Buildings & Cities
While there appearance is completely revamped, there are no new buildings in Age II, but there are new features to some of them - most notably the workshop, rally point, inn, and feasting hall.

The workshop now allows you to create and upgrade gear for your hero. You will need to buy Wood (not lumber), Iron Ore, Thoroughbreds, Crude Gemstones, and Fabrics in the shop or attack NPC's for some of these items.
Items are purchased in chests - fabric box, wood box, iron ore box, crude gemstone box, and riding rein. Each chest gives you 2-4 items when applied. You can upgrade different gear, including weaponry, mount training, and ring crafting. Each Hero Item you create adds either political, intelligence, or attack benefits to your hero once equipped. Also very important to note you can not demolish this building or your hero's will lose their Hero gear upgrades. I.E. No Building, No Armor, Period. Seriously if you have a city with a lvl 2 workshop thats as high as the armor will go.
Preset Troops - With Transparency
Also from the March window, You can click the semi transparency box and also save 3 troop settings and recall them at a later time instead of having to manually type them in each time. This is great feature for farming, being able to set a number of ballistae and transporters for each target NPC. "Last Setting" is also an option.
Fugitive Camp
When you run out of food, instead of your military leaving immediately they now go to the "fugitive camp", a pop-up window from the Rally Point, for a limited time period. This provides an opportunity to retrieve them before they are permanently lost. Food is also shared from cities, so if one is low then the others will feed that city their food.
Medic Camp: Automatically Heal
A checkbox in the "Medic Camp" pop-up window allows you to "Automatically Heal" your troops, but appears to cost five times as much gold as manually healing units (yet to be personally confirmed). For those with open gates and a significant defending army, this feature will vastly improve natural defense while a player sleeps.
Standard healing costs vz. Auto Healing costs:
- 1 Warrior/ Standard heal = 7.5 gold/ Auto heal = 30 gold
- 1 Scout/ Standard heal = 17.25 gold/ Auto heal = 69 gold
- 1 Pike/ Standard heal = 22.5 gold/ Auto heal = 90 gold
- 1 Sword/ Standard heal = 33.75 gold/ Auto heal = 135 gold
- 1 Archer/ Standard heal = 35 gold/ Auto heal = 140 gold
- 1 Cavalry/ Standard heal = 71 gold/ Auto heal = 285 gold
- 1 Cataphract/ Standard heal = 218.75 gold/ Auto heal = 875 gold
- 1 Transporter/ Standard heal = 74.25 gold/ Auto heal = 297 gold
- 1 Ram/ Standard heal = 343.75 gold/ Auto heal = 1375 gold
- 1 Ballista/ Standard heal = 250 gold/ Auto heal = 1000 gold
- 1 Catapult/ Standard heal = 725 gold/ Auto heal = 2900 gold
The above table was tested using 10 of each unit with and then without Auto healing. The results show the cost is 4x.
Special thanks: To Cyra and Esp. Ninno20 who lost -12 prestige during this test.
Folk Hearsay
This option is available once your Inn reaches level 5 and provides the information described below:
Hero Ransom
When you run out of gold in your city, instead of your hero running away he/she will be in the "Hero Ransom" pop-up window located in feasting hall. This allows you a certain amount of time to use medals/gold to persuade him/her to return. Loyalty decreases the longer you are without gold, and upon reaching zero your hero will be irretrievable.
Player Cities
City slots are the same except when you hover over them a new window to the left opens showing a list of your colonies. There will be a Crown Symbol in the upper left hand corner which indicates that the city has colonies.
Cities still have 40 resources fields on which to build, though OCD fans are mourning the more realistic layout of those fields: