Master of Magic

Master of Magic

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When to build each town building - a list
By Narf the Mouse
A quick list of when each town building becomes useful to build.
   
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Introduction
This walkthrough contains quick lists of reasons to build, or not build, each building. As such, it very skims over the basics of town buildings. However, before we start, some notes:

  • If building housing in a town increases town growth by at least 40%, consider building housing.
  • Unless your empire consists solely of Draconians or Lizardmen, or you want to risk hopscotch between Arcanus and Myrror, always ensure you have at least one shipyard town on each continent.
  • Towns without at least one defensive unit can be easily lost.
  • Buying a building is based on the completed production, times a multiplier. The multiplier is:
    • 0% complete: x4
    • Greater than 0% complete: x3
    • 35% (theoretically 33%, but I was unable to confirm) or more complete: x2
  • Most races have different selections of buildings to build; only Orcs can build all buildings.
Town Types
Notes

  • The goal of every town, including military towns, is to become a full town.
  • Don't neglect the current needs of your empire to achieve some ideal building list.
  • Towns should start by growing population, including focusing on buildings that improve population growth.
  • Most towns should be a mix of various types, with the specific focus added on top. A library, shrine, and marketplace are good for any town that can build them, and cheap enough most towns can build them.

Food Town

  • Makes food.
    • Halflings or Animists' Guild.
    • Lots of grasslands.

Full Town

  • A resource town plus a military town, and possibly a shipyard town. Has everything that town can build.
    1. Build any missing buildings.

Gold Town

  • Makes money.
    1. Marketplace, Bank, Merchants' Guild.
    2. Production buildings. You can probably fit two or three of them before the Merchants' Guild.
    3. Trade Goods.
    4. The Mechanicians' Guild requires a University, and so is a good followup to also making this a Research town.
    5. Trade Goods.
  • Towns which can build all of those buildings are best.

Power Town

  • Makes money.
    1. Shrine, Temple, Parthenon, Cathedral.
    2. A population that produces power is also this by default.
    3. You could probably fit a couple of production buildings in there just to speed things up.
  • Towns which can build all of those buildings are best.

Military Town

  • Builds units.
    1. Should be built on Adamantium ore, Mithril ore, coal, or iron, in that order.
    2. Should build buildings that allow new unit types.
    3. The Fighters' Guild and War College are highly recommended.
    4. Should build production buildings.
  • If the race does not have an Alchemists' Guild, do not found towns near Adamantium ore or Mithril ore.
  • Races like Trolls and Goblins can compensate for a lack of an Alchemists' Guild through regeneration or flying ranged summoners.
  • The Alchemy trait provides magic weapons for all normal units built in your towns.

Research Town

  • Provides spell reserch.
    1. Library, Sages' Guild, University, perhaps a Wizards' Guild.
    2. You only really need production buildings if you're aiming for a Wizards' Guild.
  • Towns which can build all of those buildings are best.

Resource Town

  • Produces food, gold, power, and research.
    1. Basically just integrate the other lists.

Shipyard Town

  • Builds ships.
    1. Shipwrights' Guild, Shipyard, Maritime Guild.
    2. The Fighters' Guild and War College are highly recommended.
    3. Generally, having something that can get you across the ocean is more important, but don't neglect Adamantium ore, Mithril ore, coal, or iron, in that order.
    4. Should build production buildings.
  • If the race does not have an Alchemists' Guild, do not found towns near Adamantium ore or Mithril ore.
  • Races like Lizardmen and Draconians don't need ships.
  • The Alchemy trait provides magic weapons for all normal units built in your towns.
The List - Armoury to Miners' Guild
Armoury

  • Improves the selection of military buildings or units.
  • If you are not going to build military units in this city, ignore it.
  • Otherwise, build it.

Armorers' Guild

  • Improves the selection of military buildings or units.
  • If you are not going to build military units in this city, ignore it.
  • Otherwise, build it.

Animists' Guild

  • Farmers produce +1 food; food is the main limiting factor on your armies and towns.
  • -10% unrest; probably not important at this point, but hey, neat.
  • Troops heal much 20-30% of their total hit points each turn. Cool if your town is being besieged, but tends to not be necessary.
  • Build this. The food bonus is absolutely worth it.

