exhausted.

4 1750 2 Gain 125 gold for each friendly connected province.

Units moving into this province do not get exhausted.

5 4000 2 Gain 200 gold for each friendly connected province.

Units moving into this province do not get exhausted.


PalaceEdit

Level Cost Turns Description
1 8000 6 Max population is increased by 5,000.

Province income and Population growth rate are increased by 20%.

The chance of a new officer joining you is slightly increased.

Province order will not fall below 40.

2 16000 6 Max population is increased by 7,500.

Province income and Population growth rates are increased by 25%.

The chance of a new officer joining you is slightly increased.

Province order will not fall below 50.

3 24000 6 Max population is increased by 10,000.

Province income and Population growth rates are increased by 30%.

The chance of a new officer joining you is increased.

Province order will not fall below 60.

4 32000 6 Max population is increased by 12,500.

Province income and Population growth rates are increased by 35%.

The chance of a new officer joining you is increased.

Province order will not fall below 70.

5 40000 8 Max population is increased by 15,000.

Province income and Population growth rates are increased by 40%.

The chance of a new officer joining you is greatly increased.

Province order will not fall below 80.

Prerequisites:

Notes:

  • Palaces built by Jung En cost 50% less.


SmithyEdit

Level Cost Turns Description
1 4000 2 All units gain a 2% bonus to attack globally.
2 4500 2 All units gain a 2% bonus to attack and a 1% bonus to defence globally.
3 5000 2 All units gain a 2% bonus to attack and defence globally.
4 6000 2 All units gain a 3% bonus to attack and a 2% bonus to defence globally.
5 7500 4 All units gain a 4% bonus to attack and defence globally.

Prerequisites:

Notes:

  • All effects are cumulative and global.


StrongholdEdit

Level Cost Turns Description
1 2500 3 Population costs for training and replenishment are reduced by 10%.

Unit upkeep is reduced by 5%.

All units hired in this province start 1 level higher.

Province order will not fall below 15.

2 2500 3 Population costs for training and replenishment are reduced by 15%.

Unit upkeep is reduced by 10%.

All units hired start 1 level higher.

Province order will not fall below 20.

3 2500 3 Population costs for training and replenishment are reduced by 15%.

Unit upkeep is reduced by 15%.

All units hired start 2 levels higher.

Province order will not fall below 25.

4 3000 3 Population costs for training and replenishment are reduced by 20%.

Unit upkeep is reduced by 20%.

All units hired start 2 levels higher.

Province order will not fall below 30.

5 5000 4 Population costs for training and replenishment are reduced by 25%.

Unit upkeep is reduced by 25%.

All units hired start 3 levels higher.

Province order will not fall below 30.

Prerequisites:


Trading HouseEdit

Level Cost Turns Description
1 1500 2 Gain a further 10% income for each nearby province you have a trade treaty with.

You have a minimum of 10 Intel on nearby provinces.

2 1500 2 Gain a further 15% income for each nearby province you have a trade treaty with.

You have a minimum of 20 Intel on nearby provinces.

3 1500 2 Gain a further 20% income for each nearby province you have a trade treaty with.

You have a minimum of 25 Intel on nearby provinces.

4 1500 2 Gain a further 25% income for each nearby province you have a trade treaty with.

You have a minimum of 30 Intel on nearby provinces.

5 3000 4 Gain a further 35% income for each nearby province you have a trade treaty with.

You have a minimum of 40 Intel on nearby provinces.

Prerequisites:


Training GroundsEdit

Level Cost Turns Description
1 1000 2 Units in this province gain 4 exp per turn.
2 1000 1 Units in this province gain 5 exp per turn.
3 2000 1 Units in this province gain 6 exp per turn.
4 3000 3 Units in this province gain 6 exp per turn.

Troops hired in this province start 1 level higher.

5 5000 3 Units in this province gain 6 exp per turn.

Troops hired in this province start 1 level higher.

Troops in every other province gain an additional 2 exp each turn.

Prerequisites:

Notes:

  • The 2 exp bonus at level 5 is given to all units globally.


WatchtowersEdit

Level Cost Turns Description
1 500 1 Provides a Watchtower for the defence of nearby territory.
2 800 2 Stone Towers provide even greater range and protection for nearby locations.

Prerequisites:

  • Any Unit production building
  • Watchtowers can only be built on locations outside of the city.
  • A Watchtower will be spawned on the RTS map for any mission near the tower.