ToE H5/HoF
Peasant Huts
Peasant Huts Cost Requirements Peasant Huts
  • 500
Effect
The Peasant Huts allows you to recruit 22 Peasants per week.
Peasant Cabins
Peasant Cabins Cost Requirements Peasant Cabins
  • 1500
Peasant Huts
Effect
An upgrade of the Peasant Huts.
The Peasant Cabins allows you to recruit 22 Conscripts per week.
Archer Tower
Archer Tower Cost Requirements Archer Tower
  • 1200
  • 10
Town Level 3
Effect
The Archer Tower allows you to recruit 12 Archers per week.
Marksman Tower
Marksman Tower Cost Requirements Marksman Tower
  • 2700
  • 10
Town Level 3
Archer Tower
Effect
An upgrade of the Archer Tower.
The Marksman Tower allows you to recruit 12 Marksmen per week.
Barracks
Barracks Cost Requirements Barracks
  • 1500
  • 10
  • 10
Town Level 3
Blacksmith
Effect
The Barracks allows you to recruit 10 Footmen per week.
Garrison
Garrison Cost Requirements Garrison
  • 3000
  • 10
Town Level 3
Barracks
Effect
An upgrade of the Barracks.
The Garrison allows you to recruit 10 Squires per week.
Griffin Tower
Griffin Tower Cost Requirements Griffin Tower
  • 2500
  • 10
  • 10
  • 5
Town Level 6
Effect
The Griffin Tower allows you to recruit 5 Griffins per week.
Griffin Bastion
Griffin Bastion Cost Requirements Griffin Bastion
  • 4000
  • 10
  • 10
  • 5
Town Level 6
Griffin Tower
Effect
An upgrade of the Griffin Tower.
The Griffin Bastion allows you to recruit 5 Imperial Griffins per week.
Monastery
Monastery Cost Requirements Monastery
  • 3000
  • 5
  • 5
  • 2
  • 2
  • 2
  • 2
Town Level 9
Magic Guild level one
Effect
The Monastery allows you to recruit 3 Priests per week.
Cathedral
Cathedral Cost Requirements Cathedral
  • 8000
  • 5
  • 5
  • 3
  • 3
  • 3
  • 3
Town Level 9
Monastery
Effect
An upgrade of the Monastery.
The Cathedral allows you to recruit 3 Inquisitors per week.
Jousting Arena
Jousting Arena Cost Requirements Jousting Arena
  • 6000
  • 15
  • 10
Town Level 12
Stables
Effect
The Jousting Arena allows you to recruit 2 Cavaliers per week.
Order of Paladins
Order of Paladins Cost Requirements Order of Paladins
  • 9000
  • 20
  • 15
Town Level 12
Jousting Arena
Effect
An upgrade of the Jousting Arena.
The Order of Paladins allows you to recruit 2 Paladins per week.
Altar of Light
Altar of Light Cost Requirements Altar of Light
  • 10000
  • 15
  • 10
Town Level 15
Monastery
Effect
The Altar of Light allows you to recruit 1 Angel per week.
Altar of Heaven
Altar of Heaven Cost Requirements Altar of Heaven
  • 12000
  • 20
  • 10
Town Level 15
Altar of Light
Effect
An upgrade of the Altar of Light.
The Altar of Heaven allows you to recruit 1 Archangel per week.
Expert's Corner (by ThE_HyDrA)

The Haven Town is a very gold-intensive town that requires many primary resources and only a small number of precious ones. Maps with gold mines and treasure chests suit the Haven, since they can develop their town quicker than most given a generous supply of gold, while other towns cannot do the same with just this resource. The Haven has one of the highest gold costs in the game, as well as requiring an almost excessive amount of wood and ore, even in later levels. In fact, the only precious resources required throughout the entire dwelling phase are in the begin on level 4 and above, and even then, Gems and Crystal are the ones needed most.

Obviously, ore and crystal are the focus of this town, with considerable amount of wood, too. All other precious resources mines can be used as bargaining power in marketplaces, or alternatively, to develop mage guilds in a trouble free manner. Ore is particularly important because it is required for most of Havens special buildings, too, along with wood. You can get through the early stages of the map only on primary resources, which is favourable, as more precious resources mines take further exploration and present harder challenges to capture. Haven is particularly strong in early game development, especially since their creatures in levels 2, 3 and 4 are shooter, walker, flyer in that order - an excellent balance for scouting.

The only obstacle in Haven town development is the gold cost, certainly in levels 5 and 6. You may be tempted to trade off your precious resources for some extra gold, and, in some cases (e.g. buying the Altar of Light before the end of the week) it may be worthwhile, even though the Altars have had their gold costs severely reduced. Because of this fact, it is advised that your income structures are built before your primary resource - sapping fort structures. This conflict of primary resources prompts you to strike a balance between creature growth and new creatures. After the first 4 dwellings have been built, developing the fort can be done with less pressure.

This information comes from the Heroes V release version (v2.1).

Thanks to Fiur for the in-game screenshots.
Thanks to sfidanza for the work on this page.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!