Buildings
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Buildings are immovable structures which can generate income, recruit units, or act as blockades. Buildings which are not under the player's control can be captured by moving an eligible unit beside the building and selecting the "Capture" option. Buildings are colored to represent the faction which controls them. Buildings which are not owned by a faction will appear colored gray.
Unlike combat units, structures cannot be moved by players, and most cannot be removed from the map, making them permanent elements of the map, with the exception of Strongholds and Gates.
All buildings except the Gate will counter-attack at 1 range with the Garrison.
Building Types[edit]
Villages[edit]
Village[edit]
The primary building type, Villages generate income for players. Each Village that a player controls will earn them 100 gold at the beginning of each turn.
Neutral Villages earn no gold for any faction until they are captured.
Water Village[edit]
Water Villages are functionally identical to regular Villages, but are positioned within water tiles (Sea, Deep Sea, and Reef). They provide the same income and are targetted as land units similar to normal Villages.
Strongholds[edit]
Strongholds are special buildings which cannot be captured. Losing a Stronghold will result in a loss for the player, similar to defeating their Commander.
Similar to Villages, Strongholds provide 100 gold per turn to the occupying player.
They are the largest building type and have a unique appearance for each faction.
They receive half the base damage compared to other buildings.
Cherrystone Kingdom | Felheim Legion | Heavensong Empire | Floran Tribes |
Recruitment Buildings[edit]
Special building types allow the player to recruit new units using gold. Each unit building can only recruit a unit once per turn. Recruited units can be produced in one of the four tiles directly adjacent to the building, provided the selected tile is unoccupied and of a valid terrain type.
Barracks | Produces Land Units. | |
Tower | Produces Air Units. | |
Port | Produces Naval Units. | |
Hideout | Produces Thieves and Riflemen. |
Gate[edit]
The Gate is a special structure that provides no functionality, but works as a blockade. Once defeated, the gate is destroyed and removed.
Gates cannot be captured by a player, but if assigned to a player by the map they allow only the player and their allies to pass unimpeded, and function as an impassable barreir to enemies. A Neutral gate is a barrier for all players.
Gates receive half base damage, similar to a Stronghold.
Thieves have a special ability to bypass gates.
Capturing[edit]
All structures can be captured by any faction. Neutral structures have no health and can be captured in a single turn. Owned structures must have their health reduced to zero before they can be captured, and will counterattack adjacent enemy units that attack them, adding an element of risk to the act of capturing. Upon capture, a structure will acquire half of the health of the capturing unit; capturing units do not give up any of their own health during capturing. Owned structures regain 10% health every turn.
Most units can attack structures, but only walking humanoid ground units can capture them.
Income[edit]
When a turn begins, the number of buildings owned by the active faction is added up and an allotment of gold is added to that faction's total. Exactly 100 gold is generated per owned village and stronghold, unit-producing buildings do not generate gold. Earned gold can be stockpiled or re-invested into unit recruitment, reinforcement, or the activation of certain units' spells and certain commanders' Grooves.
Unit Reinforcement[edit]
Injured units will display their hit points over their map image. Units can be healed by moving adjacent to a friendly building and choosing "Reinforce". This will drain health from the city to heal the unit, and it will also cost the unit a proportional fraction of the gold cost of the unit. For example, healing a unit with half health will cost half that unit's total cost.[1]
Garrison[edit]
When a building is under attack, the armed forces within the building's Garrison will counter-attack. Unlike combat units, the Garrison does not get attacked, so it always counters at full power, regardless of the health of the building.