1 |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
|
Wooden Palisade (Upgrade) |
core_building 0 |
city village |
2 |
1000 |
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) A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
|
Wooden Wall (Upgrade) |
core_building 1 |
city town |
4 |
1600 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 1 gate_strength 1 tower_level 1 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) Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
|
Stone Wall (Upgrade) |
core_building 2 |
city large_town |
7 |
3200 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 2 tower_level 1 gate_strength 1 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) A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
|
Large Stone Wall (Upgrade) |
core_building 3 |
city city |
10 |
6400 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 3 tower_level 1 gate_strength 2 happiness_bonus bonus 3 recruitment_slots 4
|
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences. |
5 |
Huge Stone Wall (Upgrade) A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
|
Huge Stone Wall (Upgrade) |
core_building 4 |
city large_city |
12 |
12800 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 4 tower_level 1 gate_strength 2 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) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
|
Motte and Bailey (Upgrade) |
core_castle_building 0 |
castle village |
2 |
1000 |
wall_level 0 tower_level 1 law_bonus bonus 1 recruitment_slots 2
|
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence. |
7 |
Wooden Castle (Upgrade) A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
|
Wooden Castle (Upgrade) |
core_castle_building 1 |
castle village |
4 |
1600 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 1 gate_strength 1 tower_level 1 law_bonus bonus 2 recruitment_slots 3
|
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities. |
8 |
Castle (Upgrade) A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
|
Castle (Upgrade) |
core_castle_building 2 |
castle town |
7 |
3200 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 2 tower_level 1 gate_strength 1 law_bonus bonus 3 recruitment_slots 4
|
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see. |
9 |
Fortress (Upgrade) A fortress is a permanent statement of ownership, and not something that is easily taken.
|
Fortress (Upgrade) |
core_castle_building 3 |
castle large_town |
10 |
6400 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 3 tower_level 1 gate_strength 2 law_bonus bonus 4 recruitment_slots 5
|
A fortress is a permanent statement of ownership, and not something that is easily taken. |
10 |
Citadel (Upgrade) A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
|
Citadel (Upgrade) |
core_castle_building 4 |
castle city |
12 |
12800 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
wall_level 4 tower_level 1 gate_strength 2 law_bonus bonus 5 recruitment_slots 5
|
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare! |
11 |
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
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 |
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
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. |
13 |
Stables A Stable allows for the recruitment of basic cavalry units.
|
Stables |
equestrian 0 |
castle town |
4 |
3200 |
30
Trapezitae Javelin Cavalry light cavalry “Trapezitoi” are horse javelineers, light in armor but very experienced in the throw of javelin. They are usually the first to engage the enemy in battle.
|
|
A Stable allows for the recruitment of basic cavalry units. |
14 |
Knight's Stables Knight's stables allow for the recruitment of cavalry units.
|
Knight's Stables |
equestrian 1 |
castle large_town |
6 |
4800 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Trapezitae Javelin Cavalry light cavalry “Trapezitoi” are horse javelineers, light in armor but very experienced in the throw of javelin. They are usually the first to engage the enemy in battle.
|
40
Hippotoxotai missile cavalry Romanoi light horse archers. Armed with composite bow and spear, the unit is suitable for attacks on light armored infantry and cavalry units, or for harassment attacks against heavily armored units.
|
30
Stratatoi Heavy Cavalry heavy cavalry Stratiotai, medium horsemen the are the mainstay of Roman cavalry, and are all purpose armored cavalrymen.
|
|
Knight's stables allow for the recruitment of cavalry units. |
15 |
Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
|
Baron's Stables |
equestrian 2 |
castle city |
6 |
6400 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
30
Bedouin Camel Riders light cavalry Stoic, indominitable light camelry wielding bow and sword.
|
40
Turko-Persian Horsemen missile cavalry Excellent mounted archers with stunning speed on the battlefield and capable of striking from anywhere.
|
30
Nomad Lancers light cavalry Finally able to afford good weapons, but still keeping light, these soldiers can deliver a surprising punch to enemy troops.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Ajnad Horsemen light cavalry Provincial horsemen of various backgrounds fighting as light lancers, well suited to 'Razzia' charge-retreating or a sustained assault on horsemen of similar worth or disorganized infantry.
