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🪓 Buildings

Resource Mode vs. Labor Mode

Blitz offers two building systems. Lords can switch between resource and labor building modes at any time by clicking the toggle at the top of the construction tab.

Note: Some buildings only require labor to construct. Farms and Wood Mills have the same construction cost in both resource and labor building modes.

Resource Mode

This is the classic building experience. Construction requires a combination of labor and a particular set of resources as building materials. Resource mode is more complex and involves a greater number of materials, however it is far more efficient overall.

Labor Mode

This mode allows players to utilize labor as the singular input for construction. Labor mode greatly improves accessibility and simplifies gameplay overall, but is much less efficient in both time and materials.

Placement & Population

Placement

The construction tab can be accessed in the local view. Buildings can be constructed on any buildable hex of a Realm, provided the owner has the requisite materials and population capacity. Buildable hexes are defined by the upgrade level (Settlement, City, Kingdom, or Empire) and are visible as hexes with patches of bare, prepared earth.

Building Placement

Population

Population is the total population used to construct the current buildings on a Realm, while population capacity is the maximum available population with which to construct buildings. Worker Huts can be built to increase population capacity, while all other buildings require population capacity to be available in order to construct. Lords must balance their construction to ensure there is enough population capacity available to construct their desired production buildings.

Building Types

The Keep

All Realms start the game with a structure in the center of the buildable hexes, known as the Keep. This structure represents the central point of governance of the Realm, and facilitates key functions such as Realm upgrades and labor production. This building cannot be destroyed and provides a baseline population capacity of 6.

Labor
Keep
ID: 25
Keep
Pop Cap: +6
  • Produces labor
  • Provides a baseline population capacity of 6
  • Cannot be constructed or destroyed

Resource Buildings

There is a specific resource building for each of the 9 resources in Blitz, so Lords will require separate resource buildings if they wish to produce more than one type of resource. These buildings only require food to construct and have the same requirements in labor and resource mode.

Wood
Wood Mill
ID: 5
Wood Mill
Pop Req: 2
  • Produces Wood resource
Building Costs
Labor
30
Resource
30
Coal
Coal Mine
ID: 4
Coal Mine
Pop Req: 2
  • Produces Coal resource
Building Costs
Labor
90
Resource
30
30
Copper
Copper Smelter
ID: 6
Copper Smelter
Pop Req: 2
  • Produces Copper resource
Building Costs
Labor
300
Resource
60
60
30
Ironwood
Ironwood Mill
ID: 7
Ironwood Mill
Pop Req: 2
  • Produces Ironwood resource
Building Costs
Labor
600
Resource
120
90
60
30
Cold Iron
Cold Iron Foundry
ID: 13
Cold Iron Foundry
Pop Req: 2
  • Produces Cold Iron resource
Building Costs
Labor
600
Resource
120
90
60
30
Gold
Gold Mine
ID: 9
Gold Mine
Pop Req: 2
  • Produces Gold resource
Building Costs
Labor
600
Resource
120
90
60
30
Adamantine
Adamantine Mine
ID: 21
Adamantine Mine
Pop Req: 2
  • Produces Adamantine resource
  • Only available in resource mode
Building Costs
Resource Only
180
120
90
30
600
Mithral
Mithral Forge
ID: 11
Mithral Forge
Pop Req: 2
  • Produces Mithral resource
  • Only available in resource mode
Building Costs
Resource Only
180
120
90
30
600
Dragonhide
Dragonhide Tannery
ID: 24
Dragonhide Tannery
Pop Req: 2
  • Produces Dragonhide resource
  • Only available in resource mode
Building Costs
Resource Only
180
120
90
30
600

Economic Buildings

These buildings define the utility of a Realm or Village, including food production, donkey production, and population capacity. All of these buildings can be constructed in either resource or labor mode, but have varying costs and population requirements:

Farm
ID: 37
Farm
Pop Req: 1
  • Produces Wheat (food)
Building Costs
Labor
10
Resource
10
Worker's Hut
ID: 1
Worker's Hut
  • Increases population capacity by 6
Building Costs
Labor
60
Resource
20
20
Donkey
Market
ID: 27
Market
Pop Req: 3
  • Produces Donkeys for transportation of materials
Building Costs
Labor
180
Resource
60
60

Military Buildings

Your military buildings are essential for training up armies to defend your territories and project your might. There are three 'tiers' of each of the three troop types, but a different building is required to produce each troop tier. As such, there are a total of 9 military buildings in the game.

Note: Only T1 troop buildings can be constructed in both labor and resource mode. T2 and T3 military buildings are only available for construction in resource mode.

Knight
Barracks (T1)
ID: 28
Barracks (T1)
Pop Req: 3
  • Produces T1 Knights
  • Available in both labor and resource modes
Building Costs
Labor
1,200
Resource
180
180
120
Crossbowman
Barracks (T2)
ID: 29
Barracks (T2)
Pop Req: 3
  • Produces T2 Knights
  • Only available in resource mode
Building Costs
Labor
Resource
300
240
180
60
600
Paladin
Barracks (T3)
ID: 30
Barracks (T3)
Pop Req: 3
  • Produces T3 Knights
  • Only available in resource mode
Building Costs
Labor
Resource
420
300
240
90
1,200
Wheat
Archery Range (T1)
ID: 31
Archery Range (T1)
Pop Req: 3
  • Produces T1 Crossbowmen
  • Available in both labor and resource modes
Building Costs
Labor
1,200
Resource
180
180
120
Fish
Archery Range (T2)
ID: 32
Archery Range (T2)
Pop Req: 3
  • Produces T2 Crossbowmen
  • Only available in resource mode
Building Costs
Labor
Resource
300
240
180
60
600
Lords
Archery Range (T3)
ID: 33
Archery Range (T3)
Pop Req: 3
  • Produces T3 Crossbowmen
  • Only available in resource mode
Building Costs
Labor
Resource
420
300
240
90
1,200
Stables (T1)
ID: 34
Stables (T1)
Pop Req: 3
  • Produces T1 Paladins
  • Available in both labor and resource modes
Building Costs
Labor
1,200
Resource
180
180
120
Stables (T2)
ID: 35
Stables (T2)
Pop Req: 3
  • Produces T2 Paladins
  • Only available in resource mode
Building Costs
Labor
Resource
300
240
180
60
600
Stables (T3)
ID: 36
Stables (T3)
Pop Req: 3
  • Produces T3 Paladins
  • Only available in resource mode
Building Costs
Labor
Resource
420
300
240
90
1,200

Same Building Cost Increase

Building multiple buildings of the same type will cost progressively more each time. The cost increase is calculated using the following formula:

Cost = Base Cost + (Base Cost × 0.1 × (N-1)²)

Where:

  • Base Cost is the initial cost of the building (from the tables above)
  • N is the number of the same buildings already constructed

For example, if you build a second building of the same type (N=2), the cost will be:

Cost = Base Cost + (Base Cost × 0.1 × (2-1)²)
     = Base Cost + (Base Cost × 0.1 × 1)
     = Base Cost × 1.1

Note: Buildings need to be exactly the same type for this rule to apply. For example, building a Coal Mine after a Wood Mill (both being resource buildings) would not be subject to this cost increase.