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Home / Broken Crescent 1.05 / The Eastern Roman Empire / Buildings
Broken Crescent 1.05
The Eastern Roman Empire The Eastern Roman Empire
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 2 800 wall_level 0
tower_level 1
free_upkeep bonus 2
recruitment_slots 1
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2 Wooden Wall (Upgrade) core_building 1 city town 3 1600 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 3
happiness_bonus bonus 1
recruitment_slots 2
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city large_town 4 3200 wall_level 2
tower_level 1
gate_strength 1
free_upkeep bonus 4
happiness_bonus bonus 2
recruitment_slots 3
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
4 Large Stone Wall (Upgrade) core_building 3 city city 5 6400 wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 5
happiness_bonus bonus 3
recruitment_slots 3
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5 Huge Stone Wall (Upgrade) core_building 4 city large_city 6 12800 wall_level 4
tower_level 1
gate_strength 2
free_upkeep bonus 6
happiness_bonus bonus 4
recruitment_slots 4
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
6 Motte and Bailey (Upgrade) core_castle_building 0 castle village 2 800 wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 3
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
7 Wooden Castle (Upgrade) core_castle_building 1 castle village 3 1600 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 1
law_bonus bonus 2
recruitment_slots 4
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
8 Castle (Upgrade) core_castle_building 2 castle town 4 3200 wall_level 2
tower_level 1
gate_strength 1
law_bonus bonus 3
recruitment_slots 5
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
9 Fortress (Upgrade) core_castle_building 3 castle large_town 5 6400 wall_level 3
tower_level 1
gate_strength 2
law_bonus bonus 4
recruitment_slots 6
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 6 12800 wall_level 4
tower_level 1
gate_strength 2
law_bonus bonus 5
recruitment_slots 7
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city large_city 2 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Cannon Towers tower 1 city huge_city 3 4800 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle large_city 2 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
14 Cannon Towers castle_tower 1 castle large_city 3 4800 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 4 1600
32
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 4 3200
32
32
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 4 4800
32
32
24
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 4 6400
32
20
32
24
Earl's stables allow for the recruitment of elite cavalry units.
19 King's Stables equestrian 4 castle large_city 4 9600
32
20
20
32
24
20
King's stables allow for the recruitment of the penultimate cavalry units.
20 Town Watch barracks 0 city town 4 1600
60
60
60
60
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
21 Town Guard barracks 1 city large_town 4 3200
48
60
48
60
60
48
60
60
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
22 City Watch barracks 2 city city 4 4800
60
48
60
48
60
60
48
60
60
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
23 Militia Drill Square barracks 3 city large_city 4 6400
60
60
48
60
48
60
60
48
60
60
law_bonus bonus 4
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
24 Militia Barracks barracks 4 city huge_city 4 9600
60
60
60
48
60
48
60
60
48
60
60
law_bonus bonus 5
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
25 Mustering Hall castle_barracks 0 castle village 4 1600
60
Men must be gathered, selected and trained if military strength is to be maintained.
26 Garrison Quarters castle_barracks 1 castle town 4 3200
60
60
A garrison is a source of much military wisdom and skill for new recruits to the army.
27 Drill Square castle_barracks 2 castle large_town 4 4800
60
60
48
60
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
28 Barracks castle_barracks 3 castle city 4 6400
48
48
60
60
48
60
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
29 Armoury castle_barracks 4 castle large_city 4 9600
48
48
48
60
60
48
60
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
30 Bowyer missiles 0 castle town 4 1600
60
A Bowyer allows for the recruitment of basic missile units.
31 Practice Range missiles 1 castle large_town 4 3200
60
48
A Practice Range allows for the recruitment of missile units.
32 Archery Range missiles 2 castle city 4 4800
60
48
48
An Archery Range allows for the recruitment of well trained missile units.
33 Ballista Maker siege 0 city large_town 4 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
34 Catapult Maker siege 1 city city 4 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
35 Siege Works siege 2 city large_city 4 4800
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
36 Ballista Maker castle_siege 0 castle large_town 4 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
37 Catapult Maker castle_siege 1 castle city 4 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
38 Siege Works castle_siege 2 castle large_city 4 4800
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
39 Leather Tanner smith 0 city town 4 1200 recruits_exp_bonus bonus 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
40 Blacksmith smith 1 city large_town 4 2400 recruits_exp_bonus bonus 2
A Blacksmith can moderately improve the armour available to new and retrained units.
