Bastions of Ash
Login Request an invitation

Bastion

Buildings

Buildings shape each bastion: production, defense, storage, detection and local action limits.

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.

Reference

Values and definitions

Building: granary

Granaries

Thin but vital stores. Produces food.

Maximum level
Base duration
00:01:00
Production
+60 Food/h × level²

Base cost

Food
Food
60
Dark wood
Dark wood
80
Iron
Iron
20

Requirements

  • RequirementsNone

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Production per level +60 Food/h × level²

Building: barracks

Barracks

Allows militia, raiders, and guards to be trained.

Maximum level
Base duration
00:01:00

Base cost

Food
Food
100
Dark wood
Dark wood
120
Iron
Iron
90

Requirements

  • RequirementsNone

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Base training 1
  • New training slot Every 3 levels
  • Maximum training 4

Building: ravenry

Ravenry

Unlocks Scouts, then speeds up their training and missions while strengthening offensive intelligence.

Maximum level
Base duration
00:01:00

Base cost

Food
Food
90
Dark wood
Dark wood
100
Iron
Iron
40
Essence
Essence
10

Requirements

  • BuildingGranaries level 2

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Scout training −8% per level after the first (max. −40%)
  • Spy mission duration −3% per level after the first (max. −20%)
  • Intelligence penetration +1 every 2 levels after the first

Building: dark_sawmill

Dark Sawmill

Turns dead wood into dark beams.

Maximum level
Base duration
00:01:00
Production
+45 Dark wood/h × level²

Base cost

Food
Food
70
Dark wood
Dark wood
60
Iron
Iron
20

Requirements

  • RequirementsNone

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Production per level +45 Wood/h × level²

Building: iron_mine

Iron Mine

Tears enough metal from the ground to arm survivors.

Maximum level
Base duration
00:01:00
Production
+35 Iron/h × level²

Base cost

Food
Food
90
Dark wood
Dark wood
70
Iron
Iron
40

Requirements

  • RequirementsNone

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Production per level +35 Iron/h × level²

Building: warehouses

Warehouses

Protects reserves against time, damp, and neighbors.

Maximum level
Base duration
00:01:00

Base cost

Food
Food
70
Dark wood
Dark wood
120
Iron
Iron
50

Requirements

  • RequirementsNone

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Storage per level 1 000 + 1 500 × level² per resource

Building: ash_altar

Ash Altar

Gathers rare essence from the ashes of the old world.

Maximum level
Base duration
00:01:00
Production
+8 Essence/h × level²

Base cost

Food
Food
120
Dark wood
Dark wood
80
Iron
Iron
60
Essence
Essence
15

Requirements

  • BuildingKeep level 2

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Production per level +8 Essence/h × level²

Building: keep

Keep

The heart of the bastion. It organizes labor, oaths, and defenses.

Maximum level
Base duration
00:01:00

Base cost

Food
Food
120
Dark wood
Dark wood
140
Iron
Iron
80

Requirements

  • RequirementsNone

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Base builders 1
  • New builder Every 3 levels
  • Maximum builders 4

Building: wall

Wall

Blackened stone, stakes, iron, and fear. Grants a defensive bonus.

Maximum level
Base duration
00:01:00

Base cost

Food
Food
80
Dark wood
Dark wood
140
Iron
Iron
120

Requirements

  • BuildingBarracks level 1

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Fixed defense per level 40
  • Garrison bonus per level +8 %

Building: watchtower

Watchtower

Watchers scan the dead roads from here to spot raids and intrusions.

Maximum level
Base duration
00:01:00

Base cost

Food
Food
100
Dark wood
Dark wood
150
Iron
Iron
90
Essence
Essence
5

Requirements

  • BuildingRavenry level 1

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Precise raid arrival Level 2
  • Raid origin Level 4
  • Spy detection Level 3
  • Extra towers per level 1

Building: ash_vault

Ash Vault

Sealed chambers keep part of every resource beyond the reach of raiders.

Maximum level
Base duration
00:01:00

Base cost

Food
Food
100
Dark wood
Dark wood
160
Iron
Iron
180
Essence
Essence
10

Requirements

  • BuildingWarehouses level 2

Details

  • Maximum level
  • Cost increase per level +60 %
  • Duration increase per level +45 %
  • Resources protected from raids 200 per resource × level