Building Guide

Buildings are one of the key gameplay elements in Final Fantasy XV: ANE, providing you with boosts, resources and the ability to unlock new research. In this article, we are going to outline building strategy to help you make faster progress leveling your buildings, and explain the purpose and use of each building in the game. This will provide you with important information that you will need as you continue to advance buildings to higher levels.


In addition to the general strategies below, make sure to read the section on the Hospital, as well as the section on Utility buildings. The Hospital is confusing for many players, and the Utility buildings are one of the big strategic choices in the game.


General Building Strategies

If you want to upgrade your buildings as quickly as possible, you are going to need Stone.  You will also need a lesser amount of energy, gil and food, and a medium amount of metal in reference to the other two. Your ability to upgrade your buildings is only as good as your overall resource management.

At several key levels, notably the level 19 Citadel and beyond, the cost to upgrade the buildings will be higher than your resource buildings can produce and hold at one time. There are various ways to get around this as covered in our Resource Guide earlier in the series, but be aware that you are going to need all tiers of stone in huge amounts to progress your buildings and Citadel.

In addition to the required buildings, things like the Citadel and the Hospital, you also have optional buildings. These are the resource buildings, and the utility buildings like the barracks behind the wall. You need to keep one of each type of building to keep progressing, but other than that the number and type of resource or utility buildings is entirely up to you.

This is where the main building strategy of the game comes in. In regards to the resource buildings, you can choose to build a balanced spread, or all of one rss building to trade with. Focusing on one type of rss, also called “hyperfarming”, is highlly recommended to get around the resource caps and low production. What you choose to specialize in is up to you.

The utility buildings and their uses are discussed further down in this article, and it is recommended that you read that section before building too many banks, barracks or hospital wards.

Important: there is no optimal building order to upgrading the Citadel. At level 19, you will have to have one each of each unique building type at level 19 to progress to 20. The process repeats at level 29 to advance to 30.

Let’s look at each building and what it does.



The Citadel is the center of your empire, and the very first building you are introduced to in the game. It is central to progression of other buildings, because no buildings in your empire can be of a higher level than the Citadel.

When you level the Citadel, you will receive a one-time collection of boosts, rss and consumables dependent on the level of the Citadel. Leveling up the Citadel provides a variety of other benefits:

  • Increasing your march sizes so that you can send more troops at a time in a march.
  • Increasing the number of helps that you can receive from members of your guild.
  • Increasing the number of march slots that you can send out at one time.
  • Increasing the troop capacity of your army as a whole.


You can also click on the Citadel to get an overview of your empire’s buildings and resource production all in one place:

Citadel Max Troops


There is a Total Troop Capacity for your Empire that depends on your Citadel level. As seen in the picture above, you can have only 900,000 troops maximum at level 1, and the number goes up as you level. A million troops may sound like a lot right now, but as you level up and try different defensive strategies you may find yourself hitting the troop limit.

The Citadel, the University and the Wall all require enormous amounts of stone relative to the other buildings. The Citadel has the additional distinction of requiring a very large amount of higher-tier resources at levels 20 and 30, in amounts way beyond your production capacity. The only solutions are to trade for what you need, have guildmates willing to help, or buy packs. Or ideally all three of those options at once.




The University is the building that allows you to conduct research, which is central to your progress and combat strength. In fact, research is so central that the need to upgrade your University to unlock new research tiers is one of the main reasons to upgrade the Citadel itself.


You can see upgrade requirements for different levels of the University at [University data page], and read more about research in the Research Guide.


A helpful thing to know about the University is that troop tier research is unlocked every ten levels:


  • University level 10 is required for tier 2 troop and trap research
  • University level 20 is required for tier 3 troop and trap research
  • University level 30 is required for tier 4 troop and trap research
  • University levek 40 is required for tier 5 troop and trap research


So you will not be able to research Tier 3 troops until the University is level 20.



The Wall’s main purpose is defense. Each level of the wall adds to the attack power of any troops defending your city. And you can install 500 more traps in your empire per wall level.


To upgrade to the next level of Citadel, you will always need a Wall of the current Citadel level. So any requirements to upgrade your current level of Wall are also requirements to upgrade the Citadel. Different levels of Wall have various other building level prerequisites that you can see [link to Wall data page].


Training Grounds

The Training Grounds is the building where you train troops. The number of troops you can train at one time and the speed at which they train is determined by the level of this building. The queue size is increased when you build Barracks, each of which increases the number of troops that you can train at once. Training speed can also be reduced by research and certain gear.

