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Eador: Masters of the Broken World Game Guide by gamepressure.com

Eador: Masters of the Broken World Game Guide

Table of Contents

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 - Basic Financial Buildings - Economy - Eador: Masters of the Broken World - Game Guide and Walkthrough

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

   
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