In the first game, with the exception of the temple and the worship site, all buildings can be made by supplying a workshop with enough wood. Doing so will generate a scaffolding. Combining different numbers of scaffoldings will create different buildings.
Once a god has a scaffolding of the desired level, he/she can pick it up and hover his hand over the location where he wants the building site to be. A holographic image of the building will appear, slowly rotating. Once the player is happy with the angle, he/she drops the scaffolding, creating a building site.
Then all that is needed to do is to supply enough wood, so the villagers can build the structure.
In the second game, you can place down buildings without the need for scaffolding. There are a lot more types of buildings, which can be unlocked with tribute, and built with wood & Ore, all of which you gain throughout your adventures in B&W2.
Some buildings may require a new resource to be built, called ore.
Buildings in Black & White[]
One Scaffolding Building[]
Small Abode[]
Small abodes are the most basic buildings. They are houses that provide shelter for two villagers.
Two Scaffolding Building[]
Large Abode[]
Large abodes are more advanced than small abodes, providing shelter for 3-7 villagers, depending on model or tribe constructing it.
Three Scaffolding Building[]
Creche[]
This civic building provides a place for the children to stay during daytime and encourages villagers to have more offspring.
Graveyard[]
This civic building provides villagers with a place to bury their dead, so that villagers' corpses immediately disappear, preventing others from stopping their tasks to mourn them.
Village Store[]
This civic building allows villagers to store and take food or wood from it. It also has desire flags indicating the various needs of the tribe who owns it. The 7 different desires consist of -
- Food- Self-explanatory though it must be dropped off at the village store and villagers will eat it there (food just left on the floor will quickly be devoured unlike the storehouse which will sustain more people with the same amount). This is the most important need for ensuring the villagers' welfare so it is a must for a good god.
- Wood - Must also be deposited and taken from the village store, used for building structures and constructing scaffolds at the village workshop.
- Housing - If enough homes aren't present for the people, they will lie outside and stop breeding due to lack of room, alternatively if the player wishes to be an evil god, he/she could just kill them instead to make more room for people. This strategy limits the player's area of influence, however
- Civic buildings - Lack of civic buildings can make people unhappy. It might be a good idea to make them as they all have purposes that can aid the village.
- Offspring - Whenever the villagers have a certain level of comfort (i.e. enough room, plenty of food on the store, a crèche, etc.), they will want to have offspring. Normally, a village can keep the population growing on a steady pace without overpopulation by having three female breeders and replacing them when they are too old (younger age increases the chance of kids being born). Dangerously unpopulated villages might need a handful of male breeders.
- Mercy- Whenever a god (or his/her creature) attacks his/her own settlements and population, this flag will show up. Periods without aggressive action, kind acts and shield miracles can help this flag drop faster. Evil gods might want to ignore this (but taking care not to eradicate all the population
- Protection - Whenever a rival god (or his/her creature) attacks other neutral or a god's settlements and population, this flag will show up. Putting an end to the attacks, kind acts and shield miracles can help this flag drop faster. Evil gods might want to ignore this (but taking care not to eradicate all the population within a village). Natural thunderstorms hitting the village will also cause this flag to rise.
Workshop[]
This civic building is needed if scaffoldings are to be made. They have their own desire flag indicating how much wood is needed to make one. Hovering the hand over it will also show the progress of the scaffolding construction (if any is being made).
Four Scaffolding Building[]
Field[]
A field provides a village with a steady supply of food. They regenerate over time, but a water miracle makes this process faster. Generally, as a village grows, more fields are needed. Good gods should be aware that taking food from a field is considered evil, so they might want to keep their creatures away from it.
Five Scaffolding Building[]
Village Center[]
A building that allows a god to control the percentage of villagers that should be worshipping by raising or

Typical Greek village center,Take note of the cow creature statue and heal miracle also the multiple god icons hovering above
lowering the totem.
It also displays information about belief, population and available homes, miracles that are offered, shape of the god's creature (if any) and color and symbol of the god who owns it (in form of a colored beam of light and a hovering symbol, respectively). A new village center can be built in a remote area, creating a new village, which will be of the same type of the village where the scaffolding came from. It is recommended to put down villages in places where they can sustain themselves (i.e. with forests/ample wood nearby, room for farms and houses, etc.) God-created villages have no miracles of their own.