The costs and requirements for various levels of the Training Grounds are [link to TG data page]



The hospital is an incredibly useful building that can save you a ton of time and resources in the long haul, but you have to know how it works: The hospital will protect troops from death when your city is attacked by removing them from combat and putting them in the hospital queue. You can then heal them by clicking on the Hospital and paying for any cost there. The healing cost will always be lower than the cost of training new troops, and t1 troops will heal instantly.


That is all straightforward enough. What confuses many players is how the Hospital chooses troops to save. This is also straightforward if you know a little bit more about how attacks work, and the fact that the Hospital can only take in one tier of troops at a time.


The Hospital will always take in the highest tier of troops that left survivors after the initial attack. This is very confusing for many players, but it makes sense when you understand a bit more about how combat works.

When someone attacks you and the damage is applied to your troops to determine casualties, the damage will be applied to your weakest troops first. So if you have tier 1 and tier 2 troops in your base, and someone hits you hard enough to kill all of your t1 troops and some of your t2 troops, the t2 troops that would have died will end up in the hospital up to the hospital’s total capacity.

If the initial attack was only able to kill some but not all of the t1s, you will end up with wounded t1s in the hospital.


If a single attack is enough to “zero” you, which means to reduce you to no troops left, your highest tier of troops will end up in the hospital up to its limit if it is empty.


The Hospital can only take in one tier of troops, and cannot take in new troops when it already has some in the queue. So if the first march from an enemy puts a bunch of t1 troops in the hospital, and the second march kills the rest of those t1s and some of your t2s, none of your t2s will go to the hospital  because it will be full of t1 troops.


Since t1s are free to replace in the Hospital, some players choose to use a large number of them for defense. If the enemy cannot take out your meat shield in one hit and you are quick enough on the hospital buttons between marches, you can potentially hold off a much stronger force for some time. Other players might use a t2 meat shield for better survivability and damage. We talk more about meat shields and troop uses in the Combat Defense Guide.

You can also increase the hospital heal speed using Defense research, which makes using a higher-tier meat shield possible. You can increase the capacity of the hospital by leveling it, with Defense research, and by building hospital wards. Those are covered in their own entries below.

You can find information for Hospital level costs and requirements [link to Hospital data page]



The Treasury is another of the “automatically unlocked” buildings. It allows you to deposit 100 gold which you can withdraw 2 hours later plus an extra amount dependent on the level of the treasury.


The treasury is unlike the other buildings because it is only unlocked by purchasing packs. Each pack you purchase levels up the Treasury to a maximum of level 5. The gold gained from the treasury is not significant even at level 5, but it is helpful to have a small amount at-hand for buying short timers and small rss amounts. You can also increase the treasury pay out by doing research in the Econ tree.


You can view the levels of the treasury and the benefits of each level at [link to data page for treasury]


Resource Vault

The Resource Vault protects a portion of your resources when you are attacked. The amount of resources protected scales upwards with the level of the building, and you can set how much of each resource is protected using the sliders when clicking on the resource vault.


If your empire is attacked and the attacker wins, they will steal up to their troop load in unprotected resources from your empire. The rss taken is spread as evenly as possible between the unprotected resources.


Starting around level 10 and up, the resource vault will not be able to protect all the resources that you need for some buildings or research. You will want to change the resources protected regularly after that to keep your key rss safe in between big builds and research projects.


It is also very helpful as an attacker to know the limits of the Resource Vault when scouting for potential targets. Since the Resource Vault can never be higher level than the Citadel, you will always be able to calculate the max number of resources that they can protect. If you have researched Scouting up to level 9, you will be able to see the exact level of their Vault.  This makes picking targets that have unprotected resources much easier if you know the amounts per level that the Resource Vault shields and pay attention to your scouting reports.  You can find the total rss protected by each level of the Resource Vault, as well as costs and build times, at [data page for Resource Vault]

Pro-Tip: An attacker cannot take higher-tier rss from you until you are out of lower-tier rss. As an emergency measure if you are out of shields, you can use food items gained from packs to act as a temporary shield for your higher-tier rss. It can take a lot of siege runs to get past 10 million or more food.



The memorial is entirely cosmetic, and features a list of banished heroes (yours or those you have banished).


Trading Post

The Trading Post allows you to send rss to other members of your guild up to a limit based on your Trading Post level. Doing so uses a march, and will take time based on how far away the guild member is.