|
30
Trapezitae Javelin Cavalry light cavalry “Trapezitoi” are horse javelineers, light in armor but very experienced in the throw of javelin. They are usually the first to engage the enemy in battle.
|
25
Kavallarioi Lancers heavy cavalry Kavallarioi are western knights in Roman clothes. Great horsemen, they are the Roman Empire's best regular cavalry force, with lack of horse barding as their only impediment.
|
40
Hippotoxotai missile cavalry Romanoi light horse archers. Armed with composite bow and spear, the unit is suitable for attacks on light armored infantry and cavalry units, or for harassment attacks against heavily armored units.
|
30
Stratatoi Heavy Cavalry heavy cavalry Stratiotai, medium horsemen the are the mainstay of Roman cavalry, and are all purpose armored cavalrymen.
|
30
Agnivanshi Rajput Asvaka light cavalry Kshatriya of the "fire sprung" clans, descending from Agni, the Hindu God of Fire. They fight only for those of their fire-borne lineage as rough-riding light lancers.
|
22
Rajput Elephant Archers heavy cavalry Bound to wreak utter confusion and astonishment to foreign enemies, has 3 mounted archers and can stampede charge.
|
|
Baron's stables allow for the recruitment of capable cavalry units. |
16 |
Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
|
Earl's Stables |
equestrian 3 |
castle large_city |
8 |
9600 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
30
Bedouin Camel Riders light cavalry Stoic, indominitable light camelry wielding bow and sword.
|
40
Turko-Persian Horsemen missile cavalry Excellent mounted archers with stunning speed on the battlefield and capable of striking from anywhere.
|
30
Nomad Lancers light cavalry Finally able to afford good weapons, but still keeping light, these soldiers can deliver a surprising punch to enemy troops.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Ajnad Horsemen light cavalry Provincial horsemen of various backgrounds fighting as light lancers, well suited to 'Razzia' charge-retreating or a sustained assault on horsemen of similar worth or disorganized infantry.
|
30
Trapezitae Javelin Cavalry light cavalry “Trapezitoi” are horse javelineers, light in armor but very experienced in the throw of javelin. They are usually the first to engage the enemy in battle.
|
20
Royal Kataphractoi heavy cavalry Kataphraktoi are quite possibly the most armored horsemen in the world. Armed with a heavy mace they will thrash all enemies in its reach.
|
25
Kavallarioi Lancers heavy cavalry Kavallarioi are western knights in Roman clothes. Great horsemen, they are the Roman Empire's best regular cavalry force, with lack of horse barding as their only impediment.
|
40
Hippotoxotai missile cavalry Romanoi light horse archers. Armed with composite bow and spear, the unit is suitable for attacks on light armored infantry and cavalry units, or for harassment attacks against heavily armored units.
|
30
Stratatoi Heavy Cavalry heavy cavalry Stratiotai, medium horsemen the are the mainstay of Roman cavalry, and are all purpose armored cavalrymen.
|
20
Proniarioi Elite Cavalry heavy cavalry Pronoiarioi are the Roman Empire’s heavy knights. A heavy lance and kite shield, barded horse and paramerion scimitar Pronoiarios on top of a semibarded heavy charger is a glorious sight.
|
30
Agnivanshi Rajput Asvaka light cavalry Kshatriya of the "fire sprung" clans, descending from Agni, the Hindu God of Fire. They fight only for those of their fire-borne lineage as rough-riding light lancers.
|
22
Rajput Elephant Archers heavy cavalry Bound to wreak utter confusion and astonishment to foreign enemies, has 3 mounted archers and can stampede charge.
|
|
Earl's stables allow for the recruitment of elite cavalry units. |
17 |
King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
equestrian 4 |
castle large_city |
8 |
9600 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
30
Bedouin Camel Riders light cavalry Stoic, indominitable light camelry wielding bow and sword.
|
40
Turko-Persian Horsemen missile cavalry Excellent mounted archers with stunning speed on the battlefield and capable of striking from anywhere.
|
30
Nomad Lancers light cavalry Finally able to afford good weapons, but still keeping light, these soldiers can deliver a surprising punch to enemy troops.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Ajnad Horsemen light cavalry Provincial horsemen of various backgrounds fighting as light lancers, well suited to 'Razzia' charge-retreating or a sustained assault on horsemen of similar worth or disorganized infantry.
