Barracks
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City/Castle |
City levels |
Castle levels |
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Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
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Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
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Garrison Quarters A garrison is a source of much military wisdom and skill for new recruits to the army.
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Town Guard A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
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Drill Square Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
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City Watch A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
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Barracks Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
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Militia Drill Square A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
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Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
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Building class |
castle castle_barracks
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Convert to |
barracks LEVEL 2
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Building level |
LEVEL 3 barracks
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Material |
wooden
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Capability |
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Faction capability |
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Construction |
6
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Cost |
4800
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Requires condition |
and event_counter large_city_barracks 1
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Recruit units |
No. |
Card |
Name |
Start quantity |
Replenishment rate |
Max quantity |
Experience |
Requires condition |
1 |
60
Hearth Watchmen spearmen infantry Light infantry, best used to guard settlements or in a supporting role.
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Hearth Watchmen |
1 |
0.2 |
2 |
1 |
and region_religion northmen 15 |
Light infantry, best used to guard settlements or in a supporting role. |
2 |
60
Dalesmen heavy infantry Tough farmers and settlers of Dale, armed with big two-handed axes.
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Dalesmen |
1 |
0.2 |
2 |
1 |
and region_religion northmen 30 |
Tough farmers and settlers of Dale, armed with big two-handed axes. |
3 |
60
Rivermen missile infantry Rough boatmen, equipped with javelins, axes and shields. REQUIRES NORTHERN RIVER REGION
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Rivermen |
1 |
0.2 |
2 |
1 |
and hidden_resource dale_rivers |
Rough boatmen, equipped with javelins, axes and shields. REQUIRES NORTHERN RIVER REGION |
4 |
60
Dale Swordsmen heavy infantry Clad in padded armor and armed with longswords and shields, these swordsmen are the backbone of Dale's army.
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Dale Swordsmen |
1 |
0.34 |
3 |
1 |
and region_religion northmen 50 |
Clad in padded armor and armed with longswords and shields, these swordsmen are the backbone of Dale's army. |
5 |
60
Rhovanion Gadrauhts spearmen infantry Well trained infantry, equipped with long sturdy spears and a light chainmail for protection. REQUIRES RHOVANION REGION
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Rhovanion Gadrauhts |
1 |
0.25 |
2 |
1 |
and hidden_resource rhovanion |
Well trained infantry, equipped with long sturdy spears and a light chainmail for protection. REQUIRES RHOVANION REGION |
6 |
60
Barding Hird heavy infantry Heavily armoured guards of Dale's nobility, equipped with halbers and partial plate armor.
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Barding Hird |
1 |
0.2 |
2 |
1 |
and region_religion northmen 70 |
Heavily armoured guards of Dale's nobility, equipped with halbers and partial plate armor. |
7 |
60
Dale Swordmasters heavy infantry Highly skilled veterans, armed with massive two-handed swords.
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Dale Swordmasters |
1 |
0.1 |
1 |
1 |
and region_religion northmen 70 |
Highly skilled veterans, armed with massive two-handed swords. |