Basic Financial Buildings | Economy Eador: MotBW Guide
Last update: 11 May 2016
Another way to maximize revenues is to construct proper buildings in the city and within provinces. In each category of buildings there are at least several that in some way increase the kingdom's income or minimize its costs. The choice determined mostly by the nature of particular provinces. For example, if you have a castle surrounded by plains only, build a Farmers Market that will allow you to set up some lucrative Mills in provinces. On the other hand, if you've begun the game on hills, the best thing to do would be to build a Diggers Guild and expand the Mines network. If your kingdom is rich in unusual resources - such as arcanite or mithril - build whatever buildings increase income that come from them (see: Economy: Resources).
This is of course only the tip of the iceberg - building that increase revenues are aplenty and they form a complex network of dependencies. The game displays all required info in a very easy manner: just open the city map and have a look at different categories, then chose whichever building matches the terrain and your gameplay style. Below is a list of all buildings that don't require any resources to operate (those that do are described in Resource: Resources Buildings), but guarantee almost an instantaneous rise in income (increasing income and unlocking access to more lucrative provincial buildings).
Building Raising Income
Name | Category | Cost | Bonus | Province Building Unlocked | Province Building Cost | Province Building Bonus |
Tavern | Trade Level I | 30 gold | +1 to gold per round Allows recruiting mercenaries | None | None | None |
Inn | Trade Level II | 90 gold 1 horse | +2 gold per round Allows recruiting better mercenaries Allows recruiting Adventurers Guard | Pub | 25 gold | +1 gold per round +1 to Happiness if you have a Theater in the capital |
Farmers Market | Trade Level II | 100 gold 2 horses | Increases population growth in the capital | Mill Only plains! | 80 gold | +5 gold per round |
Market | Trade Level III | 300 gold 1 iron 1 mandrake 1 wood 3 horses | +5 gold per round Lowers resources buying costs by 10% | Storehouse | 50 gold | +1 gold per round The hero can trade items as they would in the capital |
Merchant Court | Trade Level III | 200 gold 1 wood 2 horses | +4 gold per round Allows recruiting better mercenaries Allows recruiting Adventurers Guard | Pub can be upgraded to Tavern | 50 gold | +3 gold per round +1 to Happiness if you have a Theater in the capital Increases the Morale of defenders by 2 |
Chamber of Commerce | Trade Level IV | 1000 gold 1 horse 1 mithril 1 arcanite 3 marble | +20 gold per round Lowers resources buying costs by 10% | Tavern can be upgraded to Inn | 70 gold | +6 gold per round +1 to Happiness if you have a Theater in the capital Increases the Morale of defenders by 3 |
Traders Guild | Trade Level IV | 550 gold 3 horses 1 mithril 1 arcanite 1 marble | +15 gold per round Lowers resources buying costs by 10% | Storehouse can be upgraded to Mall | 70 gold 1 horse | +5 gold per round The hero can trade items as they would in the capital |
Crystal of Force | Temple Level I | 50 gold 30 crystals 1 mandrake | +1 crystal per round Lowers hero hiring costs by 10% Allows heroes to receive simple quests | None | None | None |
Crystal of Power | Temple Level II | 400 gold 50 crystals 2 arcanites | +2 crystals per round Lowers hero hiring costs by 10% 15% Allows heroes to receive moderate quests | None | None | None |
Crystal of Might | Temple Level III | 900 gold 125 crystals 2 arcanites 1 black lotus | +4 crystals per round Lowers hero hiring costs by 10% 20% Allows heroes to receive difficult quests | None | None | None |
Pottery | Craftsmen Level I | 70 gold 1 wood | +2 gold per round | Granary | 20 gold | Accelerates provinces' growth rate |
Carpenters Guild | Craftsmen Level II | 130 gold 1 iron 3 wood | +3 gold to all wood sources per round | Sawmill Only forests! | 60 gold 1 wood | +5 gold per round +3 gold from wood per round |
Diggers Guild | Craftsmen Level II | 140 gold 2 iron 1 wood | None | Mine Only hills! | 70 gold 1 iron | +5 gold per round +2 gold from iron per round +4 gold from marble per round +6 gold from mithril per round |
Shipbuilders Guild | Craftsmen Level II | 400 gold 1 iron 4 wood | None | Shipyard Only coasts! | 100 gold 3 wood | Allows heroes to cross water tiles |
Seafarers Guild | Craftsmen Quarters Level III | 1200 gold 4 wood 2 mithril | +1 gold per round from all coastal provinces | Allows upgrading Shipyard to Port Only coasts! | 200 gold 1 iron 2 wood | +7 gold per round Allows heroes to cross water tiles |
Explorers Guild | Craftsmen Quarters Level IV | 1500 gold 2 wood 1 marble 3 horses | Accelerates exploration by 30% | Allows upgrading Port to Lighthouse Only coasts! | 150 gold 1 iron 1 wood 1 arcanite | +10 gold per round Allows heroes to cross 2 water tiles |
Winery | Craftsmen Level III | 330 gold 1 mandrake 1 horse 2 wood | Increases Happiness in the capital by 1 and the Morale of defenders by 2 | Allows upgrading Mill to Brewery | 100 gold | 8 gold per round +1 to Happiness +2 to the Morale of defenders |
Drivers Guild | Trade Level II | 250 gold 2 wood 4 horses | None | Allows upgrading Granary to Stables | 150 gold 2 horses | +2 gold per round +5 gold from horses per round |
Pharmacy | Temple Level II | 550 gold 10 crystals 1 marble 3 mandrakes | +5 gold to all mandrake sources per round | None | None | None |
Hippodrome
| Entertainment Level II | 700 gold 2 wood 4 horses | +10 gold per round +1 to Happiness in capital +5 gold to all horse sources per round | None | None | None |
Arena | Entertainment Level II | 750 gold 10 crystals 1 iron 2 horses 1 granite 1 mithril | Increases Happiness in the capital by 2. Allows heroes to participate in tournaments and bet on contestants | Arena | 150 gold 1 iron 2 horses | +3 gold per round +2 to Happiness |
Traveling Circus | Entertainment Level III | 1500 gold 4 horses | Increases Happiness in the capital by 2. Increases gold income in provinces with arenas by +3 and their Happiness by 1. | None | None | None |
Enchanted Grove | Forest Level I | 200 gold 50 crystals 2 mandrakes 1 arcanite | +1 crystal per round Allows hiring Forest Guard Lowers waiting time between rituals by 1 | None | None | None |
Magic Well | Forest Level II | 50 gold 20 crystals 1 arcanite | +10 gold per round | None | None | None |
Crystal Garden | Forest Level II | 50 gold 20 crystals 1 arcanite | +2 crystals per round | None | None | None |
Stonehenge | Forest Level II | 600 gold 50 crystals 3 arcanites 2 mandrakes | +3 crystals per round Allows hiring Forest Guard Lowers waiting time between rituals by 1 Gives one schematics to Pyramid of the Ancients Enables recruiting Ents (if you have seeds!) | None | None | None |
Source of Gold | Forest Level III | 600 gold 40 crystals 2 arcanites 1 dionium | Replaces 2 crystals for 50 gold each round Source of Crystals | None | None | None |
Source of Crystals | Forest Level III | 400 gold 50 crystals 2 arcanites 1 black lotus | Replaces 15 gold for 10 crystals each round Excludes Source of Gold | None | None | None |
Oracle | Forest Level III | 1500 gold 150 crystals 2 arcanites 3 dionium | +3 crystals per round Increases the chances of positive random encounters and lessens the chance of negative random encounters Lowers waiting time between rituals by 1 |