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Buildings. That's what this sections about. Yup. So lets begin shall we? Buildings are esential to growing your city in Commanders of evony. They protect you from outside invaders, allow you to grow, as well as make troops and hide resources while looking pretty. There are 4 main types of buildings, all with thier own purpose, and all equally important in their own right. These are Resources, Army, Defences, and Decorations and in it's own category, your Townhall. Here we will go over the 4 main groups, and the individual purpose of each building within the group.

  • note on upgrading* This applies to all buildings so I will place it here. When you start an upgrade, a timer will appear over top of it showing much time is left until the upgrade is completed. By clicking on the building while it is upgrading, 3 little buttons will apear below it. One will be an info button, that will take you to the current level's pop up menu, showing the buildings stats. The middle one is the cancel button. It should be noted that by canceling an upgrade you will only get back HALF of the resources spent to upgrade it in the first place, no matter whether you cancel it right away or towards the end. And the one all the way to the right is the finish now button, that requires gems. You can also click on the building and ask your guild for help upgrading it. This will allow them to help you which will allow it to build at twice the speed for a short period of time. The more guildmates that help, the longer the double time period lasts.


The first type we will go over is the Townhall. This building is your most important, plays a roll in everything that you can do. The townhall will allow you to make more buildings as you advance, as well as allow you tto upgrade your existing ones further, unlocking new upgrades, troop types, and abilities! It also effects how many credits you can hold, which are used to upgrade your hero. By clicking on your townhall you will see a breakdown of your stroage capacity for Gold and Goods that are kept in the townhall, your Influence wwhich is a determining factor in resource production as well as guild rank, and your hitpoints of your townhall. These can all be located in the top right corner. You will also nitce in teh top left, it shows how long it will take to upgrade your townhall to it's next level. leveling it up will give it more hitpoints, influence, capacity, and will also allow you to unlock new buildsing, defences, and much more, which can be found near the bottom of the townhall window in the form of the building picutre, and how many of them it will unlock. If also shows you at the bottom of this window the cost of upgrading your townhall. When your poplation limit (influence) is increased upon upgrade, it is also automatically filled. Population decreases as your townhall is destroyed in PVP modes, and will slowly recover over time. Refere to the pcitures to the side for a picture of a level 1 townhall, a level 9 townhall, and an example of the townhall menu screen. The townhall costs Gold to upgrade.

Town Hall Examples: 



The Watchtower is a special building that does special things. It appears as a broken down building towards the top right of your map. It is also app related to build, and has no upgrades. To install the watchtower app, thus completing the building in game, you must use google chrome as it is an extension for that browser. By installing it you get a couple of perks if you use that browser to play the game. These are an initial 20 gems when you first install it, as well as 2 gems per day for as long as you keep it installed. It will also give you desktop notifiications when you have something happen like a new mail, troops finish building, or you get attacked. You can go into the watchtower itself at any time in the game and turn off these notificications if you'd rather not get them. If you are worried about google chrome eating too much of your CPU or just dont like it, remember, you only need to log in once per day on chrome to gather the daily 2 free gems, then you can go back to your default browser. Just like all other buildings, the watchtower can be moved around the city at will.



Another special building in the Alliance Castle. Like the watchtower, this buiidling appears near the bottom left of the town when you start and appears to be a broken down building. In order to build it, all you have to do is join an alliance, or, with 40,000 gold, you can make one yourself! The alliance castle has a few various actions related with it. Once your in an Alliance, you can receive reinforcements. This alliance members to send you trops to help you in battle. To get more troops, you upgrade the castle, which is done with gold. Each level allows you 5 more troop spots. By clicking on the Alliance Castle, a pop up menu will appear that will show you the troops you can have, the hitpoints of the building, how many troosp you currently have in it, as well as upgrade time and costs in the top left and bottom of the window, respectivly.


The next type of building we will go over are the resource buildings. These Include the Builders House, Farm, Gold Mine, Warhouse, and Coin Storage. These are the bloodflowe of your city. This is the primary way to grain resources as well as hold them and to build more things.

The builders houses are one of the more valuable buildings in teh game as each gives you another builder to use at any given time. Through the tutorial you will gain one builder house and then must make more from there. These are easily the most costly building in the entire game as you can ONLY make them with gems. The first builder house costs 25 gems, the next costs 50, third is 100 gems, fourth is 200 gems, and the fifth and final one costs a whoping 300 gems.    Next up is the Gold mine. The gold mine is used to, as I'm sure you can guess if your past kindergarten, mine gold! Gold mines costs goods to create and to upgrade. They produce a set ammount of gold per hour. You start by having only one in your city, and over the course of upgrading your town hall can have up to 6 later on. These max out at level 11. When you click on the Gold Mine, a menu will pop up. This will tell you the current level of your gold mine at the top, the time to upgrade in the top left, the upgrade cost at the bottom, as well as a statistical breakdown on the top right. The breakdown consists of capacity, which is how much gold the mine can hold, as well as teh capacity increase at it's next level. If the mine reaches capacity, it will not produce more until you either upgrade it further, or collect the gold into your gold storage. Below that you will see your production rate. This is the base production rate, plus any bonuses or minus any penalties per hour. This also increases upon leveling up the mine. You also get a small bonus depending on the level of your guild, or a bonus if you are near enough to a historical city. If you have enemies near you or have been plundered, you will have a black or red tile around your city which will decrease production. Below that you will see the hitpoints. This shows how many hitpoints your mine currently has, as well as the increase at it's next level.

The Gold Storage will be our next building. As the name implies it has one job, storing gold. These, much like the gold mine costs goods to both build initiall as well as upgrade. At the end of the tutorial you will start out with one storage, and eventually be able to have a maximum of 4, with a maximum level of 11 on each. This will allow you to hold a maximum of 8 million gold in storage, 2 million in each. When you click on a gold storage, you will see a menu pop up that has the storage level located at the top, the upgrade time for the next level on the top left, the upgrade cost at the bottom, and a small breakdown of stats on the top right. This breakdown includes 3 things. The first is your storage level, showing the current ammount of gold you have in that particular sotrage, as well as the total gold it can hold. The next line is the capacity line that shows the total gold your storage can hold as well as the increase gained by next level. The last line is the hitpoints which shows the storages current hitpoints, as well as the hitpoints gained at next level.

Fourth on this list is the Farm. The farm is used to, akin to the use of the gold mine, grow goods! Farms cost gold to create and to upgrade. They produce a set ammount of goods per hour. You start by having only one in your city, and over the course of upgrading your town hall can have up to 6 later on. These max out at level 11. When you click on the farm, a menu will pop up. This will tell you the current level of your farm at the top, the time to upgrade in the top left, the upgrade cost at the bottom, as well as a statistical breakdown on the top right. The breakdown consists of capacity, which is how many goods the farm can hold, as well as the capacity increase at it's next level. If the farm reaches capacity, it will not produce more until you either upgrade it further, or collect the goods into your warehouse. Below that you will see your production rate. This is the base production rate, plus any bonuses or minus any penalties per hour. This also increases upon leveling up the farm. You also get a small bonus depending on the level of your guild, or a bonus if you are near enough to a historical city. If you have enemies near you or have been plundered, you will have a black or red tile around your city which will decrease production. Below that you will see the hitpoints. This shows how many hitpoints your farm currently has, as well as the increase at it's next level.

The Warehouse will be our final building on this tab. As the name implies it has one job, housing wares, in this case goods! These, much like the farm costs gold to both build initially as well as upgrade. At the end of the tutorial you will start out with one, and eventually be able to have a maximum of 4, with a maximum level of 11 on each. This will allow you to hold a maximum of 8 million goods in storage, 2 million in each. When you click on a warehouse, you will see a menu pop up that has the storage level located at the top, the upgrade time for the next level on the top left, the upgrade cost at the bottom, and a small breakdown of stats on the top right. This breakdown includes 3 things. The first is your storage level, showing the current ammount of goods you have in that particular sotrage, as well as the total goods it can hold. The next line is the capacity line that shows the total goods your storage can hold as well as the increase gained by next level. The last line is the hitpoints which shows the warehouses current hitpoints, as well as the hitpoints gained at next level.



Next up we will talk about the Army tab. This will be a fairly short explaination, as this tab contains the least buildings. These builds are the barracks, the rally spot, and the academy. Here you will find all of the buildings needed to grow your army for verious PVP aspects of the game, as well as teh campaign. 

