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Royal Military Academy
Home / Deus Lo Vult 5.7 / Kilikioh Haikakan Takavorootiunuh / Buildings
Deus Lo Vult 5.7
Kilikioh Haikakan Takavorootiunuh Kilikioh Haikakan Takavorootiunuh
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city 0 0 wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus -4
law_bonus bonus -4
population_loyalty_bonus bonus -4
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2 Wooden Wall (Upgrade) core_building 1 city 0 0 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 3
happiness_bonus bonus -2
law_bonus bonus -2
population_loyalty_bonus bonus -2
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city 0 0 wall_level 2
tower_level 1
gate_strength 1
gate_defences 2
free_upkeep bonus 4
population_growth_bonus bonus -1
recruitment_slots 3
happiness_bonus bonus -2
law_bonus bonus -2
population_loyalty_bonus bonus -2
trade_base_income_bonus bonus -6
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
4 Large Stone Wall (Upgrade) core_building 3 city 0 0 wall_level 3
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 5
population_growth_bonus bonus -1
recruitment_slots 4
happiness_bonus bonus -4
law_bonus bonus -2
population_loyalty_bonus bonus -2
trade_base_income_bonus bonus -7
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5 Huge Stone Wall (Upgrade) core_building 4 city 0 0 wall_level 4
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 6
population_growth_bonus bonus -2
recruitment_slots 4
happiness_bonus bonus -4
law_bonus bonus -2
population_loyalty_bonus bonus -2
trade_base_income_bonus bonus -8
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
6 Motte and Bailey (Upgrade) core_castle_building 0 castle village 4 2400 wall_level 0
tower_level 1
trade_base_income_bonus bonus -4
happiness_bonus bonus 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) core_castle_building 1 castle village 6 4800 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 1
trade_base_income_bonus bonus -5
happiness_bonus bonus 2
law_bonus bonus 2
population_loyalty_bonus bonus 1
recruitment_slots 3
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
8 Castle (Upgrade) core_castle_building 2 castle town 10 9600 wall_level 2
tower_level 1
free_upkeep bonus 1
gate_strength 1
gate_defences 2
trade_base_income_bonus bonus -6
happiness_bonus bonus 3
law_bonus bonus 3
population_loyalty_bonus bonus 2
recruitment_slots 4
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
9 Fortress (Upgrade) core_castle_building 3 castle large_town 12 14400 wall_level 3
tower_level 1
free_upkeep bonus 2
gate_strength 2
gate_defences 2
trade_base_income_bonus bonus -7
population_growth_bonus bonus -1
happiness_bonus bonus 3
law_bonus bonus 3
population_loyalty_bonus bonus 2
recruitment_slots 5
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 16 19200 wall_level 4
tower_level 1
free_upkeep bonus 3
gate_strength 2
gate_defences 2
trade_base_income_bonus bonus -8
population_growth_bonus bonus -2
happiness_bonus bonus 3
law_bonus bonus 3
population_loyalty_bonus bonus 2
recruitment_slots 6
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city large_city 6 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Cannon Towers tower 1 city huge_city 8 6400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle large_city 6 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
14 Cannon Towers castle_tower 1 castle large_city 8 6400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 4 1200
32
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 6 2400
32
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 8 4800
32
32
32
16
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 10 9600
32
32
32
16
Earl's stables allow for the recruitment of elite cavalry units.
19 King's Stables equestrian 4 castle large_city 12 14400
32
32
32
16
32
King's stables allow for the recruitment of the penultimate cavalry units.
20 Town Watch barracks 0 city town 4 1600
60
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
21 Town Guard barracks 1 city large_town 6 2800
60
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
22 City Watch barracks 2 city city 8 4800
72
56
60
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
23 Militia Drill Square barracks 3 city large_city 10 9600
72
60
56
56
60
law_bonus bonus 3
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
24 Militia Barracks barracks 4 city large_city 12 14400
56
72
60
56
56
60
law_bonus bonus 3
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
25 Army Barracks barracks 5 city large_city 14 19200
56
72
60
56
56
60
law_bonus bonus 3
Army Barracks are the first training facilities capable of training full-time professional soldiers.
