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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
|
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 |
60
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
|
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 |
60
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
40
Heavy Qarachu Cavalry heavy cavalry Protected by lamellar armour, giving these horse archers better protection against enemy attacks.
|
|
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 |
60
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
40
Noble Heavy Lancers heavy cavalry Elite shock cavalry with heavy armoured horses.
|
40
Heavy Qarachu Cavalry heavy cavalry Protected by lamellar armour, giving these horse archers better protection against enemy attacks.
|
|
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 |
60
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
40
Noble Heavy Lancers heavy cavalry Elite shock cavalry with heavy armoured horses.
|
40
Heavy Qarachu Cavalry heavy cavalry Protected by lamellar armour, giving these horse archers better protection against enemy attacks.
|
|
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
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
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
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
40
Heavy Qarachu Infantry heavy infantry These mounted missile troops have dismounted, yet they are still formidable warriors.
|
60
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
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 |
60
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
30
Kahn's Dismounted Guardsmen heavy infantry Despite preferring to fight on horseback, these heavily armoured warriors have dismounted to fight on foot.
|
40
Heavy Qarachu Infantry heavy infantry These mounted missile troops have dismounted, yet they are still formidable warriors.
|
60
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
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 |
60
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
30
Kahn's Dismounted Guardsmen heavy infantry Despite preferring to fight on horseback, these heavily armoured warriors have dismounted to fight on foot.
|
40
Heavy Qarachu Infantry heavy infantry These mounted missile troops have dismounted, yet they are still formidable warriors.
|
60
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
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 |
60
Nokud Missile Cavalry missile cavalry The most common troop type amongst the Mongols, these mounted missile troops combine famed Mongol archery with excellent horsemanship.
|
30
Kahn's Dismounted Guardsmen heavy infantry Despite preferring to fight on horseback, these heavily armoured warriors have dismounted to fight on foot.
|
40
Heavy Qarachu Infantry heavy infantry These mounted missile troops have dismounted, yet they are still formidable warriors.
|
60
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
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 |
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 |
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 |
30
Kahn's Dismounted Guardsmen heavy infantry Despite preferring to fight on horseback, these heavily armoured warriors have dismounted to fight on foot.
|
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 |
30
Kahn's Dismounted Guardsmen heavy infantry Despite preferring to fight on horseback, these heavily armoured warriors have dismounted to fight on foot.
|
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 |
30
Kahn's Dismounted Guardsmen heavy infantry Despite preferring to fight on horseback, these heavily armoured warriors have dismounted to fight on foot.
|
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
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
|
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 |
40
Heavy Qarachu Infantry heavy infantry These mounted missile troops have dismounted, yet they are still formidable warriors.
|
60
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
|
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 |
40
Heavy Qarachu Infantry heavy infantry These mounted missile troops have dismounted, yet they are still formidable warriors.
|
60
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
|
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 |
40
Heavy Qarachu Infantry heavy infantry These mounted missile troops have dismounted, yet they are still formidable warriors.
|
60
Qarachu Huntsmen missile infantry With little or no armour, these archers are best at weakening enemies from a distance with their powerful composite bows.
|
|
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 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
50
Baghlah light ship Arabic long distance sailing ship, with mounted swivel guns, useful for transporting troops and supplies.
|
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
50
Baghlah light ship Arabic long distance sailing ship, with mounted swivel guns, useful for transporting troops and supplies.
|
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
50
Baghlah light ship Arabic long distance sailing ship, with mounted swivel guns, useful for transporting troops and supplies.
|
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
50
Baghlah light ship Arabic long distance sailing ship, with mounted swivel guns, useful for transporting troops and supplies.
|
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
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 |
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. |
75 |
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. |
76 |
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 |
20
Naffatun missile infantry These men throw deadly pots of flaming Naphtha that can seep through any armour.
|
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. |
77 |
Small Masjid A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
|
Small Masjid |
temple_muslim 0 |
city town |
2 |
1600 |
happiness_bonus bonus 1
|
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness. |
78 |
Masjid A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Masjid |
temple_muslim 1 |
city large_town |
4 |
3200 |
happiness_bonus bonus 2
|
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent. |
79 |
Minareted Masjid A Minareted Masjid converts a moderate percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Minareted Masjid |
temple_muslim 2 |
city city |
6 |
6400 |
happiness_bonus bonus 2 religion_level bonus 1 agent_limit priest 1
|
A Minareted Masjid converts a moderate percentage of the region to Islam, improves happiness, and allows the Imam agent. |
80 |
Jama A Jama converts a decent percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Jama |
temple_muslim 3 |
city large_city |
8 |
9600 |
happiness_bonus bonus 3 religion_level bonus 2 agent_limit priest 1
|
A Jama converts a decent percentage of the region to Islam, improves happiness, and allows the Imam agent. |
81 |
Great Jama A Great Jama converts a sizable percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Great Jama |
temple_muslim 4 |
city huge_city |
8 |
12800 |
happiness_bonus bonus 4 religion_level bonus 3 agent_limit priest 2
|
A Great Jama converts a sizable percentage of the region to Islam, improves happiness, and allows the Imam agent. |
82 |
Small Masjid A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
|
Small Masjid |
temple_muslim_castle 0 |
castle town |
3 |
2400 |
happiness_bonus bonus 1
|
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness. |
83 |
Masjid A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Masjid |
temple_muslim_castle 1 |
castle large_town |
6 |
4800 |
happiness_bonus bonus 2 religion_level bonus 1
|
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent. |
84 |
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. |
85 |
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. |
86 |
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. |
87 |
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. |
88 |
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. |
89 |
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. |
90 |
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. |
91 |
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. |
92 |
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. |
93 |
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. |
94 |
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. |
95 |
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. |
96 |
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. |
97 |
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. |
98 |
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. |
99 |
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. |
100 |
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. |
|
101 |
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. |
102 |
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. |
103 |
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. |
104 |
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. |
105 |
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. |
106 |
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. |
107 |
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. |
108 |
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. |
109 |
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. |
110 |
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. |
111 |
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. |
112 |
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. |
113 |
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. |
114 |
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. |
115 |
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. |
116 |
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. |
117 |
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. |
118 |
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. |
119 |
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. |
120 |
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. |
121 |
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. |
122 |
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. |
123 |
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. |
124 |
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. |
125 |
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. |
126 |
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. |
127 |
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. |