|
30
Trapezitae Javelin Cavalry light cavalry “Trapezitoi” are horse javelineers, light in armor but very experienced in the throw of javelin. They are usually the first to engage the enemy in battle.
|
20
Royal Kataphractoi heavy cavalry Kataphraktoi are quite possibly the most armored horsemen in the world. Armed with a heavy mace they will thrash all enemies in its reach.
|
25
Kavallarioi Lancers heavy cavalry Kavallarioi are western knights in Roman clothes. Great horsemen, they are the Roman Empire's best regular cavalry force, with lack of horse barding as their only impediment.
|
40
Hippotoxotai missile cavalry Romanoi light horse archers. Armed with composite bow and spear, the unit is suitable for attacks on light armored infantry and cavalry units, or for harassment attacks against heavily armored units.
|
30
Stratatoi Heavy Cavalry heavy cavalry Stratiotai, medium horsemen the are the mainstay of Roman cavalry, and are all purpose armored cavalrymen.
|
20
Proniarioi Elite Cavalry heavy cavalry Pronoiarioi are the Roman Empire’s heavy knights. A heavy lance and kite shield, barded horse and paramerion scimitar Pronoiarios on top of a semibarded heavy charger is a glorious sight.
|
30
Agnivanshi Rajput Asvaka light cavalry Kshatriya of the "fire sprung" clans, descending from Agni, the Hindu God of Fire. They fight only for those of their fire-borne lineage as rough-riding light lancers.
|
22
Rajput Elephant Archers heavy cavalry Bound to wreak utter confusion and astonishment to foreign enemies, has 3 mounted archers and can stampede charge.
|
|
King's stables allow for the recruitment of the penultimate cavalry units. |
18 |
Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
|
Town Watch |
barracks 0 |
city town |
4 |
1600 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
60
Akolouthoi Light Spearmen spearmen infantry Light spearmen Akolouthoi aren’t soldiers per se, still if they have to fight, an iron helmet, a kontarion spear and a kite shield will do.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
law_bonus bonus 1
|
The Town Watch have the minimum equipment and resources needed to train infantry. |
19 |
Town Guard A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
|
Town Guard |
barracks 1 |
city large_town |
4 |
3200 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
60
Akolouthoi Light Spearmen spearmen infantry Light spearmen Akolouthoi aren’t soldiers per se, still if they have to fight, an iron helmet, a kontarion spear and a kite shield will do.
|
50
Skutatoi Spearmen spearmen infantry Medium spearmen, they are equipped well enough, and fight well enough on many roles, but shouldn’t be left unsupported.
|
60
Kontaratoi Pikeman spearmen infantry Pikemen that Manuel Komnenos’ created, they excell at containing enemy heavy cavalry but not much more.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
law_bonus bonus 2
|
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores. |
20 |
City Watch A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
|
City Watch |
barracks 2 |
city city |
6 |
6400 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
60
Akolouthoi Light Spearmen spearmen infantry Light spearmen Akolouthoi aren’t soldiers per se, still if they have to fight, an iron helmet, a kontarion spear and a kite shield will do.
|
50
Skutatoi Spearmen spearmen infantry Medium spearmen, they are equipped well enough, and fight well enough on many roles, but shouldn’t be left unsupported.
|
60
Kontaratoi Pikeman spearmen infantry Pikemen that Manuel Komnenos’ created, they excell at containing enemy heavy cavalry but not much more.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
50
Samvita Senya spearmen infantry Lightly armored Spearmen of decent training and motivation.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
50
Soomro Kshatriya Warriors light infantry Mobile medium infantry armed with straight sword and javelins, strong on offense and in support of defending spearmen.
|
law_bonus bonus 3
|
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury. |
21 |
Militia Drill Square A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
|
Militia Drill Square |
barracks 3 |
city large_city |
8 |
6400 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
40
Spatharioi Emperor's Guard spearmen infantry The heaviest native spearmen/swordsmen the Roman Empire can field in battle. They are very valuable because they raise the morale of nearby units, as well.
|
60
Akolouthoi Light Spearmen spearmen infantry Light spearmen Akolouthoi aren’t soldiers per se, still if they have to fight, an iron helmet, a kontarion spear and a kite shield will do.
