Armory, Buildings, Population

Once your are settled on a good piece of land, it is important to make it grow. In order to get a prosper kingdom and to allow it to be built as quickly as possible. This chapter is divided in many sections each explaining the basic concepts found in the game and giving information about the best way to maximize their usage. The main divisions are the Armory, the Buildings, the Military, the Population, the Technology, and the Crime rate.

Armory

The armory is used to build weapons, it is where you can give orders to your blacksmiths about the tasks they have to accomplish for the next few days. The number of weapons that can be built per day depends not only on the number of blacksmiths you have and on the number of forges you have built, but also on the number of men working in each forge. The optimal number of blacksmiths per forge is 80, if you have less your production per forge will be lowered a lot and if you have more each man will be less efficient, even though your production will still be more than at the optimal level.

The weapons produced in the armory depend on your race and so do the costs for each weapon. Here is a table presenting the different weapons for each race:

The Weapons
RaceWeaponIronWoodGoldRaceWeaponIronWoodGold
DwarfPoney00150ElfHorse10300
Axe2115Sword4125
Hammer2110Lance1320
Crossbow0330Bow0440
Plate Armor60175Caragous Armor71200
Chainmail30125Light Armor40100
GnomePoney10250HumanHorse10350
Plank and Nails11570Sword3015
Spear2310Spear235
Sling1115Bow0310
Chainmail60175Plate Armor70200
Leather Armor21125Light Armor30125
OrcWolf0050
Axe2120
Spear1310
Sling115
Enforced Leather Armor21125
Leather Armor11100

Buildings

In order for you to fully use your land and its resources, it is important to construct as many buildings as possible on your land. There are many different building types in Thardferr and most of them are crucial for your survival; it is up to you to choose which one are the most important and to build them.

Among the different buildings is the castle. It is very special in the sense that it affects your kingdom in many ways. Being the most important building in the game, it guaranties your survival: a kingdom without a castle is considered dead. As the center of command, it would be impossible for you to govern your kingdom if you did not have a castle. The castle also provides many advantages: it increases your income by reducing crime, your unit production (+1 per day per castle) and your maximum population. It also affects the power of some spells, gives you more control over your army, and, as said previously, provides good protection from the different attacks you might have to face.

However, castles do have some bad effects. First, castles divide your defense, that is, you will not have your full army to defend when you are attacked (you’ll have 70-80% of your garrison used in defense, depending on how many castles you have). You’ll also lose more castles when you reach higher rungs of castles (lose 2 castles when at +20, lose 3 castles when at +30, etc).

Here is a list of the different buildings and their use:

