buildings
Buildings are fixed structures within your territory that serve to outline your borders, refine resources, and produce troops for attack and defense. A wide assortment of buildings and upgrades are available in Vox Imperium, so you must pick and choose wisely where you choose to invest your resources. An early push into production can secure a resource lead, but leave you vulnerable to attack and make your lands an attractive target.
Buildings are constructed by commands issued by the Worker unit and require both resources and time to complete. Resource cost varies building to building, but all structures must pass through a Construction phase before they can enter service. Typically this Construction phase lasts 12 pulses.
When a building is under construction, either in initial construction or during an upgrade, it is very vulnerable. The building receives none of the bonuses or abilities it might otherwise enjoy, and neither produces resources nor trains troops.
Borders

Influence radiates out from buildings, forming territorial boundaries and staking out your and your opponents’ claim to the world. Different classes of buildings radiate different levels of influence, with training facilities (docks, camps) generating the least, production buildings (farms, cities) producing a moderate amount, and fortresses producing the most.
When two empires contest for ownership of a square, their relative influences in that square are compared and the player generating the most claims the tile and the point.
A building’s influence weakens as distance from the building decreases, eventually diminishing to nothing. Multiple buildings' influence radii can overlap and combine to form stronger borders and push back encroaching neighbors. The tile on which a building sits can never be taken by enemy influence alone, no matter how strong it grows.
Your borders are always drawn in yellow. Your opponents’ borders are drawn an assigned color, which might repeat several times in a large enough game, but never includes yellow.
When a building is captured by enemy troops, its remaining influence is transferred in total to the victorious force and the surrounding borders are recalculated.
Building Production