The first building is the Barracks. This is the first of the 3. The main focus of the barracks is to train troops. The barracks requires goods to both build and upgrade, as well as to train each of the troops. there are 10 different troops types. There are Infantry, Archer, Thief, Armored Grunt, Sabatuer, Gladiator, Wizard, Bandit, Battering Ram, and Elephant. each of these requires a new level to the barracks, all the way to to it's max of level 10. When you click on a barracks, you will have a small menu window pop up showing the troops that you have available to build, as well as their cost of building. At the top, you will see a number system showing the current number of spaces required for the troops training, over the total number of housing space that barracks can handle training at one time. On the top right of the window you will see a timer showing the remaining time for the current troops that are training, as well as a button that shows how many gems it will take to instantly finish thee training. Next to that on the left, it will show all the current troops training in that barrack at the moment and the time for the next individual of these. There is a small check box in the bottom left of this menu that when checked, will allow you to double click on a picutre to fill the barracks available space with that troop type. On each of the photo's you will see a number in the top left showing how many of them you have training in that barracks at the present time, as well as their cost at the bottom, and a small info box you can hovor over in the top right. This will be touched more on in the Unit section of the wiki. If your Rally Spots are full, then a bubble will apper over teh barraks with three "!" marks and more troops will not be able to be trained until you expend some of the current ones. Something to note is that each barracks can only train to its own individual level.

The second building is the Rally Spot. This building is essential for having the troop capacity to take on other players. Rally Spots require goods for building and upgrading, same as the barracks. When you click on the rally spot, you will see a pop up window with display information for both that individual rally spot and all troop capacity overall. At the top of the menu it will tell you the level of that individual rally spot, the top left side will show how long for the next upgrade, and the bottom will show how many goods are needed to upgrade it. On the top right, you will see the troop capacity of that rally spot, as well as the additional you would get on the next upgrade. below that you will see the hitpoints of the rally spot as well as the hitpoints it will gain at next level. In the middle is a listing, showing all troops you control, with the number of current troop spaces over the total number of troop spaces, as well as the individual number of each troop type you control.

The third and final building in the Army tab of the store is the Academy. This building is used for troop upgrades, and also requires goods to both build and upgrade. All of the troop upgrades costs goods as well, and only one upgrade can be researched at one time. Here you can gain upgrades for each and every one of teh troop types. These upgrades are represented in the form of a star. When you click on the academy, a pop up window will show you a list of all the troops. On the list of troops, if you can upgrade one of them, it will show a required ammount of goods you need to upgrade. If you cannot upgrade it, it will show you a greyed out picture of that troop and tell you what level your academy must be to upgrade. each subsequent upgrade will require a higher level of academy. To upgrade your academy, it will show a required ammount of goods at the bottom of this window. If you hover over the infobox in the top It will show you a readout of the upgrade. First will be what star level it is, from 1 to 5, followed by the upgrade time below that. Under that will be 3 bars. These bars show your troops current damage, hitpoints and training costs in the barracks, as well as the additional to all three of these after you upgrade the unit. It also shows you other troop information that will we will go over further in the Troop page of the wiki. The Academy being built will also unlock the "Orders" Menu tab. This is how you can get credits, which are explained on the resources page of the wiki.


The third of the four tabs we will talk about is the Defences tab. This tab is very important in holding off waves of enemies in the Invasion mode, as well as defending yourself from other players trying to break into you house and steal all your stuff without so much as leaving an iou. How rude! In this tab you have Walls, ranged defences such as Cannons, Archer Towers, Wizard Towers, Catapults, Super Crossbows and Elysian towers, as well as stationary defences such as Stabs, Bombs and Traps. Here I will tell you a breakdown of each and every one and their primary purpose. Also, it is important to note that each and every one of these defensive buildings take gold to both build and upgrade. It should also be noted that defencive buildings will not defend your city while upgrading. You can see a visable range on all ranged defences either when you place them, move them, or just hover your mouse over them. Unlike their other stats, range will not increase with upgrades.

First up are the walls. These do what most walls do and keep enemies out of your yard. That and annoying kids down the road. STAY OUT OF MY YARD YA WHIPER SNAPPERS! *ahem* Walls can be upgraded on a scalling price range all the way up to level 10, with a maximum of 225 walls to place in your city and arrange however you see fit to keep enemies out of your town. They aren't impervious however and CAN be destroyed! Each level of wall Adds more health to the wall. Unlike most defences, and other buildings all together, walls are special. They take no time to upgrade, just the gold required. However you still need to have an open builder spot to upgrade. To look at them close up, you click on them and two buttons will pop up. One that shows how much gold it takes to upgrade. This also acts at the upgrade button. The other is an info button. This button will pop up a window showing the wall level at the top, a hitpoints bar showing the number of hitpoints your wall has and how many it fains at its next level, as well as a secondary upgrade button at the bottom. Walls are great for keeping your empire safe and keeping your enemies in the line of fire.