26 Royal Barracks barracks 6 city huge_city 16 24000
56
72
60
56
56
60
law_bonus bonus 7
Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
27 Mustering Hall castle_barracks 0 castle village 2 1200
72
Men must be gathered, selected and trained if military strength is to be maintained.
28 Garrison Quarters castle_barracks 1 castle town 4 2400
72
72
A garrison is a source of much military wisdom and skill for new recruits to the army.
29 Drill Square castle_barracks 2 castle large_town 6 4800
72
60
72
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
30 Barracks castle_barracks 3 castle city 8 9600
72
60
60
72
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
31 Armoury castle_barracks 4 castle large_city 12 14400
72
60
60
72
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
32 Bowyer missiles 0 castle town 4 1200
56
A Bowyer allows for the recruitment of basic missile units.
33 Practice Range missiles 1 castle large_town 6 2400
56
56
A Practice Range allows for the recruitment of missile units.
34 Archery Range missiles 2 castle city 8 4800
56
56
56
56
An Archery Range allows for the recruitment of well trained missile units.
35 Marksman's Range missiles 3 castle large_city 10 9600
56
56
56
56
A Marksman's Range allows for the recruitment of elite missile units.
36 Ballista Maker siege 0 city large_town 6 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
37 Catapult Maker siege 1 city large_town 8 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
38 Siege Works siege 2 city city 10 6400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
39 Ballista Maker castle_siege 0 castle large_town 6 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
40 Catapult Maker castle_siege 1 castle large_town 8 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
41 Siege Works castle_siege 2 castle city 10 6400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
42 Gunsmith cannon 0 city city 6 1600
16
A Gunsmith allows the construction of a bombard cannon.
43 Cannon Maker cannon 1 city large_city 8 3200
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
44 Cannon Foundry cannon 2 city large_city 10 6400
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
45 Royal Arsenal cannon 3 city huge_city 12 12800
16
16
weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
46 Gunsmith castle_cannon 0 castle city 6 1600
16
A Gunsmith allows the construction of a bombard cannon.
47 Cannon Maker castle_cannon 1 castle large_city 8 3200
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
48 Cannon Foundry castle_cannon 2 castle large_city 10 6400
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
49 Royal Arsenal castle_cannon 3 castle large_city 12 12800
16
16
weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
50 Leather Tanner smith 0 city town 4 1200 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
51 Blacksmith smith 1 city large_town 6 2400 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
52 Armourer smith 2 city city 8 4800 armour 3
An Armourer can notably improve the armour available to new and retrained units.
53 Heavy Armourer smith 3 city large_city 10 9600 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
54 Master Armourer smith 4 city large_city 12 14400 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
55 Armour Factory smith 5 city large_city 14 19200 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
56 Leather Tanner castle_smith 0 castle town 4 1200 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
57 Blacksmith castle_smith 1 castle large_town 6 2400 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
58 Armourer castle_smith 2 castle city 8 4800 armour 3
An Armourer can notably improve the armour available to new and retrained units.
59 Heavy Armourer castle_smith 3 castle large_city 10 9600 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
60 Master Armourer castle_smith 4 castle large_city 12 14400 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
61 Armour Factory castle_smith 5 castle large_city 14 19200 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
62 Port port 0 city large_town 4 1600
30
trade_base_income_bonus bonus 3
trade_base_income_bonus bonus -3 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_harbour 1
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
63 Shipwright port 1 city city 6 3200
30
trade_base_income_bonus bonus 4
trade_base_income_bonus bonus -4 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_harbour 1
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
64 Dockyard port 2 city large_city 10 6400
30
trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_harbour 1
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
65 Naval Drydock port 3 city huge_city 12 12800
30
trade_base_income_bonus bonus 8
trade_base_income_bonus bonus -8 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_harbour 1
trade_fleet 1
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
66 War Harbour castle_port 0 castle large_town 4 1600
30
A War Harbor can build the warships needed for a strong fleet.
67 Military Shipwright castle_port 1 castle city 6 3200
30
30
A Military Shipwright allows the construction of war ships to be undertaken in earnest.
68 Military Dockyard castle_port 2 castle large_city 10 6400
30
30
40
Military Dockyard can produce warship required by the fleet.