The buildings
NameDescriptionEffect
Advanced Training CenterThe advanced training center is used to build the most powerful and efficient units. Here is a list of the units trained there depending on the race.Race units built per day:
*Dwarf: Shieldbearer 1 per 4 ATC. Runner 1 per 5 ATC. Heavy Crossbowman 1 per 5 ATC.
*Elf: Mage 1 per 8 ATC. Caragous 1 per 5 ATC. Elite Archers 1 per 4 ATC.
*Gnome: Catapult 1 per 8 ATC. Rider 1 per 5 ATC. Balista 1 per 7 ATC.
*Human: Knight 1 per 6 ATC. Heavy Infantry 1 per 5 ATC. Mounted Archers 1 per 4 ATC.
*Orc: Shadow Warrior 1 per 6 ATC. Wolf Master 1 per 5 ATC. Axe thrower 1 per 4 ATC.
*Undead: 1 Dark Knight per 6 ATC. 1 Abomination Caragous per 5 ATC. 1 Wraith Rider per 4 ATC.
FarmFarms are used in order to get food, they however required a good portion of your population to work there therefore preventing them from working in other more useful areas.100 food per farm per day at optimal level
Orcs get a 15 food production bonus at at optimal level
The Optimal level for food is 60 people per farm
Six peasants will require 1 food unit per day, check the unit page for the food for units.
ForgeThe forge is the place used by your blacksmiths to build their weapons. The more forges you build, the more weapons you will be able to build each day as long as you provide enough men to work in there.The Optimal level for weapon building is 80 people per forge
Guard HouseProviding housing for your men is very important. In fact, guard houses are essential if you want to maintain a good army. Without them, you cannot train a very powerful army.Provides housing for 40 soldiers per house, 50 for Orcs, 60 for Gnomes (Increased by 25 with Barrack technology).
Reduce crime rate by one.
Guard TowerGuard Towers are very effective way to protect your kingdom from ranged attacks. Even if they are only useful on defense, they can greatly help you when fighting armies consisting of many ranged units.Reduce ranged attack by 40 damages per tower (max 2 damages per unit).
HouseHouses are used to provide your population some housing. Even if your people can live in non-housing areas, building houses allow a lot more people to live on your land.Provide housing for 100 person per house instead of 10 for other buildings.
MarketMarkets are a good way, used by many great leaders, to increase your kingdom revenue. A land with many markets will provide a lot more income and will be much more prosper than one without any.Increase income by an amount affected by the number of markets and your population.Having more than one market per land will give no further advantage.
Medical CenterMedical centers are the best buildings if you want to save your men from dying after a though fight. In fact, medical centers allow your wounded units to be healed at the end of a fight and therefore to reduce your maximum combat losses. The number of troops healed depends on the number of centers you have per land; you will be able to heal up to 20% of your wounded units per medical centers per land. That is, if you have 0.5 Medical Center per land you can heal up to 10% of your units, this bonus is limited to 20%.Decreases close combat damages by 50 per center on attack (max 1 damage per unit).
Decreases close combat damages by 75 per Med Center on defense (max 2 damages per unit).
MillMills are use for your kingdom to chop wood. A land with many mills on it will be able to produce the tons of wood necessary to build your kingdom.5 wood per mill per day at optimal level
Elves get a 1 wood per mill per day bonus and Orcs get a 2 wood per mill per day bonus at optimal level
The Optimal level for wood is 85 people per mill
MineMines are your best iron provider, they can be very useful when building a large army since most weapons require iron to be built. Some buildings will also require you to have a load of iron before being built.4 iron per mine per day at optimal level
Dwarves get a 1 iron per mine per day bonus and Orcs get a 2 iron per mine per day bonus at optimal level
The Optimal level for iron is 100 people per mine
SchoolSchools are useful if you are trying to build a good magic network. In fact, schools are used to train the wizards required to cast powerful spells and to increase the chances of successful spell casting.Five schools can train one wizard per day.
Provides housing for 40 wizards per house, 60 for gnomes (Increased by 25 with Barrack technology).
Training CenterThe training centers are used to train the basic units of your army. Here is a list of the units trained there depending on the race.Race units built per day:
*Dwarf: Hammer wheilder 1 per 4 TC. Axeman 1 per 5 TC. Light Crossbowman 1 per 3 TC.
*Elf: Swordman 1 per 4 TC. Lanceman 1 per 4 TC. Archer 1 per 3 TC.
*Gnome: Infantry 1 per 3 TC. Militia 10 per 1 TC. Rock Thrower 10 per 1 TC.
*Human: Infantry 1 per 3 TC. Pikeman 1 per 4 TC. Archer1 per 3 TC.
*Orc: Rusher 1 per 3 TC. Slother 1 per 2 TC. Slinger 1 per 2 TC.
*Undead: Skeletal Legion 10 per 1 TC. Wraith Pikeman 1 per 4 TC. Phantom Archer 1 per 3 TC.

The number of buildings one can build depends on two main factors. First, there is a limit of 10 buildings per 1 land acre. Then, there is a limit on the number of buildings per castle. Even if one is not limited on the number of lands per castle, it is impossible to be able to manage more than 450 buildings per castle because of the range at which the farther buildings would be from the castle. It is therefore not allowed to get more than 450 buildings per castle. However, if you are attacked and only non-built land is taken, you might find yourself in a position where you have over 450 buildings per castle. If that happens it is highly suggested that you try to get a new castle as soon as possible because even if your castles might be able to protect and manage them for a little while they will be a lot easier to take by your enemies.

