City planning
Which buildings to have in your city and why
Choose buildings around your next upgrade, army upkeep and playing routine, rather than copying a fixed layout that may not suit your City.
ClanOps · Updated

Build around your current bottleneck
There is no single building mix that is best for every account. Your army size, research stage, resource supply and time between logins all affect what is useful.
Start by asking which shortage most often stops progress: Food, Silver, building resources, research access or training capacity. Improve the relevant part of the City, then reassess after your next major troop or building upgrade.
Keep the progression chain working
The Capitol governs City development, while the Academy unlocks technologies and improves research speed. Check both the target upgrade and its prerequisite buildings before committing to a large development plan.
| Building | Why it matters |
|---|---|
| Capitol | Sets the pace of City development and other upgrades |
| Academy | Research, technologies and troop progression |
| Barracks | Troop training speed and queue capacity |
| Warehouse | Storage capacity and resource protection |
| Temple | Recovery of eligible fallen troops |
| Forge | Equipment crafting |
| Tar Workshop | Tar production and storage for Crypt activity |
| Caravan | Sending resources to other players and your Clan |
| Consulate | Reinforcements and bonuses to troops you send |
| Portal Master | Travel shortcuts, portal limits and duration |
The Gate and both Walls form the City’s defences and have their own upgrade requirements. They do not protect against an attack through an open portal.
Use repeatable buildings to support your routine
Farmers’ Houses support Food production; Mansions provide Silver. Lumberjacks’ Houses, Foundries and Stonecutters’ Houses produce the three construction resources. Barracks improve your ability to train.
For each available plot, compare the benefit of an additional building with improving one you already own. Use the level tables rather than assuming every upgrade gives the same increase.
Three useful planning profiles
| Current problem | Review first | Check before committing |
|---|---|---|
| Growing army and red Food balance | Farmers’ Houses and food-production setup | Production against the army you plan to maintain |
| Frequent training sessions | Barracks, Silver income and Food | Whether speed, queue capacity or resources is the actual limit |
| Next building upgrade feels unaffordable | Construction producers and the prerequisite chain | Full target cost, storage and incoming resource supply |
These are decision guides, not fixed building counts. Resources from gathering or Clan support can affect your priorities, but a temporary delivery should not be mistaken for permanent production.
Be careful when replacing buildings
Before changing a developed plot, check whether that building is required for an upcoming upgrade, how much production or capacity it contributes, and what rebuilding would cost. Plan the replacement before giving up the existing benefit.
Avoid replacing several buildings at once just because another player uses a different layout. A small adjustment is easier to evaluate against your own resource balance.
Plan one milestone ahead
Write down your next troop tier or major building goal. List its prerequisites, resources, expected Food needs and training needs. Upgrade the supporting buildings alongside that goal so the next unlock does not immediately create a new shortage.
Use the building directory, upgrade preparation guide and food deficit guide together.
Check current requirements in-game before committing troops or resources.