|
50
Skutatoi Spearmen spearmen infantry Medium spearmen, they are equipped well enough, and fight well enough on many roles, but shouldn’t be left unsupported.
|
60
Kontaratoi Pikeman spearmen infantry Pikemen that Manuel Komnenos’ created, they excell at containing enemy heavy cavalry but not much more.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
50
Samvita Senya spearmen infantry Lightly armored Spearmen of decent training and motivation.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
50
Soomro Kshatriya Warriors light infantry Mobile medium infantry armed with straight sword and javelins, strong on offense and in support of defending spearmen.
|
trade_base_income_bonus bonus 1 law_bonus bonus 4
|
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions. |
22 |
Militia Barracks Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
|
Militia Barracks |
barracks 4 |
city huge_city |
10 |
9600 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
40
Spatharioi Emperor's Guard spearmen infantry The heaviest native spearmen/swordsmen the Roman Empire can field in battle. They are very valuable because they raise the morale of nearby units, as well.
|
60
Akolouthoi Light Spearmen spearmen infantry Light spearmen Akolouthoi aren’t soldiers per se, still if they have to fight, an iron helmet, a kontarion spear and a kite shield will do.
|
50
Skutatoi Spearmen spearmen infantry Medium spearmen, they are equipped well enough, and fight well enough on many roles, but shouldn’t be left unsupported.
|
60
Kontaratoi Pikeman spearmen infantry Pikemen that Manuel Komnenos’ created, they excell at containing enemy heavy cavalry but not much more.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
50
Samvita Senya spearmen infantry Lightly armored Spearmen of decent training and motivation.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
50
Soomro Kshatriya Warriors light infantry Mobile medium infantry armed with straight sword and javelins, strong on offense and in support of defending spearmen.
|
trade_base_income_bonus bonus 2 law_bonus bonus 5
|
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
23 |
Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
|
Mustering Hall |
castle_barracks 0 |
castle village |
4 |
1600 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
law_bonus bonus 1
|
Men must be gathered, selected and trained if military strength is to be maintained. |
24 |
Garrison Quarters A garrison is a source of much military wisdom and skill for new recruits to the army.
|
Garrison Quarters |
castle_barracks 1 |
castle town |
4 |
3200 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Spathatoi Swordsmen light infantry Medium swordmen, a large triangular shield and paramenion scimitar allows them to hold the line.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
recruits_exp_bonus bonus 1
|
A garrison is a source of much military wisdom and skill for new recruits to the army. |
25 |
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…
|
Drill Square |
castle_barracks 2 |
castle large_town |
6 |
6400 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
40
Vestiaritai Swordsmen heavy infantry Heavy swordmen, their excellent armor, shield and morale allows them to be very dependable to not only hold the line but break through.
|
50
Spathatoi Swordsmen light infantry Medium swordmen, a large triangular shield and paramenion scimitar allows them to hold the line.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
recruits_exp_bonus bonus 1
|
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer… |
26 |
Barracks Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
|
Barracks |
castle_barracks 3 |
castle city |
8 |
9600 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
30
Pelekyphoroi Axemen heavy infantry These heavy axemen are descendants of the Varangoi. They are one of the Roman Empire’s finest troops, and their assault is legendary.
|
40
Vestiaritai Swordsmen heavy infantry Heavy swordmen, their excellent armor, shield and morale allows them to be very dependable to not only hold the line but break through.
|
50
Spathatoi Swordsmen light infantry Medium swordmen, a large triangular shield and paramenion scimitar allows them to hold the line.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
recruits_exp_bonus bonus 1 trade_base_income_bonus bonus 1
|
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
27 |
Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
|
Armoury |
castle_barracks 4 |
castle large_city |
10 |
12000 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
30
Pelekyphoroi Axemen heavy infantry These heavy axemen are descendants of the Varangoi. They are one of the Roman Empire’s finest troops, and their assault is legendary.
|
40
Vestiaritai Swordsmen heavy infantry Heavy swordmen, their excellent armor, shield and morale allows them to be very dependable to not only hold the line but break through.