The Trading post has a tax based on its level that will be applied to any rss sent. The taxed amounts are just gone. Taxes start at 50% at level 1, and go down by .5% each level. You can also do research in the Economics tree to reduce the Trading Post tax.

Despite the tax, the Trading Post is the best way to share resources between guild members. You can find all tax levels and upgrade requirements and costs for the Trading Post [link to data page for Trading Post]



The Embassy allows other players in your guild to station reinforcement troops in your empire. These troops are essentially on-loan for defense, and cannot be taken out to attack with. These are referred to in game chat as “rein” or “reins”. You can send them home at any time from the Embassy screen, and their original owner pays for their food costs (so you can’t food-bankrupt a guild member you don’t like by parking a bunch of freeloaders in their Embassy. Sorry.)


There are some important things to know about reinforcements. One is that reinforcements get all of the research and gear boosts of the owner of the Embassy, not the original owner. So if you are a low-level player and you reinforce a higher-level well-researched player with t1 troops, those troops will become tiny t1 warrior-gods as long as they are in his empire. If that player loans you some higher-tier troops and you have no research and no good gear, those higher-tier troops become a very expensive meatshield.


Another important point is that reinforcements are sent with a march.  They take time to get to and from the other player based on distance and the speed of the reins.


While the primary use for reins is to buff a player defensively, you can also use the Embassy in addition to a Ghost Rally to protect your expensive troops by sending them to somebody that is shielded. And if you are being zeroed and want to save some expensive troops, you can quickly send them as reinforcements to a guild member. You can also hide them in a shielded player’s embassy, but it is considered polite to ask first.


Embassy costs and requirements can all be found on [data page for Embassy].



Guild Hall


The guild hall allows you to start a Rally, which is a combined assault from multiple guild members targeting an enemy.


The person who starts the rally is the Rally Leader, and the troop capacity of the rally is dependent on the Rally Leader’s Guild Hall level. You can see the Rally sizes as well as the Guild Hall costs and requirements on [data page for Guild Hall].


You can also click on the Guild Hall to view or join existing rallies, and see incoming rallies targeting your guld.


Hero’s Monument


The Hero’s Monument gives your hero a bonus to experience gained, which makes your hero level faster.


The Hero’s Monument also saves some of your Hero’s experience if your hero is captured and banished. Banishment is bad, but can only happen to your hero once your Citadel is at or over level 20. We cover both banishment and hero experience and skills in the Hero Skills Guide.




The Armory allows you to craft gear to equip your hero with, and to add gems to that gear. Crafting and gemming are both big topics that we discuss in our Gear and Gems Guide.


Proving Grounds


The Proving Grounds is automatically unlocked when you first start the game. It has only one level to start with; later levels are unlocked using items from packs.


It isn’t so much a building as a slot machine. When you enter the building by clicking on it, you can tap on monsters to get random drops that can include boosts, speed-ups and gold. Defeating a monster gives more random rewards. You get one free attack and day, and can get more by purchasing ether in the Guild Store with loyalty.


It’s worth it to hit the proving grounds for your daily free attack and when ether happens to drop elsewhere in the game, but there are many better uses for your Loyalty in the game than ether.


The Prison

The Prison unlocks at Citadel level 15. The purpose of the Prison is to capture heroes, which you can do at level 15 Citadel to other heroes that have at least a level 15 Citadel. By itself, the effects of imprisonment are merely annoying to the player whose hero is imprisoned; during this time, they gain none of the hero’s boosts and cannot hunt monsters. But when combined with the banishment portal at level 20, the prison provides a more sinister and terrifying effect.


The level of the prison determines how long you can hold the captured hero. Additionally, at level 30 the prison will give you a boost based on the level of the hero imprisoned within.


You can view the costs, requirements and imprisonment lengths at [link to the prison data page].


The Banishment Portal

The banishment portal can be built at Citadel level 20. When you build the banishment portal, you are able to “banish” a hero captured in your prison to gain a boost. You can view the costs, requirements and banishment effects at [link to the banishment portal data page]. Higher-level heroes take longer to banish.

After a hero is banished, a player has a week to use a Rescue Stone from the Guild Store or a pack to get their hero back; otherwise they have to start with a new hero who has reduced experience compared to the old one. Because this is a huge setback in terms of time, money or loyalty, we recommend following the strategies in the Combat Defense Guide to keep your hero safe.