Alchemists' Guild

  • Transmutes 3 gold to 3 power each turn. Alchemy only transmutes gold to mana, making this building essential for increasing casting skill; the most critical casting ability.
  • Normal units get magic, mithril, or adamantium weapons (the latter two require the appropriate ore to be available to the town).
  • If you have the Alchemy trait, this is not quite as useful.
  • Otherwise, just build it.

Bank

  • How do you feel about +50% gross profit in a city, stacked on top of the Marketplace for x2.25 gross profit?
  • Basically, just build it.

Barracks

  • Improves the selection of military buildings or units.
  • If you are not going to build military units in this city, ignore it.
  • Otherwise, build it.

Builders' Hall

  • This lets you build a granary.
  • As such, you may want to build housing in a new town.
  • Otherwise, this should be the first thing you build.
  • The tooltip states a +15% increase in housing; this effect is hardcoded, and does exist.

Cathedral

  • Transmutes 4 gold to 4 power and -10% unrest each turn. Alchemy only transmutes gold to mana, making this building essential for increasing casting skill; the most critical casting ability.
  • Not as useful as a temple, because your unrest reduction is probably pretty good at this point.
  • If you have the Alchemy trait, this is not quite as useful.
  • It is still essential.
  • If you are High Men, this is one of the prerequisites for Paladins, and you should build it in your military cities.

City Walls

  • Mostly useless until you get attacked.
  • Can generally be left for later.
  • Do not delay later for too long.
  • They are kinda cheap.

Farmers' Market

  • +3 food, +3 maximum population, and +30 population growth per turn.
  • Increased food and increase maximum population both increase population growth, so this is essentially triple-dipping on population growth.
  • The chocolate sprinkles on top of the chocolate sundae that is the Marketplace. Build it.

Fantastic Stables

  • Lets your military cities build a top-tier unit.

Fighters' Guild

  • Improves the selection of military buildings or units.
  • 20 starting experience for normal units in this city.
  • If you are not going to build military units in this city, ignore it.
  • Otherwise, it's essential.

Foresters' Guild

  • +2 food, and +25% production, stacked on top of the Sawmill for x1.5625 production.
  • Good for building housing.
  • A Foresters' Guild costs 200 production. Foresters' Guild payoff rates:
    • 8 production: becomes 12 production; 50 years.
    • 10 production: becomes 15 production; 40 years.
    • 13 production: becomes 20 production; 28 years.
    • 16 production: becomes 25 production; 22 years.
    • 20 production: becomes 31 production; 18 years.
  • The Foresters' Guild will pay off a little quicker then the above numbers due to the food bonus.
  • Note that the tooltip's assertion that it increases the production of forest tiles is not supported by the code files or the Classic Wiki. The Classic tooltip description also mentions increasing the production of forest tiles; however, neither game implements this.

Granary

  • +2 food, +2 maximum population, and +30 population growth per turn.
  • Increased food and increase maximum population both increase population growth, so this is essentially triple-dipping on population growth.
  • Build it.

Library

  • Transmutes 1 gold into 2 research every turn, a ratio twice as good as alchemy.
  • Research is only useless if you've already researched all the spells.
  • You might grab a spellbook from a dangerous ruin or enemy wizard.
  • Build this in every town you can.

Marketplace

  • How do you feel about +50% gross profit in a city?
  • Very useful in any town with a population of 6+.

Maritime Guild

  • Lets you build the most powerful ships in the game.
  • Ships are good for transporting landbound units, and meme builds.
  • Can you build Merchants' Guilds? Then yes, after you build a bank.
  • Otherwise, it's a good add.

Mechanicians' Guild

  • How do you feel about +50% production in a city, stacked on top of the Sawmill, Foresters' Guild, and Miners Guild for x3.5 production?
  • A Mechanicians' Guild costs 600 production. Mechanicians' Guild payoff rates:
    • 8 production: becomes 28 production; 30 years.
    • 10 production: becomes 35 production; 24 years.
    • 12 production: becomes 42 production; 20 years.
    • 16 production: becomes 56 production; 15 years.
    • 20 production: becomes 70 production; 12 years.
  • Trade goods are great for gold cities.
  • Also allows Catapults to be built, which are a high-end anti-fortification normal ranged unit.

