Twelve distinct tools

Building guide

Compare every Empire Run building from the same data used by the deterministic game engine.

Four readable foundations

House, Farm, Power Plant, and Park teach population, survival reserves, and positive versus negative adjacency. Every advanced building extends one of those relationships instead of adding an unrelated resource screen.

Eight ways to specialize

Factory and Market strengthen production; School and Hospital protect neighborhoods; Water Tower and Transit Hub create networks; Solar Farm provides clean power; Landmark caps a mature civic center.

Visual growth has meaning

Each building has three original 2.5D tiers. An applied upgrade changes both the rules and the visible structure, so a developed city can be read without opening a spreadsheet.

Live building catalogue

This table is generated from the same balance data used by the simulation.

Residential

House

Allowed terrain: Plain, Fertile, Water Edge, Urban Foundation .

Cost
18 gold
Produces
+2 Gold
Upkeep
1 gold / pulse
City effect
+8 population · +3 Food · +2 Power
Food

Farm

Allowed terrain: Plain, Fertile, Water Edge, Fertile .

Cost
16 gold
Produces
+10 Food
Upkeep
1 gold / pulse
City effect
+1 Power
Energy

Power Plant

Allowed terrain: Plain, Rocky, Hill, Urban Foundation .

Cost
28 gold
Produces
+16 Power
Upkeep
2 gold / pulse
City effect
+5 pollution
Green

Park

Allowed terrain: Plain, Fertile, Forest Edge, Water Edge, Urban Foundation, Forest Edge .

Cost
14 gold
Produces
None
Upkeep
1 gold / pulse
City effect
+3 harmony · No direct demand
Industrial

Factory

Allowed terrain: Plain, Rocky, Urban Foundation .

Cost
30 gold
Produces
+7 Gold
Upkeep
2 gold / pulse
City effect
-1 harmony · +6 pollution
Commercial

Market

Allowed terrain: Plain, Fertile, Water Edge, Urban Foundation .

Cost
24 gold
Produces
+6 Gold
Upkeep
2 gold / pulse
City effect
+2 population · +2 harmony · +1 Food · +2 Power
Education

School

Allowed terrain: Plain, Fertile, Urban Foundation .

Cost
26 gold
Produces
None
Upkeep
2 gold / pulse
City effect
+4 harmony · +2 Power
Health

Hospital

Allowed terrain: Plain, Fertile, Water Edge, Urban Foundation .

Cost
32 gold
Produces
None
Upkeep
3 gold / pulse
City effect
+5 harmony · +1 Food · +3 Power
Utility

Water Tower

Allowed terrain: Plain, Water Edge, Hill, Water Edge .

Cost
22 gold
Produces
+3 Food
Upkeep
1 gold / pulse
City effect
+1 harmony · +1 Power
Transit

Transit Hub

Allowed terrain: Plain, Rocky, Urban Foundation .

Cost
34 gold
Produces
+4 Gold
Upkeep
3 gold / pulse
City effect
+1 harmony · +1 pollution
Clean Energy

Solar Farm

Allowed terrain: Plain, Rocky, Hill, Hill .

Cost
26 gold
Produces
+10 Power
Upkeep
1 gold / pulse
City effect
+1 harmony · No direct demand
Landmark

Landmark

Allowed terrain: Plain, Landmark Foundation, Landmark Foundation .

Cost
45 gold
Produces
+5 Gold
Upkeep
4 gold / pulse
City effect
+4 population · +8 harmony · +3 Power