- It may be a good idea to place some artifacts within the newly created villages to quickly build up belief, so that they won't be an easy target to rival creatures and other gods.
Six Scaffolding Building[]
Miracle Dispenser[]
A building that allows a god to transform miracles into one-shot miracles by encasing them in bubbles for later use. If the dispenser was won as a reward or is in the land by default, it will generate a specific miracle from time to time as long as it remains intact.
- One shot miracles that are easily made from this building can help rapidly speed up the training process of creatures using an exploit that allows a creature to train with a one shot miracle fast multiple times by taking it away from them and giving it them back before they can cast it.
Seven Scaffolding Building[]
Wonder[]
Buildings that provides different bonuses based on the tribe who built it. A wonder's size is inlfuenced by how much belief the people has when they build it. The larger the wonder, the more powerful the bonuses and the more wood needed to build it.
Eight Scaffolding Building[]
soccerpitch[]
This building's main purpose is to entertain people when not much is happening. This building is already in the game, but can only be built if you have the Football-addon installed, or are playing Creature Isle.
Other Buildings[]
Temple[]
The god's "HQ". It is completely invulnerable for as long as the god who owns it has villages under his/her control. On the inside, it contains a world map and many rooms with scrolls with useful information.
Should a temple be destroyed, the god who owns it ceases to exist.
Worship Site[]
A temple annex, the worship site is where the villagers go to worship their god. It has a totem which indicates the tribe (or tribes) who owns it, stone hands with available miracles, desire flags to show what the worshippers need and an altar, where anything (living or dead) can be sacrificed for prayer power.
Buildings in Black & White 2[]
- Note: buildings, where asterisks (*) appear by their name, appear in the Battle of the Gods expansion only!
Dwellings[]
Hovel[]
The hovel is the cheapest, and most unimpressive dwelling, requiring only 280 wood to build. It supports a population increase of 7 villagers. It tends to foster evil settlements & alignment, and is ideal the player needs to build some fast, cheap homes, such as to accommodate a bigger army, or more influential town.

A Hovel.
House[]
The house is the next stage up, in quality, from a hovel. It requires 300 wood, and it can support 10 villagers.

Villa[]

The villa in Black & White 2, is the first villager dwelling which becomes available to build, and it is needed to support a growing population. Each villa requires 320 wood to build, and supports 9 villagers. If you build them adjacent to other dwellings, you can increase their capacity by 1, to house 10 villagers in total (though this tends to decrease happiness, due to overpopulation). They need a little space between one-another for this bonus to apply, however, so they shouldn't be packed too tightly.
Manor[]
The manor is the first real luxury dwelling available in Black & White 2, providing more happiness and impressiveness. It requires more limited amounts of resources, specifically 800 wood and 200 ore, supports 10 population, and adds 120 impressiveness to a settlement. Manors can house an additional 2 more villagers, if placed in proximity to other dwellings, bringing it's total capacity to 12 villagers.
Mansion[]
The mansion is the finest dwelling available, having a base capacity of 7, but adding a base impressiveness of 240, and a good deal of happiness to villagers. This dwelling requires 1,200 wood and 400 ore to build. Placing it near other dwellings, can increase it's capacity by as much as an additional 7 villagers, for total capacity of 14 villagers.
Skyscraper[]
The skyscraper is fairly impressive, though it provides less happiness for villagers; its foundation can be built on-top of itself in layers, placed in stacks, to create towering buildings. Each floor can support 8 villagers, and each floor adds a base of 40 impressiveness. Villagers don't like living in skyscrapers (something to do with lifts not being invented, and cramped living quarters), so expect there to be a proportionate amount of unhappiness. Skyscrapers can be an ultimate resource of impressiveness, if built on a location that adds extra impressiveness; for example, if they are built on an +200 impressiveness area, each additional floor adds +200 impressiveness.
Creature Pen[]
A "dwelling", in which the creature can spend the night to recover its health, and energy.
Civic Buildings[]
Altar[]
The altar, is where the citizens can be disciples, or voluntarily worship, to increase the god's Mana, which is used for Miracle casting. Worshippers can be created to increase mana gain. For evil points & static mana gains, villagers can be dropped into the pyre atop the Altar, and thus sacrificed for a Mana boost. More powerful miracles require more mana.