Merchants' Guild

  • How do you feel about +100% gross profit in a city, stacked on top of the Marketplace and Bank for x4.5 gross profit?
  • Basically, just build it.

Miners' Guild

  • +50% production in a city, stacked on top of the Sawmill and Foresters' Guild x2.34 production.
  • A Miners' Guild costs 300 production. Miners' Guild payoff rates:
    • 8 production: becomes 18 production; 30 years.
    • 10 production: becomes 23 production; 23 years.
    • 13 production: becomes 30 production; 18 years.
    • 16 production: becomes 37 production; 14 years.
    • 20 production: becomes 46 production; 12 years.
  • Build a Sawmill when you have no less than 12 production. Then build a Foresters' Guild and Miners' Guild as and when it doesn't interfere with more immediate concerns, like expanding your empire. Research towns and power towns can skip some or all of these steps.
  • Trade goods are great for gold cities.
The List - Oracle to Wizards' Guild
Oracle

  • Transmutes 4 gold per turn into a 5 tile sight range, and -20% unrest.
  • Nature's Eye is better, but the Oracle can't be dispelled.
  • It's probably a good idea.

Parthenon

  • Transmutes 3 gold to 3 power and -10% unrest each turn. Alchemy only transmutes gold to mana, making this building essential for increasing casting skill; the most critical casting ability.
  • Not as useful as a temple, because your unrest reduction is probably pretty good at this point.
  • If you have the Alchemy trait, this is not quite as useful.
  • It is still important.
  • If the Parthenon provides a Priests unit in this town, you should build it in your military cities.

Sages' Guild

  • Transmutes 2 gold into 3 research every turn, a ratio better than alchemy.
  • Research is only useless if you've already researched all the spells.
  • You might grab a spellbook from a dangerous ruin or enemy wizard.
  • This is cheap enough to build everywhere.

Sawmill

  • +25% production, +10% housing.
  • A Sawmill costs 100 production. Sawmill payoff rates:
    • 8 production: becomes 10 production; 50 years.
    • 10 production: becomes 12 production; 50 years.
    • 12 production: becomes 15 production; 33 years.
    • 16 production: becomes 20 production; 25 years.
    • 20 production: becomes 25 production; 20 years.
  • Note that the tooltip's assertion that it increases the production of forest tiles is not supported by the code files or the Classic Wiki. The Classic tooltip description also mentions increasing the production of forest tiles; however, neither game implements this.
  • Allows most races to build Bowmen.

Shipwrights' Guild

  • Lets you build triremes for early water crossing.
  • Can you build Merchants' Guilds? Then yes, after you build a bank.
  • Otherwise, It's a good add.

Shipyard

  • Lets you build galleys, which are like triremes except better in every way
  • Can you build Merchants' Guilds? Then yes, after you build a bank.
  • Otherwise, it's cheap enough you might as well build it if you found reason to build a Shipwrights' Guild.

Shrine

  • Transmutes 1 gold to 1 power and -10% unrest each turn. Alchemy only transmutes gold to mana, making this building useful for increasing casting skill; the most critical casting ability.
  • Helps pacify conquered cities of people who don't like your main race.
  • If you have the Alchemy trait, this is not quite as useful.
  • This is the first unrest-reducing building you will get.
    • And spearmen transmute 1 food to -5% unrest, which is generally a waste of food.
  • Also might provide a Shamans unit.
  • You should probably build it.

Smithy

  • Lets you build a Marketplace.
  • Is essential for military towns, as it allows building the Armory, Barracks, and Stables.
  • Can be left for later otherwise.

Stables

  • Required for the Animists' Guild.
  • Required for Cavalry units (if any).
  • If you can build Animists' Guilds, just build it.
  • Build it in military cities.

Temple

  • Transmutes 2 gold to 2 power and -10% unrest each turn. Alchemy only transmutes gold to mana, making this building important for increasing casting skill; the most critical casting ability.
  • Required for the Animists' Guild; if you can build Animists' Guilds, just build it.
  • Your unrest reduction is probably good at this point.
  • If you have the Alchemy trait, this is not quite as useful.
  • It is still very useful.

