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Victorian Era

Engineer

Engineer

Engineers apply the sciences to provide practical solutions to problems.

Health: 10
Cost to build: 2k Wood, 1k Iron and 50 Knowledge.

Builds:
Inventor

Inventor

Inventors apply the sciences to provide theoretical solutions to problems.

Health: 10
Cost to build: 400 Iron, 400 Oil and 5k Knowledge.

Builds:
Rifleman

Rifleman

Archers are retrained and provided with breech loading rifles, improving their effectiveness in combat.

Health: 40
Attack Range: 4
Attack Damage: 12
Must be built over a Archer.
Cost to build: 200 Iron and 50 Oil

Builds:
Queen

Queen

Experienced Princesses become Queens whose temper makes them unmatched in combat. Beware their wrath.

Health: 3,200
Attack Range: 1
Attack Damage: 120
Can be told to automatically attack.
Can trade resources with other players.
Can invite other players to be Allies.
Must be built over a Princess.
Cost to build: 20k Iron

Builds:
Factory

Factory

The use of machinery and economies of scale allow these dangerous polluting Factories to produce a steady supply of goods.

Health: 200
Can set rally point.
Cost to build: 4k Wood, 2k Iron and 4k Oil.

Builds:
University

University

These centers for higher education and research generate significantly more Knowledge than Colleges.

Health: 800
Can set rally point.
After 14 days turns into a University Ruin
Cost to build: 50k Food, 25k Wood and 5k Iron.
Generates 500 Knowledge per hour.

Builds:
Oil Powered Generator

Oil Powered Generator

These complex machines burn Oil in a combustion engine to turn a generator which creates Electricity. They require an attached Oil Tank to provide them with fuel.

Health: 200
Cost to build: 500 Wood and 1,800 Iron

Builds:
Clock Tower

Clock Tower

Clock Towers provide a distinguished manner in which to label your lands.

Health: 80
Can hold a message for other players to read.
Cost to build: 500 Wood and 100 Iron

Public House

Public House

No town worthy of the name would be complete without the status symbol of the Public House.

Health: 120
Can hold a message for other players to read.
Cost to build: 1k Wood

Church

Church

Health: 120
After 1 day turns into a Church Ruin
Cost to build: 5k Food, 2,500 Wood and 500 Iron.
Generates 640 Knowledge per hour.

Paddock

Paddock

Piglets are raised in these Paddocks attached to traditional Farmlets. They provide significantly more Food to match their increased cost.

Health: 400
Can set rally point.
After 28 days turns into a Paddock Ruin
Must be built near a Farmlet.
Cost to build: 50k Wood and 10k Iron
Generates 6k Food per hour.

Builds:
Cow

Cow

Where do Cows go on a Saturday night? To the mooooovies!

Health: 1
Attack Range: 1
Attack Damage: 1
Cost to build: 30 Food and 30 Wood

Steam Tank

Steam Tank

These ungainly Iron beast chew through infantry leaving behind a trail of blood and tears.

Health: 800
Attack Range: 4
Attack Damage: 60
Can be told to automatically attack.
Cost to build: 5k Wood, 1k Iron and 5k Oil.

Ironclad

Ironclad

These steam propelled warships are protected by thick iron plates making them difficult to destroy. Unfortunately the added weight makes them unable to traverse deep water.

Health: 800
Attack Range: 5
Attack Damage: 60
Can be told to automatically attack.
Cost to build: 3k Iron, 3k Oil and 10k Knowledge.

Empty Oil Tank

Empty Oil Tank

Empty Oil Tanks are dangerously toxic and can not be safely taken apart.

Health: 1

Oil Tank

Oil Tank

Oil Tanks provide the fuel needed for Oil Generator to create Electricity.

Health: 400
Cost to build: 200 Iron and 20k Oil
Contains: 480k Electricty
Generates 10k Electricty per hour.

Oil Seep

Oil Seep

Shallow oil fields allow unrefined petroleum to upwell to the surface. These Oil Seeps are a low-tech easily accessible source of Oil found in Risky Realms.

Contains: 40k Oil

Pumpjack

Pumpjack

Pumpjacks built on top of Oil Seeps provide a slow but steady supply of Oil to fuel your Empire.

Health: 500
Must be built over a Oil Seep.
Cost to build: 1k Wood, 1k Iron and 5k Knowledge.
Contains: 40k Oil
Generates 240 Oil per hour.

Expired Pumpjack

Expired Pumpjack

Health: 1

Windmill

Windmill

These majestic wooden buildings convert the energy of wind into rotational energy, which is then converted into Electricity.

Health: 200
Cost to build: 20k Wood and 200 Iron
Contains: 100k Electricty
Generates 75 Electricty per hour.

Ruined Windmill

Ruined Windmill

Nothing lasts forever, hence the Ruined Windmill. These will need to be demolished before another Windmill can take its place.

Health: 1

Time Controller

Time Controller

The first component of a Time Machine is the Time Controller which manages the Time Capacitor.

Health: 1,200
Cost to build: 5k Iron, 10k Oil and 30k Knowledge.

Builds:
Time Capacitor

Time Capacitor

The power supply for a Time Machine is a large pyramid shaped capacitor which requires prodigious amounts of Electricity to fill.

Health: 3,000
Cost to build: 1 Million Electricty and 30k Knowledge

Builds:
Prehistoric Time Gate

Prehistoric Time Gate

The final piece of a Time Machine is the Time Gate. These gates allow you to travel back to the late Cretaceous period where dinosaurs live. Time travel accidentally creates rifts in time that creatures slip through allowing them appear in unusual time periods.

Health: 10,000
Cost to build: 400k Iron, 400k Oil and 400k Knowledge.