Ngane units
Okiteng units
Assura units
Ikari units
Command post

The command post is pretty much the heart of the city or village, all available citizens can get their assignments and instructions here. When one or more houses are built the additional citizens will automatically become available for assignments. Citizens can be assigned to resource production, construction, and the military. Make sure to upgrade your command post to increase the maximum amount of workers it can assign. A citizen's assignment can be changed at the command post at any time though some citizens will have to be permanently assigned to certain facilities, this is to ensure that these facilities remain functional, their workers cannot be re-assigned. Command posts situated in a village will also store the tax revenues (silver) generated by the village. This silver can't be used right away, you'll need to store it in the treasury at the city first. Once the silver has been transported to the city it can safely be stored in the treasury.


Both the city and the village contain houses in which the citizens live. To grow your civilization you'll have to build or upgrade houses. An additional house can be built once your food production has a surplus of at least 50 food per hour. Once the house is finished an additional 50 citizens will become available for assigning at the command post. The amount of houses that can be built in a city or village depends on the food production in that particular city or village as well as the level of your city palace.

Transportation center

The transportation center takes care of the logistics between villages and the city. Every piece of material, food and tax revenue generated in a village can be transported to the city where they can be used for construction, outfitting the army, and many other things. Storing materials in the city is much safer than storing them in a village; especially if the city has a city wall. Upgrading the transportation center lets you transport more resources. The transportation center can be used manually or set to transfer goods automatically, the auto-transport can be set to transfer a certain amount of resources every hour.


City palace

The city palace is one of the most prestigious and probably the most expensively decorated building in the city. This makes sense, seeing as the mayor and his staff reside in the city palace. Seeing as the mayor is at the head of every civil city building and controls everything through his staff, the level of the city palace dictates the maximum amount of citizens that can live in a city and the villages surrounding it. The higher the level of your city palace, the bigger your cities and villages can grow.


The storehouse has only one function; the storing of materials. Wood, planks, stone, and iron can be stored here and kept ready for use. You can increase the size of your storehouse by upgrading it.

Food storage

One of the most ingenious constructions in Erectus is the food storage. In an age without refrigerators, freezers or airconditioning, keeping food stored for longer periods of time without spoiling is a difficult task. The food storage is built in such a way that foods can be stored without the use of modern technology. As you start producing varied kinds of food the food storage becomes more and more advanced. Take note that keeping a food storage in working condition is no small task, it has to be cleaned very often.


The market is an important economic structure, in Erectus you'll often find yourself short of one material while another material is available in abundance. This can be rectified by assigning your people different tasks but can also be done by bartering with other players. You can trade with other players or pay with silver. The market can also be used to support your allies. For instance: you can send someone food if they don't have enough. Higher level markets will allow you to trade more materials at once.


The treasury is an important structure located in the city. Any items you find will be stored in the treasury and can be used from there. The treasury decides which one of your cities is the capital city and also determines the amount of cities you can build. The level of the treasury decides which of your cities is the capital city, this decision is made automatically: The city with the highest treasury level will become your capital city. This means that your capital city can't change more than 4 times (Raising a second treasury to level maximum level of 5 won't do anything.) At level 1 the treasury will allow you to build up to 4 cities, this amount goes up by 2 every time the treasury levels up. Once your treasury gets to level 5 you are allowed to build an unlimited amount of cities.


The bridge allows easy access from one shore to another and because of this plays an important role in a city's economic growth. Bridge users will have to pay a toll which allows the bridge to generate silver. As the level of the bridge increases it will be able to support bigger transport convoys and also generate more silver. Keep in mind that building bridges is no easy task, it requires a lot of manpower and materials.


The library is a place to store knowledge and old scripts. Scholars reside here to study and philosophize. The library is a greenhouse for developing knowledge and is essential to further the development and growth of an empire. Once knowledge has been garnered in a city it will forever remain available to your empire, a new city won't have to learn the same things all over again though new cities will require a library to receive any passed-on knowledge.


The university is the crown jewel of knowledge in Erectus. The best and brightest of the city reside here to analyze the most complex of questions. Knowledge garnered in the university takes a long time to develop and is very precious. Still, it is essential for the growth and development of the empire, investing in knowledge will always pay off. Once the knowledge has been garnered in the city, a new city won’t have to re-invest resources to gain the same knowledge, though they will need a university of their own to pass the knowledge on. A level 20 library is required before you'll be able to construct a university.


The barracks is the most important military building in the city. The level of the barracks is what decides the amount of troops that it can hold, you will need to upgrade the barracks once you fill it up. The troops are trained, equipped, upgraded, and if need be, replenished in the barracks. You can assign citizens to the barracks by using the command post. This will improve the size and power of the city's army. The troops, when trained and equipped, can be assigned to do specific military tasks through the assembly.
A more detailed description of the troops you can create in the Barracks can be found on this wiki.


