Plan your Temple castle upgrades in Olden Era. Track all 34 Temple buildings, set your build order, and optimize resource production across the full campaign timeline.
Golden CalfThe owner's cities produce 1000 Gold and 1 of each other resource daily. This city's dwellings produce +100% units.
TavernAllows the hiring of new heroes.
MarketplaceAllows resources to be traded.
Artifact MerchantAllows artifacts to be traded.
Solar TempleGrants the kingdom 500 Gold, Law points, and Astrology points daily. +1 hero cap.
Solar Temple IIGrants the kingdom 750 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-1 economy upgrade.
Solar Temple IIIGrants the kingdom 1000 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-2 economy upgrade.
Resource DepotProduces 1 Gem daily.
Alchemic DepotProduces 5 Alchemical Dust daily.
Guild of Six WindsAllows a selected hero to spend a day learning. They will be unavailable until the next day and receive a permanent increase to an attribute of their choice.
BankProduces 1000 Gold daily.
TreasuryProduces 2000 Gold daily.
Scouting SkyshipRemoves the fog of war within 20 squares around the city.
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.
Garrison IIAllows the recruitment of Guard Captains and Sun’s Aegises.
Hippodrome IIAllows the recruitment of Noble Cavalry and Sunspear Cavalry.
GarrisonAllows the recruitment of Swordsmen.
HippodromeAllows the recruitment of Cavalry.
Threshold BasilicaAllows the recruitment of Inquisitors.
Threshold Basilica IIAllows the recruitment of Mothers Superior and Excommunicators.
MewsAllows the recruitment of Crossbowmen.
Griffin RookeryAllows the recruitment of Griffins.
Sundrop ChapelAllows the recruitment of Lightweavers.
Sundrop Chapel IIAllows the recruitment of Hierophants and Sun Heralds.
Mews IIAllows the recruitment of Austringers and Marksmen.
Griffin Rookery IIAllows the recruitment of Temple Griffins and Guardian Griffins.
Radiant ForgeAllows the recruitment of Angels.
Radiant Forge IIAllows the recruitment of Archangels and Apotheoses.
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.