The next defence we will go over is the Cannon. This defencive building is a fast attacking mid range medium damage one. these units are great for point defence. When you click on a cannon, you will notice a pop up window. In this window, it wil show you the cannon's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage is single target.

The next defensive building is the Archer tower. With a longer range than cannons, and slightly higher damage rate, this tower can dole out more damage quicker. However, the drawback is that upgrades usually take twice as long as the cannon and cost twice as much. When you click on an archer tower, you will notice a pop up window. In this window, it wil show you the archer tower's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage, like the cannon, is single target.

The third defensive unit we will go over is the catapult. These long rane behemoths will take out larger groups of enemies by using area splash damage. While having a much lower damage output than other defences, these are great for hitting and taking down multiple enemies at once. When you click on a catapult, you will notice a pop up window. In this window, it wil show you the catapult's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage is splash.

The fourth tower you will have access to is the Wizard Tower. These towers can get quite expensive but are a must have in any city defence. They boast the smaled range, but what they lack in range they make up in firepower! these little bugers have a fast attack speed and splash damage, dealing a fair amount of damage per hit. best against walls they can take down many of the weaker enemies easier than a fish swims in the ocean. When you click on a Wizard Tower, you will notice a pop up window. In this window, it wil show you the wizard tower's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defencive unit has, as well as the the type of damage it will deal. In this case the type of damage is splash.

The fifth defensive tower you will unlock is the Elysiun Tower. This little bad boy is a real treat. Starting off at 1 million gold you might think that this bad boy isn't worth it, and with a smaller range and no superb attack damage, you'd be right at first glance. However the real treat is that this tower? It's a hidden one. That's right. Until an enemy comes into it's range, it is invisible to the attacking player, giving it a unique edge. With a rapid attack speed and single target damage type, this thing is a must have for those area's you want well defended. When you click on an Elysian tower, you will notice a pop up window. In this window, it wil show you the Elysian tower's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage, like the cannon and archer tower before it, is single target. And remember, it's hidden, so it might take a little bit to find it.

Next up we have the Super Crossbow. This bad arse mother trucker has huge stopping power. Boasting the longest range, and the fastest attack speed, this tower will tear through enemies faster than a lightsaber through a tauntaun. Ok maybe not because lightsabers are sweet, but you get the idea. When you click on a Super Crossbow, you will notice a pop up window. In this window, it wil show you the super crossbow's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage, like the majority, is single target.

Now we're going to move away from the tower type of defensive unit and move onto the ground type. The first of these is the bomb. This little guy will remain hidden until a unit runs over it, at which case it will blow up causing a small bit of damage to the area. Due to the delay with the explosion, it is best to be used against walls or buildings. When you click on a bomb, you will notice a pop up window. In this window, it wil show you the bomb's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage is splash. due to it's explosive nature, this defence will only activate once per battle.

Next is Admiral Ackbar's favorite, the trap. Slightly more resiliant than the bomb it works in very much the same way. It will be hidden until an enemy unit passes over it. However, it will activate instantly and kill most enemies in one shot with a very small splash radius. It will last until it's hitpoints run out, which will happen little by little each time it attacks an enemy. When you click on a trap, you will notice a pop up window. In this window, it wil show you the trap's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage is slash.

The final of these is the Stab. This one is really nice. Place it in the right area and have lots of fun. This guy here will throw spikes up fromteh ground, constantly damaging any units that linger on it for too long. These area great against a weaker wall area that enemies will target, to stop them from ever coming in. When you click on a Stab, you will notice a pop up window. In this window, it wil show you the stab's level at the top, the time it takes for the next upgrade in the top left corner, and the upgrade costs at the bottom. The top right corner has a statistical information area that shows the damage per second of this defence, with both your current, and how much will be added at the next level. it also shows your hitpoints in the same way right below that. In the middle you will see the range the defensive unit has, as well as the the type of damage it will deal. In this case the type of damage, like the two before, is spash, and it is also hidden until activate by an enemy.

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