The stables is where horses are bred. You can upgrade the stables to increase the amount of horses it can hold. Should you have an adequate number of horses you'll be able to assign them to a cavalry unit, horses that are assigned to a unit will still live at the stables. Cavalry units are among the most powerful units in the game, but also some of the most expensive.


Troops can be assigned missions and tasks by sending them from the barracks to the assembly. Troops can perform assault missions but can also be used for reconnaissance or to support an ally. It's also possible to decide which units will be used to defend your city or which of them will mount a counter-attack when necessary.

Military academy

The military academy is the crown atop the many military facilities in Erectus. As is the case with libraries and universities, a military academy is a place where knowledge is garnered and passed on. The academy is comparable to the library and university, it will need to be upgraded in order to build more advanced military structures such as the stables and siege workshop.

Watch tower

The watch tower is an important building in the city. Higher level watch towers will be able to oversee a larger area. Should there be an enemy army approaching the city or nearby villages the watch tower will sound the alarm. It is of utmost importance to be informed of approaching enemy troops ahead of time, this allows you to properly prepare for battle or to prevent one. Another way to gain information about enemy troops is by strategically placing scouts.

City wall

The city wall is the strongest protective structure a city can build, it protects you from every kind of enemy; infantry, cavalry, archers and even the Erectus. Only when your gates are forced open by battering rams or when your wall is breached by catapults will your enemies be able to enter the city.  At level 2 the city wall will grant full protection to cavalry units and grant some slight protection to infantry and archers. A wooden city wall will grant full protection against all units at level 5, though wood is easily destroyed. A city wall built out of stone is a massive undertaking, it is expensive and time-consuming to create. All types of city walls require multiple levels of upgrades to complete. Once the wall has been upgraded to level 8 your city will be quite safe, as a wall of that level can't be destroyed easily.
Anything above level 8 will only reinforce the structure, with level 9 giving you a stronger city gate, and level 10 granting some additional reinforcement to the wall.


The tavern is the social gathering spot in Erectus, any information relevant to your city can be found at the tavern. There are many ways to make sure that the information you gather at a tavern is accurate; a high level tavern helps, a higher level will allow the tavern to house more guests which in turn creates a bigger source of information. Buying rounds will also help, though this costs a bit of silver.Information learned at a tavern can concern many things, from the locations of items and materials to inactive players as well as assaults and wars happening in the region. The strength of enemy troops and even rumors about approaching assaults on the city. By sending a scout to an enemy city you'll be able to use your opponent's taverns to gather even more information.


The carpentry considerably improves the way wood is processed. Before the carpentry became available people would use tree trunks and thick branches in their constructions. Because the carpentry processes the grubbed wood into planks and beams the wood can be used much more efficiently, less wood is wasted and there's a larger output of useable wood per tree. The carpentry can be upgraded to a maximum level of 5 and will improve the city's wood production by 25% when fully upgraded.

Stone Masonry

The arrival of the stone masonry marked a dramatic increase in the quality of city structures and buildings. The buildings became sturdier, bigger and more aesthetically pleasing. Another important structure that can be built using bricks is a city wall which provides the city with an enormous defensive boost. A prerequisite for a streamlined brick production is a constant supply of fresh clay from the city and surrounding villages, it is therefore important to carefully plan your clay excavation to make sure your stone masonry can operate at maximum efficiency. The bricks will be stored in the storehouse so make sure that your storehouse has enough storage space. Clay that isn't used to make bricks can be used to plaster buildings that require clay. You can tweak these kinds of settings in your command post to make sure everything is exactly the way you like it.


The forge is a huge technological leap forward that allows cities to smelt iron from iron ore. Since iron ore is quite rare in Erectus, a proper smelting facility becomes all the more important. Iron plays an important role in providing weapons and armor for your armies so access to efficient methods of processing iron ore is one of the key factors to a successful game. The increase in iron production in a city can go up to a maximum of 100%.


At first the harvested grain had to be grinded by hand using rocks and then baked to make cakes, a slow and cumbersome method. The bakery allows for much more efficient use of grain. A bakery can process large amounts of grains at once and also use these amounts to bake breads and any waste product left after baking can be used to feed cattle. The bakery is the first in a series of three constructions in Erectus that grant a significant boost in food production. At its highest level of 5, the bakery alone grants a 25% increase in the city's food production.