69 Military Naval Drydock castle_port 3 castle large_city 12 12800
50
30
30
40
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
70 Merchant's Wharf sea_trade 0 city city 6 3200 trade_fleet 1
trade_base_income_bonus bonus 4
trade_base_income_bonus bonus -3 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_harbour 1
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
71 Warehouse sea_trade 1 city large_city 10 6400 trade_fleet 2
trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -4 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_harbour 1
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
72 Docklands sea_trade 2 city huge_city 12 12800 trade_fleet 3
trade_base_income_bonus bonus 8
trade_base_income_bonus bonus -5 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_harbour 1
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
73 Grain Exchange market 0 city town 4 1200
trade_base_income_bonus bonus 3
trade_base_income_bonus bonus -3 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_market 1
agent_limit merchant 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
74 Market market 1 city large_town 6 2400
trade_base_income_bonus bonus 4
trade_base_income_bonus bonus -4 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_market 1
agent_limit merchant 1
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
75 Fairground market 2 city city 8 4800
trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_market 1
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.
76 Great Market market 3 city large_city 12 9600
trade_base_income_bonus bonus 8
trade_base_income_bonus bonus -8 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_market 1
agent_limit merchant 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
77 Merchants' Quarter market 4 city huge_city 14 14400
trade_base_income_bonus bonus 10
trade_base_income_bonus bonus -10 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_market 1
agent_limit merchant 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
78 Dirt Roads hinterland_roads 0 city 0 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
79 Paved Roads hinterland_roads 1 city 0 0
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
80 Dirt Roads hinterland_castle_roads 0 castle town 3 1200 road_level 0
law_bonus bonus 1
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
81 Paved Roads hinterland_castle_roads 1 castle city 6 3600 road_level 1
law_bonus bonus 2
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
82 Land Clearance hinterland_farms 0 0 0
Land Clearance allows a region to begin producing enough food to encourage growth.
83 Communal Farming hinterland_farms 1 0 0
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
84 Crop Rotation hinterland_farms 2 0 0
Crop Rotation results in improved yield from farming districts, all year round.
85 Irrigation hinterland_farms 3 0 0
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
86 Mines hinterland_mines 0 city 0 0
Mines increase the trade income generated by metal deposits in the region.
87 Mining Network hinterland_mines 1 city 0 0
A Mining Network maximises the income generated by metal deposits in the region.
88 Mines hinterland_castle_mines 0 castle 0 0
Mines increase the trade income generated by metal deposits in the region.
89 Mining Network hinterland_castle_mines 1 castle 0 0
A Mining Network maximises the income generated by metal deposits in the region.
90 Well health 0 city town 2 1600 population_health_bonus bonus 1
Wells are a healthy water source for the people.
91 Sewers health 1 city large_town 4 3200 population_health_bonus bonus 1
population_growth_bonus bonus 1
Sewers efficiently wash away the filth and rubbish from a settlement, making the place cleaner and therefore healthier for the people.
92 Public Baths health 2 city city 8 4800 population_health_bonus bonus 2
population_growth_bonus bonus 2
Public baths improve the health and growth of the local population.
93 Aqueduct health 3 city large_city 10 6400 population_health_bonus bonus 2
population_growth_bonus bonus 2
happiness_bonus bonus 2
A steady supply of clean water is a boon to any settlement.
94 City Plumbing health 4 city huge_city 12 9600 population_health_bonus bonus 3
population_growth_bonus bonus 3
happiness_bonus bonus 3
Lead pipes run fresh water directly into houses, and are some of the most sophisticated engineering works.