|
50
Spathatoi Swordsmen light infantry Medium swordmen, a large triangular shield and paramenion scimitar allows them to hold the line.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
recruits_exp_bonus bonus 1 trade_base_income_bonus bonus 2
|
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
28 |
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
missiles 0 |
castle village |
4 |
1600 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Peltastoi missile infantry Peltastai are javelin throwing skirmishers, who should be recalled once they unleash their javelins at the enemy.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
|
A Bowyer allows for the recruitment of basic missile units. |
29 |
Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
missiles 1 |
castle town |
4 |
3200 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Azat Archers missile infantry Armored archers from the ancestral homelands of Armenians, adept at marksmanship and limited melee.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Ahdath Bowmen missile infantry
|
60
Toxotai missile infantry Toxotai are archers. Good in their trade but should be guarded at all times as their lack of armor and sword, means that they will killed easily if attacked.
|
60
Peltastoi missile infantry Peltastai are javelin throwing skirmishers, who should be recalled once they unleash their javelins at the enemy.
|
60
Afghan Bowmen missile infantry Agile hunters who excel at ambush in Afghanistan’s remote villages and hilly terrain.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Levy Archers missile infantry Archers from the hills of Anatolia, a mix of Christians and Muslims.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Hindu Longbowmen missile infantry Using their longbows, these young men are effective against most enemies.
|
60
Iranian Archers missile infantry This unit of pressed men will rain arrows from afar, but in close combat they wont last long.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
|
A Practice Range allows for the recruitment of missile units. |
30 |
Archery Range An Archery Range allows for the recruitment of well trained missile units.
|
Archery Range |
missiles 2 |
castle large_town |
6 |
6400 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Azat Archers missile infantry Armored archers from the ancestral homelands of Armenians, adept at marksmanship and limited melee.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Ahdath Bowmen missile infantry
|
60
Toxotai missile infantry Toxotai are archers. Good in their trade but should be guarded at all times as their lack of armor and sword, means that they will killed easily if attacked.
|
50
Menaulatoi Infantry spearmen infantry Menavlatoi heavy peltasts are equipped with heavy (boar hunting) javelins called Menavlion, who also double up as anti cavalry spearmen using their Kontarion spear and oval shield.
|
60
Peltastoi missile infantry Peltastai are javelin throwing skirmishers, who should be recalled once they unleash their javelins at the enemy.
|
60
Afghan Bowmen missile infantry Agile hunters who excel at ambush in Afghanistan’s remote villages and hilly terrain.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Levy Archers missile infantry Archers from the hills of Anatolia, a mix of Christians and Muslims.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Hindu Longbowmen missile infantry Using their longbows, these young men are effective against most enemies.
|
60
Iranian Archers missile infantry This unit of pressed men will rain arrows from afar, but in close combat they wont last long.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
|
An Archery Range allows for the recruitment of well trained missile units. |
31 |
Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
|
Marksman's Range |
missiles 3 |
castle city |
8 |
9800 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Azat Archers missile infantry Armored archers from the ancestral homelands of Armenians, adept at marksmanship and limited melee.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Ahdath Bowmen missile infantry
|
60
Toxotai missile infantry Toxotai are archers. Good in their trade but should be guarded at all times as their lack of armor and sword, means that they will killed easily if attacked.
|
50
Menaulatoi Infantry spearmen infantry Menavlatoi heavy peltasts are equipped with heavy (boar hunting) javelins called Menavlion, who also double up as anti cavalry spearmen using their Kontarion spear and oval shield.
|
60
Peltastoi missile infantry Peltastai are javelin throwing skirmishers, who should be recalled once they unleash their javelins at the enemy.
|
60
Afghan Bowmen missile infantry Agile hunters who excel at ambush in Afghanistan’s remote villages and hilly terrain.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Levy Archers missile infantry Archers from the hills of Anatolia, a mix of Christians and Muslims.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Hindu Longbowmen missile infantry Using their longbows, these young men are effective against most enemies.
