What buildings are for
A bastion is more than a resource pile. Its buildings define what the player can sustain: production, storage, defense, detection, training and sometimes broader action limits.
Upgrading a building is therefore a pacing choice. Storage protects production spikes, military structures prepare conflict, and specialized buildings open more precise tactical windows.
The Barracks increases simultaneous training queues the same way the Keep increases construction queues: the same unit cannot be queued twice in parallel, but several unit types can train when slots are available.
The Ravenry supports offensive intelligence: level 1 unlocks Scouts, then every additional level reduces their training time and spy mission duration within the configured caps. Every two levels after the first also grants +1 report intelligence level. The Watchtower keeps the opposite role: defensive detection, alerts and counter-intelligence.
Production buildings use a quadratic progression: their hourly base is multiplied by level², making advanced levels meaningfully more profitable.
Warehouses increase each resource storage with a quadratic progression: base storage + bonus × level².
Planning a construction queue
The costs and durations shown in the reference are the bases used by the server. Requirements explain why an upgrade may be unavailable even when the player has enough resources.
The “First objectives” group contains the Granary, Barracks, and Ravenry used by the first objectives that are still incomplete. Once their threshold is reached, the Granary moves to “Economy and reserves”, while the Barracks and Ravenry move to “Command and defense”. The next building useful for those first objectives is highlighted directly. The Ravenry requires a level 2 Granary; the Ash Altar a level 2 Keep; the Wall level 1 Barracks; the Watchtower a level 1 Ravenry; and the Ash Vault level 2 Warehouses.
When a construction end time has already passed, the page asks the server to catch the queue up instead of leaving an active job frozen at 00:00:00.
A quick navigation bar remains available below the header to jump directly to active construction, first objectives, economy, or command. The visible section is highlighted without changing construction order or rules.
Tip: check the role of a building before optimizing its level. An expensive but poorly timed upgrade can delay defense, research or expansion.