Kingdom: Two Crowns – The hammer and bow stands, and the hanging places for the shields work like in the previous titles, with the same requirements and pre-established locations, that do not conflict with those of other shops. All other stores additionally require:
A back wall at the level of the required tech (wood, stone or iron)
If the back wall drops, the shop disappears, and any weapon hanging on its rack drops to the ground. The shop will reappear on any other suitable spot, or at the same one if that back wall is rebuilt.
Enough free space. If the free space available isn't enough for all the unlocked shops to appear, some buildings will have priority over the others:
pike stand or dojo
All stores tend to appear as near to the town center as possible, following the priorities listed above, except the pike stand, the dojo and the workshop: these will appear as close to the outer walls as possible—always observing the priorities above—and they do move further out as new spots are freed and vice versa.
This process may get confusing with back walls dropping and rising, causing buildings with low priority to not appear. Reloading the game causes all back walls to re-rise, which may solve the issue.
Some stores are occupied by a vendor—the forge by a smith, and the dojo by a sensei. Those are all non-playble characters with whom there is no possible interaction. Much like the Banker and the Merchant, they have no speeches, and cannot be attacked by the Greed.
The Monarch cannot directly interact with any tool or weapon. And greedlings are the only type of greed who can do it. They can steal tools and weapons from the shops and from the ground if a subject drop them while being attacked.
Greedlings cannot take a way a catapult, but they can break it. The catapult is the only weapon that can be broken.
New villagers (recently recruited vagrants or subjects who just lost their equipment) head towards the town center and, if they don't find any tool or weapon on their way, they seek a random shop to wander around it. If villagers see any unheld tool or weapon nearby, be it on a rack or on the ground, they run to pick it up.
However they won't get too close to a greed nor will they go outside during the night to do so (this may cause them to flicker back and forth for a time).
When equipped, villagers have a specific job along with a typical appearence, and carry out only the tasks related to that job. The following diagram shows the hiring process:
Pikemen and ninjas are the only subjects that cannot hold extra coins. Instead, they have an embedded amount of health points.
their equipment, turning back to be villagers
Pikemen and ninjas do not drop their weapons. Instead, after being hit a certain number of times their equipment simply vanish. If attacked in the woods out side the Kingdom, ninjas disappear in a puff of smoke and reappear at the dojo as villagers.
The following sessions are parts of articles that have been gathered to offer a general view on the purchase conditions of all tools and weapons available in Kingdom. For further details see their respective main article.
The hammer vendor is required to hire builders.
It is unlocked at the town center first tier, the campfire.
Once unlocked, it appears just to the left of the town's central campfire.
A hammer can be purchased there for three coins each.
Up to four hammers can be waiting on the tool rack at a time.
When a villager picks up a hammer, he is assigned to being a builder.
Builders are a non-combat subjects who help the Monarch to build, repair and expand the Kingdom.
Builders can be used to accomplish multiple types of tasks. They are mostly used to build new buildings and upgrade them. They can also repair damaged buildings, such as walls after an attack by monsters, can cut down trees and can build teleportation portals on destroyed portals. Builders will also man and operate catapults and ballista towers, ensuring that they work properly to eliminate large groups of enemies at a time.
Once unlocked, it appears just outside the innermost wall (on the right side in Classic and New Lands).
In Two Crowns the Monarch has to set up at least one more wooden wall beyond the inner most wall for the vendor and his stall to show up.
A scythe can be purchased there for for five coins each in Classic and four coins in New Lands and Two Crowns.
Up to four scythes can be waiting on the tool rack at a time.
If a villager picks up a scythe, he is assigned to being an farmer.
Farmer is a subject who generates a reliable income for the Kingdom by working on a farm.
During the winter in Two Crowns they also help the economy by foraging berry bushes.
They seem to wear a bandana and they carry a backpack.
The bow vendor is required to hire archers.
It is unlocked at the town center first tier, the campfire.
Once unlocked, it appears just to the right of the town's central campfire.
A bow can be purchased there for two coins each.
Up to four bows can be waiting on the weapon stand at a time.
If a villager picks up a bow, he is assigned to being an archer.
Archer or bowman is a subject who will hunt animals to collect coins during the day and defend the base from enemies at night. They are the most basic combat units in the Kingdom and are critical to any base's defense.
A shield is required to hire a squad leader.
It is unlocked at the town center sixth tier, the castle keep.
Unlike other weapons and tools, there is not a shop or vendor to sell shields.
A shield can be purchased at the castle facade side for six coins each,
and will hang on there until a villager takes it up to become a squad leader, after which each shield is replaced by a similarly colored banner, indicating that the troop leader still has his shield.
If, without extra coins, he gets hit, unlike archers with their bows, his shield simply disappears when he turns back to being a villager. His banner will appear torn to shreds, indicating that the owner of that shield has fallen in battle, and a new shield can be bought there.
The banners have random combinations of the Kingdom's two colors, one side having only solid and the other only bicolor.
Up to four shields can be waiting on there at a time, two on each side.
Kingdoms can normally hire up to four squad leader per land.
Squad leaders operate on the side their shield was bought.
If they go onboard for a next island, they will split evenly after disembarking, with odd numbers favoring the dock side.
Kingdom: Two Crowns – a shield is not enough to make a knight. Paying a shield to a villager turns him into a knight's or samurai's apprentice. That apprentice, called squire in Europe and ronin in Shogun, is able to perform all the tasks his master can do, but he has a much weaker defense.