|
60
Iranian Archers missile infantry This unit of pressed men will rain arrows from afar, but in close combat they wont last long.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
|
A Marksman's Range allows for the recruitment of elite missile units. |
32 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
siege 0 |
city large_town |
4 |
3200 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
33 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
siege 1 |
city city |
8 |
6400 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
34 |
Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
|
Siege Works |
siege 2 |
city large_city |
10 |
9600 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
|
|
A Siege Works allows the construction of all siege weaponry that does not use gunpowder. |
35 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
castle_siege 0 |
castle large_town |
4 |
3200 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
36 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
castle_siege 1 |
castle city |
8 |
6400 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
37 |
Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
|
Siege Works |
castle_siege 2 |
castle large_city |
10 |
9600 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
|
|
A Siege Works allows the construction of all siege weaponry that does not use gunpowder. |
38 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Leather Tanner |
smith 0 |
city town |
4 |
1200 |
|
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
39 |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
Blacksmith |
smith 1 |
city large_town |
4 |
4800 |
weapon_melee_blade 1
|
A Blacksmith can moderately improve the armour available to new and retrained units. |
40 |
Armourer An Armourer can notably improve the armour available to new and retrained units.
|
Armourer |
smith 2 |
city city |
6 |
6800 |
weapon_melee_blade 1
|
An Armourer can notably improve the armour available to new and retrained units. |
41 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
Heavy Armourer |
smith 3 |
city large_city |
8 |
9600 |
weapon_melee_blade 1
|
A Heavy Armourer can significantly improve the armour available to new and retrained units. |
42 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Leather Tanner |
castle_smith 0 |
castle town |
4 |
1200 |
|
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
43 |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
Blacksmith |
castle_smith 1 |
castle large_town |
4 |
4800 |
weapon_melee_blade 1
|
A Blacksmith can moderately improve the armour available to new and retrained units. |
44 |
Armourer An Armourer can notably improve the armour available to new and retrained units.
|
Armourer |
castle_smith 2 |
castle city |
6 |
6800 |
weapon_melee_blade 1 archer_bonus 1
|
An Armourer can notably improve the armour available to new and retrained units. |
45 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
Heavy Armourer |
castle_smith 3 |
castle large_city |
8 |
9800 |
weapon_melee_blade 1 archer_bonus 1
|
A Heavy Armourer can significantly improve the armour available to new and retrained units. |
46 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
port 0 |
city large_town |
3 |
2400 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
trade_base_income_bonus bonus 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
47 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
port 1 |
city city |
4 |
4800 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
60
Italian Mercenary Crossbowmen missile infantry Influenced by trade, the Italian crossbow was introduced to the Eastern Mediterranean. Enemy infantry will be worn down by its many armor piercing bolts.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 2
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
48 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
port 2 |
city large_city |
5 |
7200 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
|
60
Italian Mercenary Crossbowmen missile infantry Influenced by trade, the Italian crossbow was introduced to the Eastern Mediterranean. Enemy infantry will be worn down by its many armor piercing bolts.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 3
|
A Dockyard allows the construction of larger ships, and improves trade. |
49 |
Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
|
Naval Drydock |
port 3 |
city huge_city |
6 |
9600 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
|
60
Italian Mercenary Crossbowmen missile infantry Influenced by trade, the Italian crossbow was introduced to the Eastern Mediterranean. Enemy infantry will be worn down by its many armor piercing bolts.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
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. |
50 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
castle_port 0 |
castle large_town |
3 |
1600 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
trade_base_income_bonus bonus 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
|
51 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
castle_port 1 |
castle city |
4 |
3200 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
60
Italian Mercenary Crossbowmen missile infantry Influenced by trade, the Italian crossbow was introduced to the Eastern Mediterranean. Enemy infantry will be worn down by its many armor piercing bolts.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 2
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
52 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
castle_port 2 |
castle large_city |
5 |
4800 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
|
60
Italian Mercenary Crossbowmen missile infantry Influenced by trade, the Italian crossbow was introduced to the Eastern Mediterranean. Enemy infantry will be worn down by its many armor piercing bolts.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 3
|
A Dockyard allows the construction of larger ships, and improves trade. |
53 |
Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
|
Naval Drydock |
castle_port 3 |
castle large_city |
6 |
6400 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
|
60
Italian Mercenary Crossbowmen missile infantry Influenced by trade, the Italian crossbow was introduced to the Eastern Mediterranean. Enemy infantry will be worn down by its many armor piercing bolts.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
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. |
54 |
Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
|
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. |
55 |
Warehouse A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
|
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. |
56 |
Docklands Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
|
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. |
57 |
Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
|
Grain Exchange |
market 0 |
city town |
2 |
1200 |
trade_base_income_bonus bonus 1
|
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made. |
58 |
Market A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
|
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… |
59 |
Fairground Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
|
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. |
60 |
Great Market A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
|
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. |
61 |
Merchants' Quarter A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
|
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. |
62 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
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. |
63 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
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. |
64 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
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. |
65 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
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. |
66 |
Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
|
Land Clearance |
hinterland_farms 0 |
village |
2 |
2400 |
farming_level 1
|
Land Clearance allows a region to begin producing enough food to encourage growth. |
67 |
Communal Farming Communal Farming improves farming productivity in the region to encourage growth and prosperity.