University

  • Transmutes 3 gold into 5 research every turn, a ratio better than alchemy.
  • Research is only useless if you've already researched all the spells.
  • You might grab a spellbook from a dangerous ruin or enemy wizard.
  • Build this in your research towns.

War College

  • Improves the selection of military buildings or units.
  • 60 starting experience for normal units in this city.
  • Replaces the Fighters' Guild.
  • If you are not going to build military units in this city, ignore it.
  • Otherwise, it's essential.

Wizard's Guild

  • Transmutes 5 gold and 3 mana to 8 research every turn.
  • Probably provides some sort of spellcaster unit for your armies.
  • Build it in your military towns.
  • Build it in your research towns.
Changelog
Link to the discussion thread: Link

v1.1

  • Noted the discrepancies between the described and actual behaviour of the Sawmill and Foresters' Guild in Classic and the Remake.
  • Revised the Gold Town list to account for the Mechanicians' Guild building prerequisites.

v1.2

  • Update: Noted the discrepancies between the described and actual behaviour of the Builders' Hall in the Remake.
  • Fix: The Shrine, Temple, Cathedral, and Parthenon were listed as transmuting gold to mana; this is incorrect. They transmute gold to power. Their importance has been adjusted.
  • Add: A description of how costs are factored for buying buildings to the introduction.

v1.3

  • Add: Notes on how to apply the town types.
  • Update: The notes on the relation between the Shrine, Temple, Parthenon, and Cathedral; and Alchemy trait.

v1.4

  • Rename: "Mana Town" to "Power Town".
  • Fix: The Alchemists' Guild was listed as transmuting gold to mana; this is incorrect. They transmute gold to power. Their importance has been adjusted.
  • Update: The usefulness of the Parthenon in building Priests has been clarified.

v1.4.1

  • Update: Putting any amount of production into an item will drop its cost multiplier from x4.

v1.4.2

  • Add: A link to the discussion thread in the changelog.

v1.4.3

  • Add: A note on the 33%/35% completed building production breakpoint discrepancy.

v1.5.0

  • Add: Note that most races can build different sets of buildings; only Orcs can build all buildings.
  • Add: The Sawmill, Stables, and Mechanicians' Guild all provide access, or probable access, to normal units.
  • Fix: A bit of spelling and grammar.

v1.5.1

  • The changelog display was misaligned.

v1.5.2

  • Added "Walkthrough" to the list of categories for this guide, as it seemed appropriate.

v1.6.0

  • Fix: The Alchemists' Guild generates 3 power for 3 gold.
6 Comments
Narf the Mouse  [author] 16 Jan, 2024 @ 5:42pm 
And a few other edits.
Narf the Mouse  [author] 16 Jan, 2024 @ 5:38pm 
@Dorian Gray: Fixed by copy-pasting that portion of the Foresters' Guild description over that portion of the Sawmill description.
Dorian Gray 16 Jan, 2024 @ 4:19pm 
"Note that the tooltip description is not supported by the code files or the Classic Wiki; including the +10% housing bonus (this latter seems to be a bug). The Classic tooltip description also mentions increasing the production of forest tiles; however, neither game implements this"

It is in the game, but has a poorly worded description.

Works same as Builders Hall (but a slight different rate). Both provide a bonus when "Housing" is selected as a production target.
Fieswurst 4 Jul, 2023 @ 5:46am 
Ah I understand thank you that makes sense
Narf the Mouse  [author] 4 Jul, 2023 @ 12:37am 
Religious buildings can be said to have two effects:

* Reducing unrest.
* Transmuting gold to power; that is, they have a gold upkeep, and produce the same amount of power - a 1 to 1 ratio.

Since the Alchemy trait lets you transmute gold to mana at a 1 to 1 ratio, this makes religious buildings not quite as useful. Transmuting to power is still better than transmuting to mana, so I tried to make the statement reflect this. Most of the time, you should still build a religious building under the same conditions; most not being all.

Or, for wizards without the Alchemy trait, you can only transmute gold to mana at a 2 to 1 ratio, and religious buildings transmute gold to power at a 1 to 1 ratio, making them far superior in conversion.

I hope that clears it up?
Fieswurst 3 Jul, 2023 @ 10:27pm 
Good guide thanks but why do you think that religious buildings are less useful if you have alchemy?