Nursery[]
Here is where the children of any city can be looked after, so they are separate from dwellings. If placed near dwellings, nurseries increase fertility of villagers breeding within those dwellings. Villages can be directly placed onto nurseries, to become disciple breeders.
Temple[]
Here, the people casually worship their god directly, of their own volition; this activity is purely aesthetic, and the Temple primarily provides goodness and impressiveness, as well as happiness to villagers.

A Greek tavern
Tavern[]
Here, the citizens can forget their troubles in the bottom of a tankard, and listen to fine music and dance, improving happiness of adjacent dwellings, though potentially decreasing productivity of industrial buildings & activities; Creatures can be directed to drink from the Tavern, to help improve its energy.
University[]
Here, the city's scholars gather. This building will increase villager happiness, and productivity of nearly all nearby buildings, industrial or otherwise, and is modestly impressive.
Amphitheatre[]
A costly, yet magnificent piece of impressive architecture, which is sure to mark the city as a nice place to live. This building massively increases the happiness of nearby buildings, but decreases the efficiency of nearby industrial buildings, as it provides a distraction of spectacles to villagers.
Graveyard[]
When villagers die, the living will bear the dead to the graveyard, to be buried. Each graveyard can contain up to 260 villagers, before they'll be piled up outside. This is inadvertently helpful for reducing the unhappy distractions to villagers who are working, as they will stop work to mourn a body in the street, if there is no graveyard for the body to go into. Thusly, a graveyard might sway your alignment towards evil, or be neutral, but it will improve industrial efficiency.
Rest Home[]
A place where elderly villagers, who can no longer perform labor in the settlement, can spend their last days, leaving space in dwellings for breeders, disciples, and other villagers. This building increases villagers' happiness, as they know that the elderly are being cared for.
Baths[]
A place for citizens to bathe. It increases the happiness and impressiveness of the town, though it's uncertain if it affects industrial productivity at all (at worst, it might keep villagers in good health, leaving them less prone to early deaths, but it might prove distracting to working villagers, or make them happy enough to work more efficiently).
Prison[]

A Greek prison
An inherently evil building, prisons are where the dregs and corrupt of society are held. Can hold up to 20 people, before prison capacity is reached, and the doors are barred. Likely to decrease happiness of villagers.
Hospital*[]
Keeps villagers in good health, makes villagers happy, and provides modest impressiveness [does it restore army platoons' health or ranks? Can it heal Creatures?]
Industrial Buildings[]
Storehouse[]
This is the place where all of the food, wood and ore is stored. Each storehouse can only store 20,000 units of each resource type. Additional storehouses must be built, especially to sustain food demands, as cities grow. Oftentimes, just as soon as you fill a storehouse with any one resource, your settlement's villagers want you to make another Storehouse.
Field[]
The field is where food is grown, to support villagers' good health, and to maintain armies. Players can create disciple farmers, so that they will work more diligently, although non-disciple villagers will sometimes choose to farm of their own volition. Fields, when placed adjacent to each other, improve one-another's productivity, even more-so if there is a Granary built nearby. An ideal strategy is to place multiple default-sized fields, instead of fewer but larger fields, to produce the most food possible from the land.
Smelter[]
Miners will bring ore to this building, before taking it to the storehouse, to refine and improve its quality, and consequently, the amount of ore obtained. Disciple Refiners will process the ore brought to them by Disciple Miners, to increase productivity even more.
Granary[]
Similar in function to the smelter, but increasing production of food. It's best to place granaries, smelters and lumber mills near their respective resource (and storehouses); otherwise, villagers will take longer to carry collected resources to refinery buildings.
Lumber Mill[]
Similar in function to the Granary and Smelter, but increasing production of wood.

A market in a Greek city.
Pot Market[]
This building simply serves to increase the happiness and impressiveness of the city, and perhaps its goodness as well. Aesthetically, its existence causes pots to appear outside villagers' dwellings.
Statue Market[]
Similar purpose to the Pot Market, but provides statues.
Plant Market[]
Similar purpose to the Pot and Statue Markets, but provides plants.
