| Building | Faction | What it does |
|---|---|---|
| Palisade / Wall | Folktails / Iron Teeth | Blocks everyone. Troops line up on its walkway. |
| Wall Foundation | Both | Lifts walls over uneven ground. |
| Gatehouse | Both | Lets your side through, shuts when enemies come near. |
| Drawbridge Gatehouse | Both | A gatehouse whose bridge over a ditch goes up when it shuts. |
| Wall Tower | Both | A strong point that sees around it. |
| Round Tower | Both | Carries a catapult, ballista or trebuchet that shoots on its own. |
| Log Hoarding / Oil Hoarding | Folktails / Iron Teeth | Drops logs or boiling oil on attackers below. |
| Blazer | Both | Lets archers on the wall near it shoot fire arrows. |
| Resin Puddle | Both | Burns everyone in it for hours once a fire arrow lights it. |
| Watchtower | Both | Sends an automation signal while enemies stand on its land. |
Damage and repairs
Every building can be damaged and brought down. Walls, towers and machines have their own health (see Walls and machines). Other buildings have 40 health per tile, between 60 and 400, and a District Center has 2300.
Walls hold back water, so with Dam pressure on, a wall with too much water behind it takes damage and can give way like a dam (see Rivers).
Builders repair damaged buildings between jobs, starting an hour after the last hit. Construction priority decides which come first.
Construction sites. They can be attacked too. Hits knock their progress back, and the materials that went into it are lost.
Under attack. When something of yours is hit, a war horn sounds and a notification names it. Click it to go there.
