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Crew buildings: all 8 of them

A crew base has eight buildings, and each one makes every member stronger. Each has 5 levels; the bonuses are deliberately small, but together they speed the crew up in everything: fights, crafting, match days and district wars.

What building costs

Buildings are paid from the crew treasury — the founder and the quartermaster can upgrade them. A level costs 1,500 × level² coins: 1,500, 6,000, 13,500, 24,000 and 37,500. From level 2 the crew also needs reputation: 150 × (level − 1)² — 150, 600, 1,350 and 2,400. Reputation is not spent, it is a threshold.

Every building on the base shows its current bonus, all five levels and the price of the next one. Tap a building to go inside: many have their own thing going on — the roll call, benches, the order of the day, the banner or the forge.

The crew base: eight buildings, their levels and what each gives.
The crew base: eight buildings, their levels and what each gives.

Clubhouse

The heart of the crew. Each level gives +10 member slots (up to +50 at level 5) and a richer daily roll-call box: 60 + 40 × level coins and 1 + level packs of materials. Inside: the roll call, who is on the base now and who joined recently.

The Clubhouse: levels, today’s roll call and the day streak.
The Clubhouse: levels, today’s roll call and the day streak.

Workshop

+4% profession XP per level for every member. The main thing here is the benches: level 1 opens the tailor’s and cook’s benches, level 2 the bootmaker’s and pharmacist’s, level 3 the jeweler’s and tifo artist’s, level 4 the prop master’s and engineer’s. On your own bench crafting is 20% faster and gives Fine more often. At level 5 all benches become master benches: −30% time and +8% Fine chance.

The Workshop also sews the crew kit with quality and specials: the first set from level 2, the second from level 4.

The Workshop: benches by level and sewing the crew kit.
The Workshop: benches by level and sewing the crew kit.

Gym

+2% XP from fights per level. The Gym runs training: a 30-minute session for 15 energy goes on in the background, and sessions add up to a free permanent stat point. The first point takes 10 sessions, each next one 5 more. The Gym level caps how many points you can train: 2 per stat per level, up to 10 at level 5.

The Gym: stat training and the crew’s fights this week.
The Gym: stat training and the crew’s fights this week.

Banner Room

+3% match-day points from banners and tifos per level. Before the club’s match the Banner Room sews the crew’s match banner: members hand in fabric, paint and ink. Make it before kick-off and the whole crew gets +5% points on that match at level 1, up to +15% at level 5, and the banner hangs on the match page.

The Banner Room: the crew banner for the next match and how much material is in.
The Banner Room: the crew banner for the next match and how much material is in.

Storage

+20% treasury income from Fan City districts per level. The Storage sells the crew kit in the club’s colours with its crest — 10% off at level 1, up to 20% at level 5. The crew kit set has its own bonus: from 3 pieces +5% match-day points, from 6 +10% and +5% stand damage, from 11 +15% points, chants 20% more often and +10 morale at the start of a stand battle.

The Storage: district income, the discount and the crew kit shelf.
The Storage: district income, the discount and the crew kit shelf.

Tactics Room

Each level lets the crew hold one more Fan City district. The Tactics Room gives the order of the day: once a day the founder or a captain picks a focus — streets, arena, stands, crafting or war — and until midnight UTC every member gets +5% to that activity’s rewards at level 1, then +8%, +10%, +13% and +15% at level 5.

The Tactics Room: the order of the day and the crew’s districts.
The Tactics Room: the order of the day and the crew’s districts.

Trophy Wall

2 trophy places per level, up to 10 at level 5. The crew earns trophies itself: a district war won, a roll-call streak of 7, 30 and 100 days, 100 and 1,000 member wins, a piece sharpened to +10, the banner raised on 10 matches. A bonus works only while its trophy is on the wall — the founder and captains decide which go up.

The Trophy Wall: what is up, the bonuses and what is still to win.
The Trophy Wall: what is up, the bonuses and what is still to win.

Forge

Sharpening gear up to +2 per level, up to +10 at level 5. Anyone sharpens to +2; further only a master of the profession that makes the piece. At level 5 every try is also 10% cheaper. The odds are in the forge guide.

The Forge: sharpening, members’ orders and the smelter.
The Forge: sharpening, members’ orders and the smelter.

What to build first

  • Clubhouse — when the crew grows and runs out of places.
  • Tactics Room — the order of the day pays off every day, and districts bring the treasury money.
  • Workshop — if the crew has crafters.
  • Banner Room — for crews that live for match days.
  • Trophy Wall — as soon as the first trophies come in.
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