Royal Military Academy
Home / Third Age 1.4 / Dwarves / Coaching House
Third Age 1.4
Dwarves Dwarves
Building class
23. Bowyer
25. Bowyer
41. Port
44. Port
51. Market
63. Mines
66. Mines
70. Pub
73. Pub
75. Inn
76. Tavern
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Coaching House
Coaching House
City/Castle City levels Castle levels
Building class city taverns
Convert to LEVEL
Building level LEVEL 3 coaching_house
Material wooden
Capability happiness_bonus bonus 4
agent_limit assassin 1
agent_limit spy 2
Faction capability
Construction 6
Cost 9600
Requires condition
Building Description
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Coaching House Though the commoners drink enough collectively to make most taverns profitable, wealthy merchants and nobles will typically only choose to stay at a reputable Coaching House if the option exists. Owners of such establishments pride themselves on being able to service both ends of the financial spectrum, in a place where prince and pauper will sometimes meet.
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Recruit agents
No. Card Name Description Requires condition
1 Spy Spies are the eyes and ears of your faction, capable of being sent to observe foreign settlements or armies - hopefully undetected. Aside from sending intelligence on structures and inhabitants, once working inside a settlement, spies begin to stir unrest among the populace with propaganda. They may also succeed in disabling defences in a siege, which can prove utterly decisive.
2 Assassin An assassin is the ideal man to call upon when a foreign target is either too well defended by armed forces for a frontal assault, or if you wish to strike without it being obvious that it was you that gave the order. Not only can assassins take out live targets, they can also bring down a building marked for sabotage, and can even specialise in this field of destruction.
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