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04 · City & Buildings

Status: Skeleton · Owner: TBD · Updated: 2026-09-23

Purpose

Define the city layer: the building set, how it upgrades, how it gates progression, and how it looks as it grows.

To define

Building categories

CategoryExamplesRole
CorePalace / Throne, Storehouse, WallsGates everything; level cap for other buildings
EconomyFarm, Quarry, Mine, Workshop, MarketResource generation and conversion
MilitaryBarracks, Stable, Archery Range, Siege Yard, AcademyUnit unlock, training, capacity
ResearchLibrary, Observatory, ScriptoriumTech tree access
SocialEmbassy / Alliance Hall, TavernAlliance help, hero recruitment
Faith / CultureTemple, Stupa, ShrineBuffs, faction identity, event currency
UniqueOne per dynastyFaction identity made physical

Think about

  • The town-hall bottleneck is the spine of the genre. Nearly every mobile 4X gates all buildings behind a single core level. It works, it is legible, and it is the main thing sold. Decide the top level at launch, and how long the last levels take — that curve is the endgame pacing.
  • Fixed plots or free placement? Free placement is expressive and loved by players, but it makes every future art and UI change harder, breaks screenshot-based help, and complicates tutorials. Fixed layouts let you art- direct the skyline per age. Whiteout uses a largely fixed city; AoE is free placement. You cannot have full freedom and a hand-authored silhouette.
  • The city must visibly change with age. This is the single strongest retention image in the genre — the screenshot a player sends a friend. Budget 3–5 visual tiers per building minimum, and make the age transitions dramatic. A city that looks the same at level 8 and level 25 kills long-term motivation.
  • Build queue slots are the most reliable monetisation lever in the genre. Decide now how many are free, because it changes the entire cost curve.
  • Every building needs a reason to be tapped, or it is furniture. If the Temple only exists to hold a passive buff, players stop seeing it. Give buildings an active verb — collect, assign, sacrifice, garrison, craft.
  • Upgrade costs must line up with the war calendar. If the big alliance war is weekly, upgrades that take nine days feel like they exclude you from the content you came for. Tune the curve against the event calendar, not in isolation.
  • Unique buildings are how the dynasty fantasy lands. Khmer baray reservoirs that irrigate neighbouring plots, a Pagan temple field that grows with faith, Majapahit harbour docks — mechanics drawn from real infrastructure are memorable and pitch themselves.

Open questions

#QuestionBlocksOwner
1Fixed plots or free placement?Art, UI, tutorial, tech
2Core building max level at launch?Economy, live ops, scope
3Free build queue slots?Monetisation, pacing

Internal design document — work in progress.