41 Armourer smith 2 city city 4 3600 recruits_exp_bonus bonus 3
An Armourer can notably improve the armour available to new and retrained units.
42 Heavy Armourer smith 3 city large_city 4 4800 recruits_exp_bonus bonus 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
43 Master Armourer smith 4 city huge_city 4 6000 recruits_exp_bonus bonus 5
A Master Armourer substantially improves the armour available to new and retrained units.
44 Leather Tanner castle_smith 0 castle town 4 1200 recruits_exp_bonus bonus 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
45 Blacksmith castle_smith 1 castle large_town 4 2400 recruits_exp_bonus bonus 2
A Blacksmith can moderately improve the armour available to new and retrained units.
46 Armourer castle_smith 2 castle city 4 3600 recruits_exp_bonus bonus 3
An Armourer can notably improve the armour available to new and retrained units.
47 Heavy Armourer castle_smith 3 castle large_city 4 4800 recruits_exp_bonus bonus 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
48 Master Armourer castle_smith 4 castle large_city 4 6000 recruits_exp_bonus bonus 5
A Master Armourer substantially improves the armour available to new and retrained units.
49 Port port 0 city large_town 3 2400
30
48
trade_base_income_bonus bonus 1
A Port allows a settlement to trade with the far-distant corners of the world.
50 Shipwright port 1 city city 4 4800
30
48
30
trade_base_income_bonus bonus 2
A Shipwright allows the construction of ships to be undertaken in earnest.
51 Dockyard port 2 city large_city 5 7200
30
30
48
30
trade_base_income_bonus bonus 3
A Dockyard allows the construction of larger ships, and improves trade.
52 Naval Drydock port 3 city huge_city 6 9600
30
30
48
30
trade_base_income_bonus bonus 4
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
53 Port castle_port 0 castle large_town 3 1600
30
48
trade_base_income_bonus bonus 1
A Port allows a settlement to trade with the far-distant corners of the world.
54 Shipwright castle_port 1 castle city 4 3200
30
48
30
trade_base_income_bonus bonus 2
A Shipwright allows the construction of ships to be undertaken in earnest.
55 Dockyard castle_port 2 castle large_city 5 4800
30
30
48
30
trade_base_income_bonus bonus 3
A Dockyard allows the construction of larger ships, and improves trade.
56 Naval Drydock castle_port 3 castle large_city 6 6400
30
30
48
30
trade_base_income_bonus bonus 4
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
57 Merchant's Wharf sea_trade 0 city city 2 2400 trade_fleet 1
trade_base_income_bonus bonus 1
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
58 Warehouse sea_trade 1 city large_city 3 4800 trade_fleet 2
trade_base_income_bonus bonus 2
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
59 Docklands sea_trade 2 city huge_city 4 7200 trade_fleet 3
trade_base_income_bonus bonus 3
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
60 Grain Exchange market 0 city town 2 1200
trade_base_income_bonus bonus 1
agent_limit merchant 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
61 Market market 1 city large_town 3 2400
trade_base_income_bonus bonus 2
agent_limit merchant 1
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
62 Fairground market 2 city city 4 3600
trade_base_income_bonus bonus 3
agent_limit merchant 1
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
63 Great Market market 3 city large_city 5 4800
trade_base_income_bonus bonus 4
agent_limit merchant 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
64 Merchants' Quarter market 4 city huge_city 6 6000
trade_base_income_bonus bonus 5
agent_limit merchant 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
65 Dirt Roads hinterland_roads 0 city town 2 2400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
66 Paved Roads hinterland_roads 1 city city 4 4800 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
67 Dirt Roads hinterland_castle_roads 0 castle town 2 2400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
68 Paved Roads hinterland_castle_roads 1 castle city 4 4800 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
69 Land Clearance hinterland_farms 0 village 2 1200 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
70 Communal Farming hinterland_farms 1 town 4 2400 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
71 Crop Rotation hinterland_farms 2 large_town 6 3600 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
72 Irrigation hinterland_farms 3 city 8 4800 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
73 Mines hinterland_mines 0 city large_town 2 2400 mine_resource 3
Mines increase the trade income generated by metal deposits in the region.
74 Mining Network hinterland_mines 1 city large_city 4 4800 mine_resource 6
A Mining Network maximises the income generated by metal deposits in the region.
75 Mines hinterland_castle_mines 0 castle large_town 2 2400 mine_resource 3
Mines increase the trade income generated by metal deposits in the region.