Resource Buildings

The resource buildings are the buildings that can be built on the bare plots outside the Wall. These include the farm, the energy extractor, the quarry and the mine. Their only function is to produce multiple tiers of resources, which you can read more about in our Resource Guide. The resource buildings include:



The Farm produces Food, and can produce Wheat starting at level 15. You can see all of the level costs, requirements, and production maximums for the Farm at [data page for the Farm]



The quarry produces stone, and can produce Granite at level 16 and up. You can see all of the level costs, requirements, and production maximums for the Quarry at [data page for the Quarry]



The mine produces metal, and can produce Lead starting at level 18. You can see all of the level costs, requirements, and production maximums for the Mine at [data page for the Mine]


Energy Extractor

The Energy Extractor produces energy, and is able to produce Essence at level 19. You can see all of the level costs, requirements, and production maximums for the Energy Extractor at [data page for the Energy Extractor]


Utility Buildings

The utility buildings are the buildings that sit inside the wall. These include the Hospital Ward, the Barracks, and the Bank.  Each of them has a primary purpose as well as a buff that they provide to your troops starting at level 10 of the building. The buffs from utility buildings stack, which means that constructing multiples of them will provide a combined boost equal to that of all the buildings put together.

At the higher levels of the game, many players choose to focus entirely on one type of building to maximize the type of boost that they provide, or to stack the utility function.

Which building you choose to focus on is a strategic choice that will be individual to how you are playing. The HP boost from the Hospital Wards applies to defending troops only, the Armor bonus from Banks is used both defensively and offensively, and the Attack bonus most useful if you play more offensively. The utility function of multiple barracks are useful if you have to maintain a very large army, the extra hospital space most useful for saving rss on defense, and the gil boost from the Banks is useful for troop training or research.



The primary purpose of the Bank is to produce Gil, as well as the higher resource tiers of gil starting at level 19. Each Bank at level 10 or above also provide an Armor boost to your troops, increasing their defense. Armor is better when your troops are higher tier than the other player’s troops. So use banks if you are a striker or a defensive build that uses reinforcements from a larger player as a trap.

Or just build banks for the coin at level 19. Coin is needed in huge amounts for research and is hard to get ahold of because almost everyone uses hospitals or barracks.

The costs, requirements and benefits of each bank level are at [link to data page for the bank]


Hospital Ward

The Hospital Ward’s primary purpose is to increase the number of troops that your Hospital can hold at one time. The secondary purpose of the Hospital Ward increases the HP of your defending troops for each Hospital Ward at level 10 or above. HP scales better for troops being attacked by a higher tier than armor. Since attackers tend to target empires with lower-tier troops than them, the hospital buff is very helpful on defense.

You can view the costs, requirements and benefits of each Hospital Ward level at [link to the data page for the hospital ward].



The primary purpose of the barracks is to increase the number of troops that you can train at one time in the training grounds. Higher levels of the barracks also grant an attack boost to your troops. The attack granted by the barracks is useful on attack and defense, as is the training queue capacity to replace lost troops.

The costs, benefits and building requirements of each level of the barracks is at [link to the barracks data page].


The Advanced Buildings

These include the Advanced Armory and the Advanced Training Grounds. These buildings do not unlock until much, much higher level and you will not have to worry about them for a while.


Building Info Checklist

  • Buildings need a ton of stone, a medium amount of metal, and a smaller amount of the other resources
  • You will not be able to produce all of the rss required to progress the Citadel on your base; use hyperfarming and trade, or packs to circumvent
  • You need one of each type of building leveled to 19 to get to Citadel 20, and one of each to 29 to get to Citadel 30.
  • Hospitals provide HP for your defenders and boost your hospital capacity; these are best for defense in most cases.
  • Barracks add Attack on both offense and defense and boost your training queue size; these are good for attackers and replacing lost troops/ building a huge army.
  • Banks produce gil and provide Armor on both offense and defense; these are good for protecting higher-tier troops from lower tier on attack or defense.



As stated above, the main building strategy is down to which rss buildings and Utility buildings you choose to build. If you are hyperfarming as recommended in our Resource guide, this is going to have to be takren into consideration when building your rss buildings. The choice of what you build behind the wall will be determined primarily by whether you are an attacker or defender and whether or not you will need to pump out large amounts of troops quickly with the barracks. This wil have to balanced with Gil and Coin needs.

In the next article in the series, the Hero Skills Guide, we will be breaking down which hero skills to target as you level.

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