Butcher shop

Although the bakery allows much more efficient use of grain, the process of turning grain into bread still leaves quite a bit of leftover waste. These leftovers are used to feed the cattle which in turn increases meat production. The butcher shop slaughters the cattle and ensures that the meat is properly handled and made available to the public in an efficient manner. This grants an increase in your city's food production. At its highest level of 5 the butcher shop increases food production by 25%.


The greengrocer is the crown jewel of food production in cities and villages. He provides a balanced and varied offer of food, allowing the general population to eat a much healthier diet. This allows the public to get by with smaller amounts of food, their healthier diets contain all the nutrients they need. Having a greengrocer available increases total food production in the city by 50% spread out across 5 levels.

Siege Workshop

This is where siege weapons are created. Building siege weapons takes a lot of manpower, so it's quite important that you get many people working on them at once. The level of the siege workshop decides the amount of siege weapons that your city's military can have.

Logging site

The logging site is where you cut trees. This yields wood that can be used as a resource. Wood is used for virtually everything that involves construction. Wood is the base resource of Erectus. Wood is yielded in the forest. The most difficult part of gathering wood is getting the wood to the storehouse as quickly as possible, especially when the logging takes place in deeper parts of the woods. By improving the forests's infrastructure you can increase wood production. A maximum of 10 workers per level can be assigned to logging duties. Wood can be used much more efficiently once the city has a carpentry available to it. The carpentry also increases wood production.

Clay excavation

Clay excavation is situated near the river. The river deposits silt which is an excellent material. The clay is excavated after which it is well suited to use as plaster to reinforce buildings with, making them water and wind resistant. Clay excavation can be expanded upon by excavating a larger area. You can have up to 10 workers per level working at an excavation site. Once a city has a stone masonry available to it it can turn clay into stone which can be stored for later use. Stone is used for more complex constructions such as a city wall. Many buildings will also require stone to upgrade to their higher levels

Iron mining

Iron ore is a very important but rare resource in Erectus. It's hard to come by and difficult to process but nevertheless makes a big difference in the game. Iron is needed to provide your troops with weapons and protective gear and to reinforce buildings and provide them with locks. Initially, iron ore is found on the surface, mines are built later on though mines can only be built in a city. Villages simply can't afford mines and even if they could, a mine in a village would run too high a risk of getting plundered. A maximum of 10 workers per level can be used to mine for iron ore. Iron is stored in the storehouse and because it's usually stored in small amounts there will always be always be enough space to store iron. As soon as a city has a forge available to it, melting ore will be much faster and iron production will greatly increase.


Everything in Erectus will rise and fall in accordance with the food production. Only when there's a surplus of at least 50 food per hour can you expand your civilization by building a house. Your civilization is important; they have to work, serve in the army and generate tax revenues. A maximum of 10 farmers per level can be working on a farm at once. In a city the farm can be upgraded to a maximum of level 30, a farm in a village can be upgraded to a maximum of level 15. Should a city have a bakery, butcher, or greengrocer available to it the food production will increase exponentially. The food will be processed and distributed much more evenly and the added production bonus can go as high as 75%.

Units - Assura

A basic unit with little actual training, these units are mostly Assura civilians that ended up a bit bigger than their fellow citizens. Surprisingly well-rounded units with good speed that can attack other civilizations early on.


A warrior unit with good offensive and melee abilities as well as respectable speed. Aside from subpar defensive skills the Timuk is a common and widely used unit that can fill many roles.


The most skilled infantry unit that the Assura can field. The Zhayedan has strong offensive, defensive and melee skills on top of good speed. An affordable and effective unit, the Zhayedan's signature curved blades are a menacing sight on the battlefield.


A light cavalry unit. The Ansar has a fearsome offensive strength and can hold his own in melee combat, on top of this the Ansar is blazingly fast. An immaculate hit-and-run unit though a very weak defender.


The heavy cavalry unit of the Assura, the Sipahi is an incredible combination of power and speed. They possess incredible offensive and defensive strength and can more than hold their own in melee fights.


Assuran bowmen are reliable defenders with some good offensive strengths as well though they will fall like flies in melee combat. They should make use of their good speed to keep away from the frontlines and fight from the best positions.


Like most of the Assura units the Assura scout is a very fast unit. His speed enables him to cover lots of ground and quickly relay information‏.


The Assura catapult is a fearsome and effective tool to break down walls with, for a catapult it can move quite fast. Assuran catapults are costly weapons to produce, they should always be well defended when in use.


The Assura ram is an "in the middle" kind of weapon. It's not weak, but it's not that strong either. It has good speed however, so it can reach its target surprisingly quickly.