Abattoir*[]
Small animals, which appear in Meadows, can be herded to Abattoirs, to provide a secondary source of food for towns; this building has its own Disciples which run it, and improve its efficiency.
- Similar to sacrificing villagers at an Altar, you hypothetically can feed villagers to the Abattoir, supposedly the Disciple Butchers won't discriminate. This will probably make you super evil, though, and make your settlement insanely unhappy. And for good reason. Villagers for food is not sustainable... but, at least you're reducing the population that you need to feed.
Walls and Roads[]
Road[]
Helps guide villagers from place to place, within your settlement, more quickly and directly. Costs nothing (except for building space), and will add 45 (or some similar amount) of impressiveness, for each building which gets linked to a road (regardless of the building type).
Wall[]
This building, requiring precious ore to build, can surround a settlement with walls, to keep enemies out, and provide spots for your Creature and archers to guard. To get past friendly walls, a wall gatehouse is needed, when troops can't be mounted and dismounted. Enemy walls often need to be sieged and destroyed, to gain passage through them.
Wall Gatehouse[]
This structure can be fixed to any segment of wall that is long enough (and is quick to build and repair), and can be opened to let migrations, or armies, travel through. Closing and opening these gates can cause Creature, villager, and army AI movements/pathing to be interrupted or confused. Gatehouses can be closed, to keep out enemy armies (or Creatures). Siege weapons can break down walls and gatehouses, where gatehouses tend to be more vulnerable to being battered down.
Fortified Wall[]
Similar to the wall, but stronger. Aesthetically improved upon, to boot.
Fortified Gatehouse[]
Place-able only in fortified walls. Acts as a stronger Wall Gatehouse.
- Note on walls: A Fortified Gatehouse can only be built on a Fortified Wall, and a Wall Gatehouse can only be built on a normal Wall. Fortified walls cannot be linked with normal Walls, and vice-versa.
Embellishments[]
These building types are mainly used to increase impressiveness, and improve/detract from happiness, or sway alignment, and rarely serve as utility structures to enhance industrial building production. Fortunately, they are quite small, so many of them can be fit into tight spaces. Some have special, or unique functions.
Fertility Statue[]
Increases the fertility of nearby dwellings.
Naming Fountain[]
Pick up a villager, and drop them in the fountain, to rename them.
Lamp[]
Lights up the settlement, in areas around them, at night. Helps with visibility at night, where there are no smaller, ambient lamps that appear by Roads. Not necessary, provides minimal impressiveness and happiness, but it looks pretty.
Torture Pit[]
Reminds the people of the god's presence, and malevolence/evil, with a torture pit. Reduces happiness [and possibly affects productivity, similar to Punishment Spikes?].
Column[]
A column. Mostly decorative, slightly impressive, potentially increases happiness. Not necessary, but it looks pretty.
Meadow[]
Somewhere for the villagers' animals to graze (and your Creature will take interest in these animals). Potentially small increase to impressiveness, or happiness, maybe affects industrial productivity, though it does take up space where fertile farmland is. Its foundation is placed similarly to fields.
Well[]
A place for villagers to fetch water; potentially small increase to impressiveness, probably increases villager's happiness, maybe increases industrial productivity, and a small chance your Creature can be directed to drink from it.
Punishment Spike[]
People will live in constant fear, when a punishment spike is in place. Each spike increases the efficiency of a nearby industrial building, but reduces villager happiness, and sways your alignment towards evil.
Single Signpost*[]
Probably purely aesthetic, if not adding marginal impressiveness to a settlement. Potentially increases villager movement speed, or productivity of industrial buildings?
Double Signpost*[]
Probably purely aesthetic, if not adding marginal impressiveness to a settlement. Potentially increases villager movement speed, or productivity of industrial buildings?
Crossroads Signpost*[]
Probably purely aesthetic, if not adding marginal impressiveness to a settlement. Potentially increases villager movement speed, or productivity of industrial buildings?
Small Animal Pen*[]
A pen to herd small quantities of animals into, that spawn from Meadows and the Verdant Miracle; potentially synergizes with the Abattoir, to keep a steady population of animals ready for slaughter, to produce food.
