Kingshot Building Costs
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Town Center
Your capital building and the gate for almost everything else — most other structures are capped by your Town Center level, so it is nearly always the correct building to prioritize when in doubt.
War Academy
Unlocks and gates Truegold troop research — the tree that pushes your Infantry, Cavalry and Archer stats and unlocks Tier 11 units. Levelling it up front-loads your entire late-game troop power curve.
Barracks
Trains and promotes your Infantry line. Barracks level determines the highest infantry tier you can train, so it should track roughly in step with your Town Center to avoid getting stuck at a low troop tier.
Infirmary
Holds wounded troops after a lost fight instead of losing them outright, and determines how many units your infirmary can shelter at once. Under-leveling it is one of the most common mistakes new governors make before their first Bear Hunt or KvK.
Storehouse
Protects a portion of your resources from being plundered when another player attacks your city. Cheapest of the core buildings to level, and worth keeping current so raids don't wipe out your banked resources.
Academy
Gates the Academy research trees (growth, economy and battle). Most early-game speed and output techs sit behind this building's level.
Command Center
Supports rally and march coordination. Level it when you start leading or joining rallies regularly rather than on day one.
Embassy
Controls how many allied reinforcements you can hold. Worth keeping current before KvK and any fight where you expect incoming help.
Guard Station
Improves city-wall troops and garrison staying power. A defense building to push when you expect hits, not a daily first upgrade.
Kitchen
Produces food over time. Useful early, then typically outpaced by gathering and events — still worth a few levels so idle production is not zero.
Range
Trains Archers. Keep it close to Town Center if your core heroes and marches lean ranged, otherwise it can lag without hurting the rest of the city.
Stable
Trains Cavalry. Raising this building unlocks higher cavalry tiers, so it should track with Town Center if your rally or field line is horse-heavy.
Defense Tower
Adds tower fire to city defense. Secondary to Infirmary and Embassy for most governors, but it stacks with garrison heroes when you are farmed.
House
Raises population cap for training and healing. Cheap relative to military buildings; under-leveling it can stall troop queues.
Iron Mine
Produces iron over time. Iron is the tight resource on many late upgrades, so a modest mine level reduces how often you have to gather it.
Sawmill
Produces wood over time. Cheap early income; later you will gather more wood from the map than this building outputs, so a modest level is enough.
Quarry
Produces stone over time. Stone shows up on mid-game upgrades, so a few levels here cut how often you have to gather it yourself.
Mill
Another food building. Stack it with Kitchen if you want idle food flowing; skip rushing it once gathering and events cover most of your food.
Clinic
A smaller healing building than Infirmary. Useful early for wounded troops; later Infirmary capacity is the one that matters.
Frequently asked questions
Town Center almost always comes first — it gates the max level of nearly every other building, so upgrading it unlocks headroom everywhere else. War Academy is the next priority once you need Truegold research.