|
Communal Farming |
hinterland_farms 1 |
town |
4 |
4800 |
farming_level 2
|
Communal Farming improves farming productivity in the region to encourage growth and prosperity. |
68 |
Crop Rotation Crop Rotation results in improved yield from farming districts, all year round.
|
Crop Rotation |
hinterland_farms 2 |
large_town |
6 |
7200 |
farming_level 3
|
Crop Rotation results in improved yield from farming districts, all year round. |
69 |
Irrigation Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
|
Irrigation |
hinterland_farms 3 |
city |
8 |
9600 |
farming_level 4
|
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained. |
70 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
Mines |
hinterland_mines 0 |
city large_town |
2 |
2400 |
mine_resource 3
|
Mines increase the trade income generated by metal deposits in the region. |
71 |
Mining Network A Mining Network maximises the income generated by metal deposits in the region.
|
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. |
72 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
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. |
73 |
Mining Network A Mining Network maximises the income generated by metal deposits in the region.
|
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. |
74 |
Public Baths WARNING! This text should never appear on screen!
|
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! |
75 |
Aqueduct WARNING! This text should never appear on screen!
|
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! |
76 |
Alchemist's Lab An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
|
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. |
77 |
Alchemy School An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
|
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. |
78 |
University A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
|
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. |
79 |
Small Orthodox Church A Small Church converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
|
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. |
80 |
Orthodox Church A Church converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
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. |
81 |
Orthodox Abbey An Abbey converts a moderate percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Orthodox Abbey |
temple_orthodox 2 |
city city |
4 |
3200 |
happiness_bonus bonus 2 religion_level bonus 1 agent_limit priest 1
|
An Abbey converts a moderate percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent. |
82 |
Orthodox Cathedral A Cathedral converts a decent percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Orthodox Cathedral |
temple_orthodox 3 |
city large_city |
6 |
6400 |
happiness_bonus bonus 3 religion_level bonus 2 agent_limit priest 2
|
A Cathedral converts a decent percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent. |
83 |
Huge Orthodox Cathedral A Huge Cathedral converts a sizable percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Huge Orthodox Cathedral |
temple_orthodox 4 |
city huge_city |
8 |
12800 |
happiness_bonus bonus 4 religion_level bonus 3 agent_limit priest 3
|
A Huge Cathedral converts a sizable percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent. |
84 |
Small Orthodox Chapel A Small Chapel converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
|
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. |
85 |
Orthodox Chapel A Chapel converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
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. |
86 |
Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
|
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. |
87 |
Inn An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
88 |
Tavern A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
89 |
Coaching House A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
90 |
Pleasure Palace A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
91 |
Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
|
Town Hall |
city_hall 0 |
city large_town |
2 |
1600 |
law_bonus bonus 1
|
A Town Hall helps maintain law and order, as well as reduce squalor. |
92 |
Council Chambers Council Chambers help to maintain law and order, as well as reduce squalor.
|
Council Chambers |
city_hall 1 |
city city |
3 |
3200 |
law_bonus bonus 2
|
Council Chambers help to maintain law and order, as well as reduce squalor. |
93 |
City Hall A City Hall does much to maintain law and order, as well as reduce urban squalor.
