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.

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.

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.

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.

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.

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.

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.

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.

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.

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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