Dovecote*[]
Probably partially aesthetic, if not adding decent impressiveness to a settlement.
Pig Sty*[]
A pen to keep pigs in; synergizes with the Abattoir, to keep a steady population of animals ready for slaughter, to produce food.
Large Animal Pen*[]
A larger capacity variation of animal pen, to herd animals into, that spawn from Meadows and the Verdant Miracle; potentially synergizes with the Abattoir, to keep a steady population of animals ready for slaughter, to produce food.
Flagpole*[]
Building info here, probably purely aesthetic, if not adding marginal impressiveness to a settlement.
Military Buildings and Epic Wonders[]
For more detailed info on epic miracles, look here.
Siren Wonder[]
The cheapest, but still pretty useful epic miracle. It summons a powerful siren, which converts enemy troops [and villagers?] in the miracle's radius, to join the casting god's population (this may cause your food requirement to explode, be warned).
Hurricane Wonder[]
Building, and then charging this with [Disciple] worshipping villagers, will grant the power to create a destructive hurricane, ideally by an enemy settlement, resulting in decimation of villagers, armies, and buildings.
Earthquake Wonder[]
Building, and then charging this with [Disciple] worshipping villagers, will grant the player the power to create a massively destructive earthquake, ideally by an enemy settlement. Guaranteed to, at the very least, severely damage the buildings, swallow up villagers and armies, and leaving sometimes-temporary obstructions on land, where enemy armies/Creatures may not be able to so easily traverse.
Volcano Wonder[]
Used by the Aztecs in later lands (and available to the player), by building, and then charging this epic, with [Disciple] worshipping villagers, it grants the player the power to create a destructive volcano, which pours out lava, and spits out raining fireballs in a large area around it. The most expensive, and therefore most destructive epic miracle. Similarly to the Earthquake Wonder, it leaves sometimes-temporary obstructions (such as hills) on land, where enemy armies/Creatures may not be able to so easily traverse; this wonder is easy to combat, if used by the enemy, or if its fires and lava spread out of control; simply throw water miracles where it spreads, to put out fires, and turn lava into hardened magma.
Melee Armory[]
In here, platoons of swordsmen can be created. Read more on its page.
Ranged Armory[]
Similar to the Armory, but archers are trained instead of swordsmen.
Siege Workshop[]
Here, mighty siege engines, effective against buildings and walls, can be created.
Blacksmith*[]
For each Blacksmith produced, improves the fighting power of your military.
Buildings not available for the Greeks[]
Aztec Fountain[]
Info here
Aztec Statue[]
Info here
Japanese Fountain[]
Info here
Japanese Garden[]
Info here
Japanese Shrine[]
Info here
Norse Fountain[]
Info here
Norse Statue[]
Info here
Buildings | |
---|---|
Black and White | |
One / Two Scaffolds | Small Abode / Large Abode |
Three Scaffolds | Creche / Graveyard / Village Store / Workshop |
4 to 8 Scaffolds | Field / Village Center / Miracle Dispenser / Wonder / Football Field |
Other | Temple / Worship Site |
Black And White 2 + BOTG | |
Dwellings | Creature Pen / House / Hovel / Manor / Mansion / Skyscraper / Villa |
Civic Buildings | Altar / Amphitheater / Baths / Graveyard / Nursery / Prison / Rest Home / Tavern / Temple / Hospital |
Industrial Buildings | Field / Granary / Lumber Mill / Plant Market / Pot Market / Smelter / Statue Market / Storehouse / University / Abattoir |
Walls and Roads | Fortified Wall / Road / Wall / Wall Gatehouse |
Embellishments | Column / Fertility Statue / Lamp / Meadow / Naming Fountain / Punishment Spike / Torture Pit / Well / Single Signpost / Double Signpost / Crossroads Signpost / Small Animal Pen / Dovecote / Pig Sty / Large Animal Pen / Flagpole |
Military | Armory / Ranged Armory / Siege Workshop / Blacksmith |
Wonders | Earthquake Wonder / Hurricane Wonder / Siren Wonder / Volcano Wonder |
Non Greek Buildings | Aztec Fountain / Aztec Statue / Japanese Fountain / Japanese Garden / Japanese Shrine / Norse Fountain / Norse Statue |