76 Mining Network hinterland_castle_mines 1 castle large_city 4 4800 mine_resource 6
A Mining Network maximises the income generated by metal deposits in the region.
77 Public Baths health 0 city large_city 4 6400 population_health_bonus bonus 2
population_growth_bonus bonus 1
WARNING! This text should never appear on screen!
78 Aqueduct health 1 city huge_city 4 9600 population_health_bonus bonus 4
population_growth_bonus bonus 2
WARNING! This text should never appear on screen!
79 Alchemist's Lab academic 0 city city 2 3200 law_bonus bonus 1
population_health_bonus bonus 1
An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
80 Alchemy School academic 1 city large_city 3 4800 law_bonus bonus 2
population_health_bonus bonus 2
An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
81 University academic 2 city huge_city 4 6400 law_bonus bonus 3
population_health_bonus bonus 3
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
82 Small Orthodox Church temple_orthodox 0 city town 1 800 happiness_bonus bonus 1
A Small Church converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
83 Orthodox Church temple_orthodox 1 city large_town 2 1600 happiness_bonus bonus 2
A Church converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
84 Orthodox Abbey temple_orthodox 2 city city 4 3200 happiness_bonus bonus 3
religion_level bonus 1
An Abbey converts a moderate percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
85 Orthodox Cathedral temple_orthodox 3 city large_city 6 6400
happiness_bonus bonus 4
religion_level bonus 2
agent_limit priest 1
A Cathedral converts a decent percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
86 Huge Orthodox Cathedral temple_orthodox 4 city huge_city 8 12800
happiness_bonus bonus 5
religion_level bonus 3
agent_limit priest 2
A Huge Cathedral converts a sizable percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
87 Small Orthodox Chapel temple_orthodox_castle 0 castle town 1 1200 happiness_bonus bonus 1
A Small Chapel converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
88 Orthodox Chapel temple_orthodox_castle 1 castle large_town 2 2400 happiness_bonus bonus 2
religion_level bonus 1
A Chapel converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
89 Brothel taverns 0 city town 1 1200
happiness_bonus bonus 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
90 Inn taverns 1 city large_town 2 2400
happiness_bonus bonus 2
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
91 Tavern taverns 2 city city 3 3600
happiness_bonus bonus 3
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
92 Coaching House taverns 3 city large_city 4 4800
happiness_bonus bonus 4
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
93 Pleasure Palace taverns 4 city huge_city 5 6400
happiness_bonus bonus 5
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
94 Town Hall city_hall 0 city large_town 2 1600
law_bonus bonus 1
population_health_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
95 Council Chambers city_hall 1 city city 3 3200
law_bonus bonus 2
population_health_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
96 City Hall city_hall 2 city large_city 4 4800
law_bonus bonus 3
population_health_bonus bonus 3
A City Hall does much to maintain law and order, as well as reduce urban squalor.
97 Mayor's Palace city_hall 3 city huge_city 5 6400
law_bonus bonus 4
population_health_bonus bonus 4
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
98 Ikoner's Studio icon_art 0 city large_city 4 4800 happiness_bonus bonus 1
population_health_bonus bonus 1
amplify_religion_level 1.5
An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
99 Master Ikoner's Studio icon_art 1 city huge_city 6 9600 happiness_bonus bonus 2
population_health_bonus bonus 2
amplify_religion_level 2
A Master Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
100 Assassins' Guild guild_assassins_guild 0 city city 1 1200 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
101 Master Assassins' Guild guild_assassins_guild 1 city large_city 1 2400 law_bonus bonus 2
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
102 Assassins' Guild Headquarters guild_assassins_guild 2 city huge_city 1 3600 law_bonus bonus 3
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
103 Masons' Guild guild_masons_guild 0 city city 1 1200 construction_cost_bonus_stone bonus 30
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
104 Master Masons' Guild guild_masons_guild 1 city large_city 1 2400 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1 faction_capability construction_cost_bonus_stone bonus 20
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
105 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 3600 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 2 faction_capability construction_cost_bonus_stone bonus 30
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
106 Theologians' Guild guild_theologians_guild 0 city city 1 1200
A Theologians' Guild house improves the quality of priests created in the region.
107 Master Theologians' Guild guild_theologians_guild 1 city large_city 1 2400
A Master Theologians' Guild improves the quality of priests created in the region.
108 Theologians' Guild Headquarters guild_theologians_guild 2 city huge_city 1 3600
The Theologians' Guild Headquarters improves the quality of priests created in the region.