The chief units are the commanders of the army, they lead the troops, plan the attacks and make sure that their subjects are disciplined and full of morale. Any troops that are sent out alongside a chief will gain a 50% boost to their offense, defense and melee abilities. The chief is a respected unit held in high regard by the other troops and as such will be defended until the very end in case of defeat, this means that your chief units will always be the very last to die so try to keep them alive when you have reason to believe that defeat is imminent, remember that you can only create 1 chief per city. A city won’t be able to produce another chief until the current one dies.

Units - Ikari

Ikari Militia are mostly just well-fed farmers that ended up slightly bigger than most people. Cheap and easy to produce, they are mostly used to defend as they are not very fast.


Dependable warriors with a well-rounded skillset. They can be used to attack and defend while still being able to hold their own in melee combat. They are not very fast though.


A fearsome unit that wields a mighty axe, the Berserker can fill many combat roles due to his good defensive abilities and melee skills. Offense is where the berserker truly shines however, he does not carry the axe just for looks.


A light infantry unit boasting respectable offensive and defensive qualities, though probably best kept away from melee fights. The Ulaan is surprisingly slow for a light cavalry unit, though effective and flexible when used at the right time.


Easily the most fearsome unit in Erectus, the Dragoon wields horrific offensive strength as well as fantastic defensive qualities and melee combat skills. Dragoons are designed to simply overwhelm whatever is in their path rather than utilizing clever movement or positioning which is why they are quite slow and also costly to produce.


The Ikari archer unit is, like most archers, mainly a defensive unit, though he can provide offensive strength as well. Keep him away from melee engagements if you wish to keep him alive however.


The Ikari scout does his job, though he is slow like most Ikari units and can't reposition himself effectively.


Slow, expensive and decently effective, the Ram is not the Ikari's specialty when it comes to siege weaponry.


One of the Ikari's greatest strengths. While still slow and expensive the Ikari catapult is a very effective weapon that can level any wall very quickly.


The chief units are the commanders of the army, they lead the troops, plan the attacks and make sure that their subjects are disciplined and full of morale. Any troops that are sent out alongside a chief will gain a 50% boost to their offense, defense and melee abilities. The chief is a respected unit held in high regard by the other troops and as such will be defended until the very end in case of defeat, this means that your chief units will always be the very last to die so try to keep them alive when you have reason to believe that defeat is imminent, remember that you can only create 1 chief per city. A city won’t be able to produce another chief until the current one dies.

Units - Ngane

The most basic of Ngane military units. Militia are mostly farmers with good street fighting skills. Regardless of their training, Ngane militia are fast units with decent melee abilities that allow the Ngane to start attacking other players. It is important to keep your militia on the aggressive, they are poor defending units.


A step up from the militia, Impis are the mark of an Ngane civilization on the rise. Armed and trained, the Impi provides solid and reliable offensive and melee combat abilities as well as impressive speed. Impis make use of a spear and shield and are trained for combat. This makes them more expensive and time consuming to produce but stronger than militia units in every way, though still ill-suited for defensive purposes.


A powerhouse infantry unit that is armed with a large curved blade and a short sword. Ngolo units pack a strong offense and good melee abilities as well as somewhat decent defensive abilities though not enough to make them reliable defenders. The Ngolo is slightly slower than most of the Ngane infantry though still very fast for an infantry unit. They are feared warriors on the battlefield because of their combined speed and power.


The first of the Ngane cavalry units, this zebra-riding warrior is the fastest unit in the Ngane lineup. A relatively cheap unit to produce, the Zebrane is a somewhat specialized "hit and run" unit that can use its immense speed and offensive strength to hit hard and fast, but at the cost of poor defensive and melee abilities.


A chariot unit that is pulled by two zebras. An expensive but very powerful unit, the Karanga is the most advanced unit in the Ngane lineup, sporting amazing offensive and melee skills. Karangas tear through the battlefield, using their mobility and offensive prowess to the fullest and making short work of all but the most skilled of melee combatants. Like most of the Ngane units the Karanga is not built to defend, it has respectable defensive abilities, though the unit's strengths are wasted on a defensive role.


The Ngane Mamba is an archer unit and the main defensive unit in the Ngane lineup. Mambas are possibly the most feared Ngane unit on any battlefield. Their name comes from the mamba-venom that they use on their arrows, even a slight scratch from a mamba arrow will lead to paralyzation and death. The Mamba is a low-cost unit with strong offensive and defensive abilities though entirely hopeless in a melee situation.


Ngane scouts are selected almost entirely on their stamina and running speed. These speedy scouts can cover a large amount of space in a short amount of time. Like all scouts the Ngane scout is not a fighter and must be cautious not to be found by enemy troops.


