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Buildings/Standard Buildings

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Standard Buildings

Academy

Academy l Research Required: None
Description: The Academy is a sublime place full of knowledge which combines old traditions with modern technology. The wisest heads of your town await entrance! Consider that every scientist needs his own laboratory which costs money.
Effect: The larger the academy the more scientists you can employ at the same time.

Barracks

Barracks l Research Required: None
Description: In the Barracks the boisterous youth is instructed to become keen fighters. Your soldiers know how to handle swords, spears and catapults and are also able to lead the mightiest war machines safely over the field.
Effect: When you upgrade your barracks, the troops are instructed faster and you may be able to instruct new types of troops.

Black Market

BlackMarket
Research required: Soldier Exchange ( Economy )
Description: Our battle-tested warriors in their shiny armour, and our progressive war machines have become legendary. Now it's time to make a profit from them. Other leaders will be eager to purchase these troops.
Effect: Upgrading Black Market enables you to sell more types of units and reduce the tax rate for this trade.

Dump

Dump l
Research Required: Waste Dump ( Economy )
Description: A Dump enables you to store large amounts of goods. Every extension level of the Dump can hold 32,000 units of each type of good. However, the Dump is not protected from pillagers.
Effect: Upgrading your Dump allows you to store more resources.

Embassy

Embassy l
Research required: Foreign Cultures ( Seafaring )
Description The embassy is a busy place: diplomats from all over the world negotiate contracts here, forge treaties, and found alliances. In order to get a larger alliance you need to upgrade your embassy.
Effect: Every level of your embassy increases your diplomacy points. From Level 1 on, you are able to found an alliance (it needs at least 3 diplomacy points)

Governor's Residence

Governors residence l
Research required: Expansion ( Seafaring )
Special: Colony only. Cannot be be built in Capital
Description: A governor in your colony guarantees that all the daily administrative tasks are done properly. He or she also lowers the level of corruption in your colony. The governor´s residence can also be upgraded to a palace if you ever want to move your capital.
Effect: Every Level upgrade reduces the corruption of the colony it is in. Converting a Governor's Residence to a palace will destroy your original Palace.

Hideout

Hideout l
Research required: Espionage ( Science )
Description: After you have researched espionage, you gain the ability to construct a hideout. The hideout allows you to hire spies. While in it, they help to catch foreign spies. Spies can be sent on missions, and they can discover information such as the number of troops a city has or what is in its warehouse.
Effect: A higher hideout level gives you a greater chance of a successful mission. It also gives you better protection from being spied and allows you to get more spies.

Museum

Museum l
Research required: Cultural Exchange ( Science )
Description: At the museum your citizens are able to see how other nations try to copy our excellent culture. In order to host larger exhibitions you should upgrade your museum.
Effect: Every upgrade of your museum allows you to show a further cultural good. It also gives a small bonus to satisfaction in the town.

Palace

Palace l
Research required: Expansion ( Seafaring )
Special: Capital only
Description: The palace is an excellent place to lead your empire into the future! It also provides a gorgeous view of the sea.
Effect: Every upgrade of your capital´s palace allows you to set up another colony. If you declare another town your capital the old Palace is destroyed. You will have to build the Governor's Residence from the ground up.

Pirate Fortress

PirateFortress l Research Required: Piracy ( Seafaring )
Description: A threatening pirate banner flies over your town's Pirate Fortress. The pirate who accumulates the most loot during a capture run can secure grandiose rewards. So that your capture points are not robbed from you, until the day of the position calculation you should strengthen your crew.
Effect: Upgrading the building allows access to more capture point missions and the raiding of towns further away.

Sea Chart Archive

SeaChartArchive l Research Required: Archiving ( Science )
Description: Valuable sea charts are archived in the Sea Chart Archive. This allows our sailors to navigate the seven seas even faster. The higher the building level and the more distant the destination, the greater the time saving for the journey there and back.
Effect: Reduces the travel time for all ships when traveling great distances.

Shipyard

Shipyard l
Research required: Dry-Dock ( Military )
Description: What would an island empire be without its fleet? At the shipyard, mighty battleships are made ready and launched for long journeys over the oceans. May the seven seas tremble before them!
Effect: Allows building larger ship. Larger shipyards can also build the ships faster.

Tavern

Tavern l
Research required: Wine Culture ( Economy )
Description: After a day's work there is nothing more pleasant than a cool jug of wine. That's why your citizens love to meet at the Tavern. And when the last old songs have been sung at the end of the day, they set out merrily and cheerful for home.
Effect: Every upgrade of your tavern allows you to serve more Wine small.

It also gives a small bonus to satisfaction in the town.

Temple

Temple l
Research Required: Polytheism ( Science )
Description: The temple is a place of faith, belief and reflection. Priests live here, paying homage to their God and spreading his word throughout the island. You can also pray for miracles here, as long as you show him enough respect.
Effect: The larger the temple, the more priests you can employ at the same time.

Town hall

Town hall l
Research required: None
Special: Is built automatically for a new player, or a new colony.
Description: At the heart of the town you can find the town hall, through which the town grows and flourishes.
Effect:
  1. Every upgrade of your town hall allows you to increase your housing space
  2. Every 4th level, upgraded, you will receive 1 more action point for that town. (e.x. level 4, 8, 12, 16, 20, ...)

Town wall

Wall
Research required: None
Description: The town wall protects your citizens against your enemies and the sun. Beware! Enemies will try to tear holes into your wall.
Effect: Larger walls have better armor, HP, and deal more damage to the attacker.

Trading port

Trading port l
Research required: None
Description: The port is your gateway to the world. Here you can hire trade ships and ready them for long journeys. You can also receive precious goods from places far away.
Effect: Larger trading ports can load ships faster.

Trading post

Trading post l
Research required: Wealth ( Economy )
Description: Merchants and traders do their business at the trading post. There is always a deal to make or a bargain to hunt. Merchants from far away rather to head for big and well known trading posts!
Effect: Range to view other trading posts is increased with every odd numbered level. Capacity to sell is increased every upgrade.

Warehouse

Warehouse l
Research required: Conservation ( Economy )
Special: Up to 4 can be built in one town.
Description: A part of your supplies is protected at the warehouse. It keeps mean pillagers, rain, birds, and other pests away. The warehouse keeper is also always well informed about your resource storage.
Effect: Upgrading your warehouse allows you to protect more supplies and to store more resources.

Workshop

Workshop l
Research required: Invention ( Science )
Description: The most skilled men of our town serve at the workshop. They improve our troops´ and warships´ equipment with the latest inventions. May they become even better and stronger!
Effect: Every stage of improvement allows you to get more upgrades for troops and ships.

Other Buildings

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