Plan your Grove castle upgrades in Olden Era. Track all 35 Grove buildings, set your build order, and optimize resource production across the full campaign timeline.
Spring of Life+1 to all creature growth in all your cities. This city’s dwellings produce +100% units.
TavernAllows the hiring of new heroes.
MarketplaceAllows resources to be traded.
Artifact MerchantAllows artifacts to be traded.
Grove PlaceGrants the kingdom 500 Gold, Law points, and Astrology points daily. +1 hero cap.
Grove Place IIGrants the kingdom 750 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-1 economy upgrade.
Grove Place IIIGrants the kingdom 1000 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-2 economy upgrade.
Resource DepotProduces 1 Crystal daily.
Alchemic DepotProduces 5 Alchemical Dust daily.
Mother NatureGrants +2 Spell Power to any visiting hero.
BankProduces 1000 Gold daily.
TreasuryProduces 2000 Gold daily.
Mycelium RootsAllows a hero to travel to any city of their choice under your control.
FortificationsProvides walls during sieges. Allows the builder to pick one level-1 defensive upgrade.
Fortifications IIAdds two towers to the battlements that shoot at attackers during sieges. Allows the builder to pick one level-2 defensive upgrade. City dwellings produce +50% units.
Fortifications IIIAdds one more grand tower to the battlements that shoots at attackers during sieges and spikes by the walls. Allows the builder to pick one level-3 defensive upgrade. City dwellings produce +100% units.
Faun Huts IIAllows the recruitment of Faun Archers and Faun Warriors.
Hop Patch IIAllows the recruitment of Dawn Hoplets and Dusk Hoplets.
Faun HutsAllows the recruitment of Fauns.
Hop PatchAllows the recruitment of Hoplets.
Shroomwood ShackAllows the recruitment of Herbomancers.
Shroomwood Shack IIAllows the recruitment of Sporemancers and Murmurmancers
Menhir CircleAllows the recruitment of Vine Iriyads.
Menhir Circle IIAllows the recruitment of Fungal Iriyads and Crystal Iriyads.
Thunder LairAllows the recruitment of Qilins.
Thunder Lair IIAllows the recruitment of Thunder Qilins and Mist Qilins.
Blooming PondAllows the recruitment of Naiads.
Blooming Pond IIAllows the recruitment of Vernal Naiads and Brumal Naiads.
PyreAllows the recruitment of Phoenixes.
Pyre IIAllows the recruitment of Flaming Phoenixes and Energy Phoenixes.
Mage GuildUnlocks 7 random tier‑1 spells in the Magic Observatory and the ability to spend dust to upgrade tier-1 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1 spells are added to their Spellbook.
Mage Guild IIUnlocks 6 random tier‑2 spells in the Magic Observatory and the ability to spend dust to upgrade tier-2 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–2 spells are added to their Spellbook.
Mage Guild IIIUnlocks 5 random tier‑3 spells in the Magic Observatory and the ability to spend dust to upgrade tier-3 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–3 spells are added to their Spellbook.
Mage Guild IVUnlocks 4 random tier‑4 spells in the Magic Observatory and the ability to spend dust to upgrade tier-4 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–4 spells are added to their Spellbook.
Mage Guild VUnlocks 3 random tier‑5 spells in the Magic Observatory and the ability to spend dust to upgrade tier-5 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–5 spells are added to their Spellbook.