Population

The population screen let you manage your people and tell them in what area you would prefer them to work in. The first number you should look at before changing your population occupation is the total population you currently have in your kingdom. Your population will often depend on the number of houses you have, how many land you currently control and the number of castles you have built so far. Obviously, the higher your population is, the better it is for the kingdom.

Once you know how many peasants you have under your control, you can direct their work in certain areas presented below:

Your Population
OccupationAllocated inOptimal levelProduction
MinersMines1004 iron
+1 for dwarves
+2 for orcs
LumbersMills855 wood
+1 for elves
+2 for orcs
AgricultureFarms60100 food
+15 for orcs
BuildingN / A150 workers per building. (110 for orcs and gnomes)1 building per 150 workers.
TrainingTraining centers
Advanced training centers
N / A1 soldier per man.
BlacksmithsForges80Production speed depends on race.
ExplorersN/AN/ADepends on number of land1.

1The more people sent, the higher the chance to find land, but the chance decreases as the your total land increases (to prevent snowballing). Field-glass tech doubles the effectiveness of exploration, and Farseeing spell gives three extra exploration attempts. You get 3-6 rolls each tick (farseeing active or not), and each roll has a chance (based on population percentage committed to explore and modifiers like Field-glass) to discover 1 land. So you can possibly get a max of 3 land normally or 6 with the spell.

The productions refer to the production per building at the optimal level, so if you do not have many buildings and need a lot of production in a specific area, you might want to have more people in that.

Crime

As your kingdom expands, so too does the challenge of maintaining order. Among the many problems a ruler may face, crime remains one of the most important. A growing empire brings wealth and opportunity, but also unrest, corruption, and disorder if not properly governed.

Crime directly affects your economy. The higher your crime rate, the lower your effective production. Wood, iron, food, and gold output are all reduced when crime rises. Though this does not change the number of peasants shown in your population management screen, it reduces how effectively they work. A kingdom plagued by crime will find its economy quietly deteriorating.

How Crime Works

Crime is now primarily determined by land size and castle coverage.

1. Land Increases Crime

As your land grows, crime naturally rises. For every 10 land, your kingdom gains 1 point of base crime.

  • 100 land = 10% base crime
  • 250 land = 25% base crime
  • 500 land = 50% base crime

The larger your realm, the harder it becomes to govern.

2. Castles Reduce Crime Through Coverage

Castles represent law enforcement and authority across your lands. What matters is your land per castle ratio:

  • At roughly 1 castle per 20 land, crime remains at its base level.
  • If you have more land per castle (e.g., 1:40), crime increases significantly.
  • If you maintain strong coverage (around 1:10), crime is reduced.

In simple terms:

  • More land per castle = harder to police = higher crime.
  • More castles relative to land = better control = lower crime.

There are limits to this effect. Even with extreme castle building, crime cannot be reduced below a minimum multiplier (.5), and extremely poor coverage will not increase crime beyond a capped maximum multiplier (2.25).

3. Crime Technology

The Improved Law System technology reduces your final crime by 50% once researched. This reduction applies after land and castle calculations, making it especially powerful for large kingdoms.

4. Temporary Crime Changes

Crime naturally drifts toward its equilibrium level based on your land and castle coverage. However, certain actions can temporarily disturb stability:

  • Rapid expansion
  • Military aggression
  • Social unrest
  • Construction changes

When crime rises above its natural level, it will gradually settle back down over time, provided your castle coverage supports it.

Crime Limits

Crime is measured as a percentage and ranges between 0% and 100%. At high crime levels:

  • Resource production suffers severely.
  • Economic growth slows dramatically.
  • Expansion becomes increasingly dangerous.

A kingdom with crime above 25% should strongly consider improving castle coverage or researching law enforcement technologies. Crime above 50% can cripple a realm’s economy if left unchecked.

Strategic Considerations

This system discourages reckless expansion without governance. A ruler who expands rapidly but neglects castles will suffer increasing crime. Conversely, a ruler who maintains strong castle coverage can support a large empire with manageable crime levels.

Balancing land growth with castle construction is now a core strategic decision.