109 Merchants' Guild guild_merchants_guild 0 city city 1 1200 trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
110 Master Merchants' Guild guild_merchants_guild 1 city large_city 1 2400 trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
111 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 1 3600 trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
112 Alchemists' Guild guild_alchemists_guild 0 city city 1 1200 gun_bonus 1
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
113 Master Alchemists' Guild guild_alchemists_guild 1 city large_city 1 2400 gun_bonus 1 faction_capability gun_bonus 1
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
114 Alchemists' Guild Headquarters guild_alchemists_guild 2 city huge_city 1 3600 gun_bonus 1 faction_capability gun_bonus 2
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
115 Thieves' Guild guild_thiefs_guild 0 city city 1 1200
A Thieves' Guild house improves the quality of spies hired in the same settlement.
116 Master Thieves' Guild guild_thiefs_guild 1 city large_city 1 2400
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
117 Thieves' Guild Headquarters guild_thiefs_guild 2 city huge_city 1 3600
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
118 Explorers' Guild guild_explorers_guild 0 city city 1 1200
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
119 Master Explorers' Guild guild_explorers_guild 1 city large_city 1 2400
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
120 Explorers' Guild Headquarters guild_explorers_guild 2 city huge_city 1 3600
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
121 Swordsmiths' Guild guild_swordsmiths_guild 0 city 1 1200 weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
122 Master Swordsmiths' Guild guild_swordsmiths_guild 1 large_city 1 2400 weapon_melee_blade 1 faction_capability heavy_cavalry_bonus bonus 1
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
123 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 1 3600 weapon_melee_blade 2 faction_capability heavy_cavalry_bonus bonus 1
The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
124 Horse Breeders' Guild guild_horse_breeders_guild 0 city city 1 1200 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
125 Master Horse Breeders' Guild guild_horse_breeders_guild 1 city large_city 1 2400 cavalry_bonus 1 faction_capability cavalry_bonus 1
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
126 Horse Breeders' Guild Headquarters guild_horse_breeders_guild 2 city huge_city 1 3600 cavalry_bonus 1 faction_capability cavalry_bonus 2
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
127 Convert to Motte and Bailey convert_to_castle 0 city village 1 800
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
128 Convert to Wooden Castle convert_to_castle 1 city town 2 1600
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
129 Convert to Castle convert_to_castle 2 city large_town 2 3200
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
130 Convert to Village convert_to_city 0 castle village 1 800
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
131 Convert to Town convert_to_city 1 castle town 2 1600
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
132 Convert to Large Town convert_to_city 2 castle large_town 2 3200
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
133 Convert to City convert_to_city 3 castle city 3 4800
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
134 Convert to City convert_to_city 4 castle large_city 4 6400
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
135 Silk Caravan silkroad 0 city large_town 2 2400 trade_base_income_bonus bonus 1
Silk Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
136 Silk Road silkroad 1 city city 4 4800 trade_base_income_bonus bonus 2
Silk Road Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
137 Silk Highway silkroad 2 city large_city 6 7200 trade_base_income_bonus bonus 3
Silk Road Caravan stop expands existing silk road trading hubs to meet with the ever-growing demands for far-eastern goods.
138 Monastery monastery 0 city city 2 3600 religion_level bonus 1
population_health_bonus bonus 2
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
139 Monastery c_monastery 0 castle city 2 3600 religion_level bonus 1
population_health_bonus bonus 2
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
140 Grand Monastery c_monastery 1 castle large_city 4 6400 religion_level bonus 2
population_health_bonus bonus 4
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
141 The Hagia Sophia hinterland_hagiasophia 0 city city 8 100000 happiness_bonus bonus 2
law_bonus bonus 2
population_health_bonus bonus 2
.......
142 Mediterranean Trader mtrade 0 city town 2 2400 trade_base_income_bonus bonus 1
Accomodating and investing in trade across the mediteranean sea brings in great wealth.
143 Mediterranean Trading Port mtrade 1 city large_town 4 3600 trade_base_income_bonus bonus 2
Accomodating and investing in trade across the mediteranean sea brings in great wealth.
144 Mediterranean Merchant Fleet mtrade 2 city city 6 4800 trade_base_income_bonus bonus 3
Accomodating and investing in trade across the mediteranean sea brings in great wealth.
145 Vineyard vineyard 0 city large_town 2 2400 trade_base_income_bonus bonus 1
Vineyards are plantations of grape-bearing vines for the main purpose of wine-making.
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