On the Battleground map, each province can have from 1 to 3 slots on which buildings can be constructed. Anyone can donate goods to the guild treasury to help pay the costs, but only members with a special guild role (“Battleground officer”) can raise buildings on provinces owned by their guild. Every ‘founder’ and ‘leader’ of a guild will automatically have this role as well.
Only the eras that are represented in a guild will determine the costs of province buildings (treasury goods). These province buildings have a building time, and it’s possible to cancel or remove a construction at any time to free the slot for another building. In such a case, spent resources are not returned to the treasury.
When a province gets conquered by another guild, every building (including the ones under construction) has a chance of 50% to be destroyed, and the remaining ones will benefit the new owner. There are 9 different strategical buildings available, so make sure you choose them wisely.
Decoys, Traps and Watchtower
Three original GbG buildings. If your enemies fight/negotiate in a province with either traps or decoys, there's a chance that they will suffer double the amount of attrition.
Building
Name
Properties
Costs
Construction Time
Instant Construction price
Decoys
If an enemy fights or negotiates to conquer this province, there is a chance of 15% that this enemy will suffer double the amount of attrition.
500
4:00:00
50
Traps
If an enemy fights or negotiates to conquer this province, there is a chance of 45% that this enemy will suffer double the amount of attrition.
3,000
5:00:00
50
Watchtower
If members of the owning guild of this province advance into adjacent provinces, they have a 8% chance to not increase their attrition level.
500
1:00:00
50
Fieldcamps
These buildings can only be build in your Guild starting province and provide 26-80% chance reduction to gain attrition (only adjacent provinces). All provinces generate 25-100% more victory points. Every Guild starting province will have just one building slot.
The Guild Starting province can not be conquered by other guilds.
Building
Name
Properties
Location
Costs
Construction Time
Instant Construction price
Improvised Guild Fieldcamp
If members of the owning guilds of this province advance into adjacent provinces, they have a 26% chance to not increate their attrition level. Your guild generates 25% more victory points.
Guild starting province.
25000
6:00:00
100
Guild Fieldcamp
If members of the owning guilds of this province advance into adjacent provinces, they have a 52% chance to not increate their attrition level. Your guild generates 50% more victory points.
Guild starting province.
40000
12:00:00
180
Fortified Guild Fieldcamp
If members of the owning guilds of this province advance into adjacent provinces, they have a 80% chance to not increate their attrition level. Your guild generates 100% more victory points.
Guild starting province.
75000
24:00:00
250
Barracks
These buildings can be build on any empty slot, excluding starting province and provide 20-60% chance reduction to gain attrition (only adjacent provinces). The province also requires 5-30% more advances to be conquered
Building
Name
Properties
Location
Costs
Construction Time
Instant Construction price
Improvised Barracts
20% chance to not gain attrition (only adjacent provinces)
This province requires +5% advances to be conquered
Any empty slot, excluding starting province
2800
02:00:00
50
Barracks
40% chance to not gain attrition (only adjacent provinces)
This province requires +10% advances to be conquered
Any empty slot, excluding starting province
5000
02:30:00
90
Fortified Barracks
60% chance to not gain attrition (only adjacent provinces)
This province requires +30% advances to be conquered
Any empty slot, excluding starting province
6800
03:00:00
125
Guild Command Post
The Guild Command Posts gives 20-60% chance reduction to gain attrition (only adjacent provinces) as well as requires 5-30% more advances to be conquered and can generate 15-100% more victory points every hour.
Building
Name
Properties
Location
Costs
Construction Time
Instant Construction price
Improvised Guild Command Post
If members of the owning guilds of this province advance into adjacent provinces, they have a 26% chance to not increate their attrition level. Your guild generates 25% more victory points.
Any empty slot, excluding starting province
2900
2:00:00
50
Forward Guild Command Post
40% chance to not gain attrition (only adjacent provinces)
This province requires +10% advances to be conquered
This province generates 30% more victory points.
Any empty slot, excluding starting province
5200
2:30:00
90
Fortified Guild Command Post
60% chance to not gain attrition (only adjacent provinces)
This province requires +30% advances to be conquered