Technology is not the Ngane's strongest suit as evidenced by their somewhat shaky-looking siege weaponry. Regardless of looks however, the Ngane ram is a reliable piece of equipment, able to be moved around quickly and bashing through just about any gate.


The Ngane catapults are not exactly known for their effectiveness, while it is cheaper to produce than most catapults and can be moved quite quickly, it is lacking in power.


The chief units are the commanders of the army, they lead the troops, plan the attacks and make sure that their subjects are disciplined and full of morale. Any troops that are sent out alongside a chief will gain a 50% boost to their offense, defense and melee abilities. The chief is a respected unit held in high regard by the other troops and as such will be defended until the very end in case of defeat, this means that your chief units will always be the very last to die so try to keep them alive when you have reason to believe that defeat is imminent, remember that you can only create 1 chief per city. A city won’t be able to produce another chief until the current one dies.

Units - Okiteng

The bread and butter of the Okiteng's defense during the early stages of the game, Okiteng militia are mostly used to fend off any attacks and assaults that are bound to occur early on. They are poor attackers and bad melee fighters.


A skilled fighter that specializes in melee combat at the cost of offensive and defensive abilities. The Kempur can be produced quickly and at a low cost, making them excellent go-to units when melee combat expertise is required.


The single most powerful infantry unit in Erectus. The Samurai has well-rounded and above average offensive, defensive and melee abilities though he is a little on the slow side. Samurai can be produced relatively quickly.


A light cavalry unit with impressive offensive stats and reliable defensive and melee abilities. The keshik can be produced at a moderate rate and is a decently fast unit that is well suited for counterattacks.


Looks are not deceiving when it comes to the Xiang. This unit is an offensive engine of destruction with terrifying offensive strength. It will take quite a bit of effort to bring a Xiang down. All of the Xiang's power comes at a price however as it is a little on the slow side for a chariot unit and lacks defensive strength, it is also a pricey and time consuming unit to produce.


Another of the Okiteng's most fearsome units. The Cho-co-n archer has incredible offensive and defensive strength as well as respectable melee skills due to the unique armor and arrows used by this unit. The Cho-co-n armor is not easy to create though, making for a costly unit.


The Okiteng scout does his job well, though he is quite slow.


The Okiteng are not fond of siege weaponry as evidenced by the overall lack of effectiveness of their ram. It is a rather slow and weak piece of equipment, though it can be produced reasonably quickly.


Like the ram, this weapon is mostly slow and ineffective and costly to produce. While the Okiteng siege weapons will get the job done eventually, they tend to take a lot longer than the siege weapons of other races.


The chief units are the commanders of the army, they lead the troops, plan the attacks and make sure that their subjects are disciplined and full of morale. Any troops that are sent out alongside a chief will gain a 50% boost to their offense, defense and melee abilities. The chief is a respected unit held in high regard by the other troops and as such will be defended until the very end in case of defeat, this means that your chief units will always be the very last to die so try to keep them alive when you have reason to believe that defeat is imminent, remember that you can only create 1 chief per city. A city won’t be able to produce another chief until the current one dies.

Club fighters (Militia)

Club fighters are the most common of the Erectus warriors. Though lacking the advanced equipment used by their Homo sapiens opponents, these militia units make up for it with brute strength and a lifetime of fighting experience that they acquired by living in the wild.

Spear fighters

The spear fighters are a step up from the more common club fighters. Spear fighters put a bit more thought into their weaponry and have managed to carve stones into pointed speartips, making them more dangerous than their club-wielding brothers-in-arms.

Torch fighters

Erectus warriors that have mastered the use of fire. They fearlessly wield burning torches which they use to light up anything and anyone that stands in their way.


Don't let their lack of archers fool you, the Erectus are perfectly capable of defending themselves from a distance using their slings. Slingers use specially made slings to hurl rocks with alarming power and precision.

Elephant tamer

A group of Erectus warriors accompanied by mighty elephants. Elephants can easily trample any opposing footsoldiers, they are feared by melee warriors that have to fight them up close.

Buffalo tamer

The bond between Erectus and animal is clearly shown when you see them fight alongside buffalos.

Buffalos are used to defend important units and areas, they quickly form a defensive circle around whatever they are trying to protect.


Hippo tamer

The hippo is scary enough to encounter in the wild, but alongside the Erectus they become a truly terrifying opponent. Hippos are fearless and strong, they power through anything that gets in their way and are frequently used by raiding parties.

Rhino tamer

Rhinos are bulldozer units and probably the last thing you'll see if you see one charging at you.

The Erectus make use of Rhinos when they need something with great speed and power, they are used to rampage through enemy units as well as battering rams to open city gates with.