Chapters
Building and upgrading
Everything in your city is one of the same 28 building types, named and drawn the way your city knew them.

Placing
Tap Build, choose a category (Economy, People, Culture, Defence, Army, Landmarks) and a building. Drag its outline to a free green spot and tap Build here. Red means something is in the way, or the spot is outside the area you can build on yet.
You can only build within your city’s zone, which grows each age. The four long avenues from the town centre stay clear, and the rings are kept for walls.
Builders and timers
Each builder crew works on one job at a time: a new building, an upgrade or clearing land. You start with two; the third joins when you enter the second age; the fourth and fifth can be hired for kola (250 and 500).
A building’s level-1 build takes seconds or minutes; later levels take hours or days. You can cut a timer short with a talking drum (one hour off, two charges, a new one every four hours) or finish it at once with kola. Speed-ups.
Cancelling a job gives back half of what it cost. Most buildings can be moved for free; the town centre and walls stay put.
Upgrades
Select a building and tap Upgrade. Ordinary buildings can go one level above your town centre (to level 15 at most). Landmarks, the hero’s palace, the wonder, the port and the great defences go to level 5, one level for each town-centre level after they unlock. Each level costs about 55% more than the last.
Clearing land
Trees, bush and rocks cover the land around the city. Tap one and clear it with a builder: it gives Materials, and three times in ten a little kola.
Walls and gates
Three wall rings open as the city grows: the inner ring at town-centre level 4, the middle at 7 and the outer at 10. Wall segments go up instantly; gates sit where the avenues cross a ring. Raiders have to break through a wall or find a gate. Some town-centre levels ask for a number of segments, a finished ring or every segment at a certain level.
Water
The port, bridges, beaches and waterfronts must touch the river or the sea. Cities away from a navigable river have an inland trade hub in the port’s place, built anywhere: a horse market in Oyo, a caravan station in Kano and Sokoto, a railway yard or freight terminal in later eras, the dry port in Kano today.
Every building type
Names from Benin · Kano · Lagos today. “Unlocks” is the town-centre level; “Most” is how many you may have at level 15.
| Building | Examples | What it does | Unlocks | Most |
|---|---|---|---|---|
| Homes | Family compound · Family compound · Housing estate | Homes for 10 people (+6 a level) | 1 | 20 |
| Farm | Yam farm · Millet farm · Agro farm | Food: 160 an hour at level 1, +20% a level | 1 | 8 |
| Wood camp | Woodcutters’ camp · Woodcutters’ camp · Cement works | Materials: 110 an hour at level 1, +20% a level | 1 | 6 |
| Clay pit | Clay pit · Tubali yard · Steel works | Materials: 110 an hour at level 1, +20% a level | 2 | 5 |
| Granary | Yam barn · Granaries · Cold store | Stores 1,500 more Food (×1.5 a level) | 1 | 5 |
| Storehouse | Storehouse · Storehouse · Warehouse | Stores 1,500 more Materials (×1.5 a level) | 1 | 5 |
| Treasury | Cowrie treasury · Treasury · Bank | Stores 1,200 more Wealth (×1.5 a level) | 3 | 4 |
| Market | Oba Market · Kurmi market · Market | Wealth: 100 an hour at level 1, +20% a level. Unity +4, Progress +2 a level | 3 | 4 |
| Faith building | Olokun shrine · Mosque · Church | A little Knowledge: 5 an hour. Faith +10 a level. Raiders never touch it | 1 | 4 |
| Second faith building | Mosque | A little Knowledge: 5 an hour. Faith +10 a level. Raiders never touch it | 1 | 4 |
| Power station | Power station | Makes the power every building draws | 1 | 6 |
| Guild | Brass casters’ guild · Scholars’ school · University | A little Knowledge: 30 an hour. Progress +10 a level. Raiders never touch it. Runs research | 4 | 3 |
| Healer | Healer’s house · Healer’s house · Hospital | Health +10 a level. Raiders never touch it | 4 | 4 |
| Court | Council hall · Alkali’s court · High Court | Trust +10, Peace +3 a level | 5 | 2 |
| Square | Festival ground · Durbar ground · Stadium | Unity +10 a level | 4 | 2 |
| War camp | War camp · Cavalry stables · Army barracks | Peace +3 a level. Holds 10 soldiers (+6 a level) | 2 | 4 |
| Forge | Blacksmiths’ forge · Smiths of Dala · Industrial park | Progress +6 a level | 5 | 2 |
| Watch post | Ward watch post · Watch tower · Police station | Peace +9 a level | 3 | 6 |
| Tower | Archers’ platform · Archers’ tower · Security post | Shoots raiders: 9 damage, range 6 | 2 | 9 |
| Wall | Iya · City wall · Security wall | Instant. Dug segment by segment on the wall rings | 4 | a whole ring |
| Gate | Iya gate · City gate · Checkpoint | Where an avenue crosses a ring | 4 | a whole ring |
| Hero’s palace | Iyoba’s palace · Madawaki’s house · Air base | Unity +10, Trust +4 a level. Brings your hero into battle | 7 | 1 |
| Wonder | Gallery of plaques · Gidan Makama · National Theatre | Unity +12, Faith +4 a level. Heritage for the ladder | 8 | 1 |
| Port | Ughoton river port · Caravan station · Deep-sea port | Wealth: 260 an hour at level 1, +20% a level. Must touch the water | 10 | 1 |
| Heavy defence | Musket post · Musket post · Armoured unit | Shoots raiders: 26 damage, range 7 | 10 | 3 |
| War council | War council · War council · Space centre | Peace +6, Unity +4 a level | 13 | 1 |
| Landmarks | Emotan’s tree · Dala Hill · Freedom Park | Wealth: 50 an hour at level 1, +20% a level. Unity +8, Trust +2 a level. Real places from the city’s history: Unity, other meters and Wealth. Up to seven, unlocking from level 4 | 4–12 | 1 each |
| Megaprojects | Eko Sky Needle | Wealth: 450 an hour at level 1, +20% a level. Unity +12, Progress +10 a level. Present day only: three fictional megaprojects of the future at levels 13–15 | 13–15 | 1 each |
Faith buildings, guilds and healers are never touched by raiders. In the present day a city has both churches and mosques; letting one far outnumber the other costs Unity.