|
City Hall |
city_hall 2 |
city large_city |
4 |
4800 |
law_bonus bonus 3
|
A City Hall does much to maintain law and order, as well as reduce urban squalor. |
94 |
Mayor's Palace A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
|
Mayor's Palace |
city_hall 3 |
city huge_city |
5 |
6400 |
law_bonus bonus 4
|
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably. |
95 |
Ikoner's Studio An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
|
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. |
96 |
Master Ikoner's Studio A Master Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
|
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. |
97 |
Assassins' Guild An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
|
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. |
98 |
Master Assassins' Guild{m_eastern_assassins_guild_african A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
|
Master Assassins' Guild{m_eastern_assassins_guild_african |
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. |
99 |
Assassins' Guild Headquarters The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
|
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. |
100 |
Masons' Guild A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
|
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. |
|
101 |
Master Masons' Guild A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
|
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. |
102 |
Masons' Guild Headquarters The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
|
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. |
103 |
Theologians' Guild A Theologians' Guild house improves the quality of priests created in the region.
|
Theologians' Guild |
guild_theologians_guild 0 |
city city |
1 |
1200 |
|
A Theologians' Guild house improves the quality of priests created in the region. |
104 |
Master Theologians' Guild A Master Theologians' Guild improves the quality of priests created in the region.
|
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. |
105 |
Theologians' Guild Headquarters The Theologians' Guild Headquarters improves the quality of priests created in the region.
|
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. |
106 |
Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
|
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. |
107 |
Master Merchants' Guild A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
|
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. |
108 |
Merchants' Guild Headquarters The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
|
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. |
109 |
Alchemists' Guild An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
|
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. |
110 |
Master Alchemists' Guild An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
|
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. |
111 |
Alchemists' Guild Headquarters The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
|
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. |
112 |
Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
|
Thieves' Guild |
guild_thiefs_guild 0 |
city city |
1 |
1200 |
|
A Thieves' Guild house improves the quality of spies hired in the same settlement. |
113 |
Master Thieves' Guild A Master Thieves' Guild improves the quality of spies hired in the same settlement.
|
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. |
114 |
Thieves' Guild Headquarters The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
|
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. |
115 |
Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
|
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. |
116 |
Master Explorers' Guild A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
|
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. |
117 |
Explorers' Guild Headquarters The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
|
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. |
118 |
Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
|
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. |
119 |
Master Swordsmiths' Guild A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
|
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. |
120 |
Swordsmiths' Guild Headquarters The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
|
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. |
121 |
Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
|
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. |
122 |
Master Horse Breeders' Guild A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
|
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. |
123 |
Horse Breeders' Guild Headquarters The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
|
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. |
124 |
Convert to Motte and Bailey Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
125 |
Convert to Wooden Castle Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
126 |
Convert to Castle Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
127 |
Convert to Village Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
128 |
Convert to Town Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
129 |
Convert to Large Town Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
130 |
Convert to City Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
131 |
Convert to City Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
132 |
Silk Caravan Silk Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
|
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. |
133 |
Silk Road Silk Road Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
|
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. |
134 |
Silk Highway Silk Road Caravan stop expands existing silk road trading hubs to meet with the ever-growing demands for far-eastern goods.
|
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. |
135 |
--- A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
|
--- |
monastery 0 |
city city |
2 |
3600 |
religion_level bonus 1 population_health_bonus bonus 1
|
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians. |
136 |
--- A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
|
--- |
c_monastery 0 |
castle city |
2 |
3600 |
religion_level bonus 1 population_health_bonus bonus 1
|
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians. |
137 |
--- A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
|
--- |
c_monastery 1 |
castle large_city |
4 |
6400 |
religion_level bonus 2 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. |
138 |
|
The Hagia Sophia |
hinterland_hagiasophia 0 |
city city |
8 |
100000 |
happiness_bonus bonus 1 law_bonus bonus 1
|
....... |
139 |
Mediterranean Trader Accomodating and investing in trade across the mediteranean sea brings in great wealth.
|
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. |
140 |
Mediterranean Trading Port Accomodating and investing in trade across the mediteranean sea brings in great wealth.
|
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. |
141 |
Mediterranean Merchant Fleet Accomodating and investing in trade across the mediteranean sea brings in great wealth.
|
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. |
142 |
Vineyard Vineyards are plantations of grape-bearing vines for the main purpose of wine-making.
|
Vineyard |
vineyard 0 |
city large_town |
3 |
2400 |
trade_base_income_bonus bonus 1
|
Vineyards are plantations of grape-bearing vines for the main purpose of wine-making. |