The knight tower is an un-operated building that allows a villager to become:
a knight at the cost of six coins in New Lands; or
a squire/ronin at the cost of four coins in Two Crowns which can later be upgraded to a knight/samurai at the forge.
The knights hired at this tower will guard the outermost walls of that side of the Kingdom and follow the same routine of the knights hired at the castle keep. The only difference is that shields on towers cannot be repurchased if the fighter loses their shield.
A knight tower, like any other special tower upgrade, may be useful to simply free the archer(s) on guard; in which case, there is no need to pay for the shield on it.
Extra knights doesn't necessarily mean extra defense, as knights themselves generally do not attack the Greed while guarding the walls. Archers do.
Extra knights generally means less economic revenue, as each knight requires three hunter archers to become soldiers.
Only three knights can board the ship to follow the Monarch onto the next island; this number can be easily reached without the use of any knight tower.
Small portals, especially if not too far from the kingdom borders, can be effortlessly destroyed by the two squire/knights hired at the castle.
Three knights though are advisable when going for the dock portal, as it is more resistant. And most of the time a third knight, as already mentioned, can be obtained without resorting to knight towers.
The forge (or smithy) is required to turn an apprentice squad leader into a master.
It is unlocked at the town center last tier, the iron keep and it requires a large enough empty space protected by an iron wall, that is, with an iron back wall(see picture).
For this the Kingdom needs the iron technology, found on the fourth island.
The forge may appear on the sea side or on the cliff side of the island.
In Europe the forge resembles a large white/light-blue ancient greek kiln with a rusty iron roof. In front of the building there is a rusty cast iron anvil, where a blacksmith craft the swords. To the right there is a tool rack holding multiple blacksmith's tools, and under it, four ground stands for the swords.
A sword or katana can be purchased there for twelve coins each.
Once this is done, the sword attracts all apprentice warriors on the island, except those in a cave assault; the first reaching the weapon becomes a master.
In Europe the swords uniquely appear in a pillar of light on four ground mounds with an eerie sound, in a likely allusion to Excalibur. In Shogun the katanas appear on the rack with a harp sound, unlike other tools except for Ninjatos.
Up to four swords or katanas can be waiting on the weapon stand at a time.
In Europe, a squire will take up a sword and become a knight.
While in Shogun, a ronin will take up a katana to become a samurai.
+ shield (4 )
+ sword (12 )
As a knight or samurai the warrior can hold more coins and can benefit from the Statue of Knights.
The pike vendor is required to hire pikemen.
This vendor requires a stone back wall surrounding his sector.
There can be two of them on a Kingdom, one on each side.
The first one generally appears after two stone walls have been built on each side of the town (four walls total).
Whith the expansion of the Kingdom, the pike stand changes its location to be as near the outer wall as possible, always requiring a stone or iron wall behind it.
A pike can be purchased there for two coins each.
Up to four pikes can be waiting on the weapon stand at a time.
If a villager picks up a pike, he is assigned to being a pikeman.
Like knights and ninjas, a pikeman will protect the side of the town where he has been hired.
Each pike can be used for fishing or stabbing greeds a limited amount of times, after which the weapon breaks and the pikeman returns to be a common villager. The fish they catch during the day more than pays for one pike, making them economical.
The dojo is required to hire ninjas.
It is unlocked at the town center fifth tier, the stone fortifications.
Once unlocked, it appears toward the outer wall, usually before the siege workshop.
There can be one dojo per side of the kingdom; and the ninjas trained on one side will perform all their activities on that side.
A ninja kit (fishing pole, shurikens, ninjato and uniform) can be purchased at the banner with a shuriken for two coins each.
Up to four ninjatos—each one representing a ninja kit—can be waiting on the weapon stand at a time.
If a villager picks up a ninjato, he is assigned to being a ninja.
Trivia: there is a small patch of grass under where the sensei is sitting, but the mounts won't graze on it.
Ninja or shinobi is a military and economic subject, hired at a dojo in Shogun, that:
Kingdom: Classic and Kingdom: New Lands – The siege workshop appears on the left side of the town center. The building consists of a left half and right half and giving six coins to either side orders a catapult to be built for that respective side.
Kingdom: Two Crowns – There is one workshop to the left and one to the right, always near each outer wall, and they only appear if stone walls have expanded enough to protect their respective sectors.
A catapult can be purchased there for six coins.
Only one catapult per side can be purchased.
Once bought, up to two builders come to build it, then push it to the outer wall, then exclusively man it.
Catapult is a defensive military structure operated by builders, which launch large boulders at enemies to do area-of-effect damage. Catapults are strong against tightly-packed hordes of greedlings. They are also able to kill floaters in one hit as well as deal heavy damage to breeders. However, it suffers from a lack of accuracy much like archers without the statue blessing.
The siege workshop also sells fire barrels (or explosive barrels),
which are unlocked at the castle keep.
A single fire barrel can be purchased for five coins.
The pile of barrels shows up to six, but the stored number seems to be unlimited.
Once bought, builders roll them one by one towards the catapult, where they are once more stacked up to be fired into the first wave of Greed causing the ground to catch fire for a few seconds, and do rapid damage over time to any Greed that touches it (similar to the lizard's attack).