Building Overview

From Firefly K52

Special Buildings

Special buildings is the category for any building that you can only have one of. Theses buildings will often have prerequisites regarding your civic center. Your Civic Center is your first special building. Other special buildings include:

  • Mage Guild - you will conduct research in this building.
  • Knight Hall - here is where you will recruit and promote your knights. This is also where you will find Knight Adventures, which you can run to gain knight experience, knight pieces (to promote the quality of your knight), and resources/research items.
  • Guardian Sanctuary - here you are able to recruit up to three guardians to assist your troops with special fighting bonuses.

Economic Buildings

There are four types of Economic buildings.

There are four types of economic buildings. You will need at least one of each kind as they are required for upgrading other buildings. You are limited to a total of 24 economic buildings.

  • Farms - although food production can be helpful early on, for your Main account you will need to remember that your troops only need food when training or healing in the hospital. Troops will survive even if your food upkeep is negative. And, if you want to grow big, your food upkeep will be negative.
  • Sawmill
  • Quarry
  • Mine










Civic Buildings

Civic Buildings

There are seven types of economic buildings. You will need at least one of each kind as they are required for upgrading other buildings. You are limited to a total of 36 economic buildings.

  • House - these produce and store gold. They will also help increase your training speed. And at level 20 they start providing attack bonuses.
  • Barracks - training of ground troops
  • Shooting Range - training of ranged troops
  • Cavalry School - training of mounted troops
  • Siege Workshop - training of siege. Not very helpful in fights, but some people love them for gathering as they have a great troop load.
  • Hospital - troops will go here when wounded in defense of your city. The troops will stay there until they are provided the resources they need to heal. Unlike the altar, there is no timer for healing these troops.