Farms, Lumbermills, Mines, and Cities are production buildings – every pulse, they produce resources based on their specialty type and the suitability of the surrounding tiles. Cities produce basic resources of all types, while Farms produce higher quality Food, Lumbermills produce higher quality Wood, and Mines produce higher quality Metal.
The production rate and location of a building can be displayed via the View Production command available to all producers. The number in the flag indicates how many rolls on the tile production table that square gets every turn. This number increases as you upgrade your buildings and decreases as the buildings sustain damage.
Farms, Lumbermills and Mines also improve the surrounding tiles for the specialty resource they are geared for. As you upgrade these buildings, better and better resources will be produced – and in greater quantity. The drawback of this is that the tiles can only be upgraded as far as its base suitability: ie, a tile that only produces only small amounts of wood cannot be upgraded very far by a Lumbermill.
Additionally, specialty buildings erase all other resources from the tiles they are working. The exception do this are Mines, which also produce Gold and Relic resources. Use care with the placement and upgrading of your buildings so that you do not destroy a valuable resource tile!
| Outpost |
 | | Offense: | 1 | Cost: | 50 Poor Food | | Defense: | 2 | | 100 Poor Wood | | Defenders: | 50 | | | | Influence: | 1 | Points: | 1 |
|
| Settlement |
 | | Offense: | 1 | Cost: | 150 Poor Food | | Defense: | 2 | | 150 Poor Wood | | Defenders: | 100 | | 100 Poor Metal | | Influence: | 2 | Points: | 2 |
|
| Town |
 | | Offense: | 1 | Cost: | 150 Good Food | | Defense: | 2 | | 150 Good Wood | | Defenders: | 300 | | 100 Good Metal | | Influence: | 3 | Points: | 5 |
|
| City |
 | | Offense: | 1 | Cost: | 150 Rare Food | | Defense: | 2 | | 150 Rare Wood | | Defenders: | 500 | | 100 Rare Metal | | Influence: | 3 | Points: | 10 |
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Cities serve as the nexus of empire, providing essential workers and gathering basic resources to fuel growth. All empires start with a single second level city.
Cities do not improve the tiles around them, so are forever stuck gathering the same poor resources. This makes them less valuable as time goes on, however they are the only buildings that award points by having them under your control. Because of this, cities are best built in territory unsuited to any single specialist.
| Farmstead |
 | | Offense: | 0 | Cost: | 100 Poor Food | | Defense: | 2 | | 100 Poor Wood | | Defenders: | 50 | | | | Influence: | 1 |
|
| Farm |
 | | Offense: | 0 | Cost: | 50 Good Food | | Defense: | 2 | | 150 Good Wood | | Defenders: | 50 | | | | Influence: | 2 |
|
| Large Farm |
 | | Offense: | 0 | Cost: | 50 Rare Food | | Defense: | 2 | | 150 Rare Wood | | Defenders: | 100 | | | | Influence: | 3 |
|
Farms produce improved Food resources. As you upgrade your farm, the tiles around will gradually produce better and better Food.
As these buildings require existing Food resources to reach their full potential, they are best constructed on Plains and by rivers.
| Logging Camp |
 | | Offense: | 0 | Cost: | 100 Poor Food | | Defense: | 2 | | 50 Poor Wood | | Defenders: | 50 | | 50 Poor Metal | | Influence: | 1 |
|
| Lumbermill |
 | | Offense: | 0 | Cost: | 100 Good Food | | Defense: | 2 | | 50 Good Wood | | Defenders: | 50 | | 50 Poor Metal | | Influence: | 2 |
|
| Sawmill |
 | | Offense: | 0 | Cost: | 50 Rare Food | | Defense: | 2 | | 100 Rare Wood | | Defenders: | 50 | | 50 Good Metal | | Influence: | 3 |
|
Lumbermills produce improved Wood resources. As you upgrade your mill, the tiles around will gradually produce better Wood in greater quantity.
As these buildings require existing Wood resources to reach their full potential, they are best constructed in Forest tiles.
| Mining Pit |
 | | Offense: | 0 | Cost: | 100 Poor Food | | Defense: | 2 | | 50 Poor Wood | | Defenders: | 50 | | 50 Poor Metal | | Influence: | 1 |
|
| Quarry |
 | | Offense: | 0 | Cost: | 100 Good Food | | Defense: | 2 | | 50 Good Wood | | Defenders: | 50 | | 50 Good Metal | | Influence: | 2 |
|
| Colliery |
 | | Offense: | 0 | Cost: | 100 Rare Food | | Defense: | 2 | | 50 Good Wood | | Defenders: | 50 | | 50 Rare Metal | | Influence: | 3 |
|
Mines produce improved Metal resources. As you upgrade your mine, the tiles around will gradually produce better Metal in greater quantity.
As these buildings require existing Metal resources to reach their full potential, they are best constructed around Hills or Mountain tiles.
| Camp |
 | | Offense: | 0 | Cost: | 100 Poor Wood | | Defense: | 2 | | 50 Poor Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Command |
 | | Offense: | 0 | Cost: | 100 Good Wood | | Defense: | 2 | | 50 Good Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Military Base |
 | | Offense: | 0 | Cost: | 100 Rare Wood | | Defense: | 2 | | 50 Rare Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
Camps produce progressively better Pikemen units, the main defensive unit of the game. They do not exert much influence on borders, but have no restrictions on where they can be built.
| Barn |
 | | Offense: | 0 | Cost: | 100 Poor Wood | | Defense: | 2 | | 50 Poor Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Stables |
 | | Offense: | 0 | Cost: | 100 Good Wood | | Defense: | 2 | | 50 Good Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Large Stables |
 | | Offense: | 0 | Cost: | 100 Rare Wood | | Defense: | 2 | | 50 Rare Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
Stables produce progressively better Horsemen units, the main offensive unit of the game. They do not exert much influence on surrounding borders, but have no restrictions on where they can be built.
| Forge |
 | | Offense: | 0 | Cost: | 50 Poor Wood | | Defense: | 2 | | 100 Poor Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Castworks |
 | | Offense: | 0 | Cost: | 50 Good Wood | | Defense: | 2 | | 100 Good Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Armory |
 | | Offense: | 0 | Cost: | 50 Rare Wood | | Defense: | 2 | | 100 Rare Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
Armories produce progressively better Cannon units, the main ranged unit of the game. They do not exert much influence on surrounding borders, but have no restrictions on where they can be built.
| Dock |
 | | Offense: | 0 | Cost: | 200 Poor Wood | | Defense: | 2 | | 200 Poor Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Shipyard |
 | | Offense: | 0 | Cost: | 200 Good Wood | | Defense: | 2 | | 200 Good Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Naval Base |
 | | Offense: | 0 | Cost: | 200 Rare Wood | | Defense: | 2 | | 200 Rare Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
Docks produce progressive better Ship and Gunship units, the main naval units of the game. They do not exert much influence on surrounding borders, and must be built on a coast or river tile.
| Hideout |
 | | Offense: | 0 | Cost: | 100 Poor Wood | | Defense: | 2 | | 50 Poor Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Guild |
 | | Offense: | 0 | Cost: | 100 Good Wood | | Defense: | 2 | | 50 Good Metal | | Defenders: | 50 | | | | Influence: | 1 |
|
| Agency |
 | | Offense: | 0 | Cost: | 100 Rare Wood | | Defense: | 2 | | 50 Rare Metal | | Defenders: | 50 | | | | Influence: | 1 |
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Hideouts, Guilds, and Agencies produce spy units with different specialties. It is worthwhile to note that the initial build of the Hideout comes into play disguised as an Outpost, so without spies of their own, your enemy will never know.
| Stockade |
 | | Offense: | 10 | | Defense: | 10 | | Defenders: | 100 | | Influence: | 4 | Cost: 300 Poor Metal 10 Poor Relic 500 Gold |
|
| Fort |
 | | Offense: | 10 | | Defense: | 10 | | Defenders: | 200 | | Influence: | 5 | Cost: 300 Good Metal 10 Good Relic 750 Gold |
|
| Fortress |
 | | Offense: | 10 | | Defense: | 10 | | Defenders: | 400 | | Influence: | 6 | Cost: 300 Rare Metal 10 Rare Relic 1000 Gold |
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Forts are defensive structures the exude great influence on the surrounding territory, greatly expanding your borders and increasing your score. Forts are very tough, requiring concerted effort to eliminate.
Additionally, Forts contain batteries of long-range guns that will automatically attack any foreigners that stray within your borders. This allows your empire to be secure even when your attention is elsewhere.
However, Forts require the scarce Relic resource to construct. Don’t let your neighbors gain a Relic advantage over you!
Roads

Roads reduce the movement costs by 50% of all units that travel along it, both friend and foe. The cost to build a road varies according to the tile’s inherent movement penalty – if it is more expensive to move across, it is more expensive to build a road.
Roads cannot be built across water tiles.
Buildings and Construction count as road tiles for movement purposes.