Buildings

 Buildings 

Buildings are the fundamental growth for your economy in Knights of the Sky. It is apparent early on in the game that resources and money become a problem. To start this page off i will introduce the resource upgrades, then the residence buildings, followed by the military and miscellaneous buildings.

Resource areas have six unlockable plots. To unlock you must level at least one plot of that resource area type to level 5, then 10 to unlock the next, then level it to 15 to unlock the next, and so on. The new plots are quick and easy to level up once unlocked so it is suggested by many to really unlock as much as possible early on in the game. It is also highly suggested to level up the lower level plots of your resources because the increased production is the same but the cool down is quicker and cost is less.

Tables should be made with 650 Pixels, seems stylization of tables has changed 2-11-12

Farm
As you can see by the first set, it doesn't take long to make back your resources when leveling plots. The one part that becomes tough to manage later on is the increased time frames in order to upgrade resource plots.

Iron Mine
Requirements refers to the necessary progress of 'other' buildings before that building can officially be unlocked. This is particularly important in the construction as well of upgrading of troop production and buildings.

Fortress
Below is the unit buildings which allow the upgrade to better units. See here the Cost per Unit.

Federal Academy
Upgrading your Tavern will lower the required time necessary to refresh the available heroes for recruitment. In the Tavern there are two hero spots available for showing recruitable heroes and there is an item that will open up two more spots which have a higher chance to show rare color heroes. The higher the level of the tavern the higher the chance to get uncommon, rare and super rare heroes. Also the tavern will display heroes with second tier and third tier innate/natural troop enhancement abilities.

Tavern
note: seconds will not be counted on refresh times as it will be rounded to nearest minute.

Stockhouse
Stockhouse will protect some of your lord's resources from raiders.

Residential Area
Residences yield 20% tax in copper per hour. You can increase your copper yield further by increasing your housing tech which adds more population, your funding tech, which adds more taxes by 1% and by having less soldiers recruited consistently. The population that is serving as soldiers in the army will not yield copper.