95 Alchemist's Lab academic 0 city large_city 6 3200 weapon_missile_gunpowder 1
An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
96 Alchemy School academic 1 city huge_city 10 6400 weapon_missile_gunpowder 1
weapon_artillery_gunpowder 1
An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
97 Small Orthodox Church temple_orthodox 0 city town 2 1600
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1
A Small Church converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
98 Orthodox Church temple_orthodox 1 city large_town 4 3200
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1
A Church converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
99 Orthodox Abbey temple_orthodox 2 city city 6 6400
happiness_bonus bonus 2
religion_level bonus 6
agent_limit priest 1
An Abbey converts a moderate percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
100 Orthodox Cathedral temple_orthodox 3 city large_city 8 12800
happiness_bonus bonus 2
religion_level bonus 8
agent_limit priest 1
population_health_bonus bonus 1
A Cathedral converts a decent percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
101 Huge Orthodox Cathedral temple_orthodox 4 city huge_city 12 14400
happiness_bonus bonus 3
religion_level bonus 10
agent_limit priest 1
population_health_bonus bonus 3
A Huge Cathedral converts a sizable percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
102 Small Orthodox Chapel temple_orthodox_castle 0 castle town 2 1600
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1
population_health_bonus bonus 1
A Small Chapel converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
103 Orthodox Chapel temple_orthodox_castle 1 castle large_town 4 3200
happiness_bonus bonus 1
religion_level bonus 6
agent_limit priest 1
population_health_bonus bonus 2
A Chapel converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
104 Brothel taverns 0 city 0 0
happiness_bonus bonus 1 requires not factions { southern_european, }
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
105 Inn taverns 1 city 0 0
happiness_bonus bonus 2 requires not factions { southern_european, }
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
106 Tavern taverns 2 city 0 0
happiness_bonus bonus 3 requires not factions { southern_european, }
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
107 Coaching House taverns 3 city 0 0
happiness_bonus bonus 4 requires not factions { southern_european, }
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
108 Pleasure Palace taverns 4 city 0 0
happiness_bonus bonus 5 requires not factions { southern_european, }
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
109 Town Hall city_hall 0 city 0 0
law_bonus bonus 1 requires not factions { england, }
A Town Hall helps maintain law and order, as well as reduce squalor.
110 Council Chambers city_hall 1 city 0 0
law_bonus bonus 2 requires not factions { england, }
Council Chambers help to maintain law and order, as well as reduce squalor.
111 City Hall city_hall 2 city 0 0
law_bonus bonus 3 requires not factions { england, }
A City Hall does much to maintain law and order, as well as reduce urban squalor.
112 Mayor's Palace city_hall 3 city 0 0
law_bonus bonus 4 requires not factions { england, }
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
113 Ikoner's Studio icon_art 0 city large_city 6 4800 population_health_bonus bonus 1
amplify_religion_level 1
An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
114 Master Ikoner's Studio icon_art 1 city huge_city 12 9600 population_health_bonus bonus 2
amplify_religion_level 2
A Master Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
115 Assassins' Guild guild_assassins_guild 0 city city 2 2000 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
116 Master Assassins' Guild guild_assassins_guild 1 city large_city 3 4000 law_bonus bonus 1
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
117 Assassins' Guild Headquarters guild_assassins_guild 2 city huge_city 4 6000 law_bonus bonus 2
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
118 Masons' Guild guild_masons_guild 0 city city 2 2000
72
construction_cost_bonus_stone bonus 20
happiness_bonus bonus 1
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
119 Master Masons' Guild guild_masons_guild 1 city large_city 3 4000
60
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.
120 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 4 6000
60
construction_cost_bonus_stone bonus 40
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.
121 Theologians' Guild guild_theologians_guild 0 city city 2 2000 religion_level bonus 2
A Theologians' Guild house improves the quality of priests created in the region.
122 Master Theologians' Guild guild_theologians_guild 1 city large_city 3 4000 religion_level bonus 4
A Master Theologians' Guild improves the quality of priests created in the region.
123 Theologians' Guild Headquarters guild_theologians_guild 2 city huge_city 4 6000 religion_level bonus 6
The Theologians' Guild Headquarters improves the quality of priests created in the region.
124 Merchants' Guild guild_merchants_guild 0 city city 2 2000 trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
125 Master Merchants' Guild guild_merchants_guild 1 city large_city 3 4000 trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
126 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 4 6000 trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
127 Alchemists' Guild guild_alchemists_guild 0 city city 2 2000 weapon_missile_gunpowder 1
weapon_artillery_gunpowder 1
weapon_naval_gunpowder 1
happiness_bonus bonus -1
law_bonus bonus -1
population_loyalty_bonus bonus -1
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
128 Master Alchemists' Guild guild_alchemists_guild 1 city large_city 3 4000 weapon_missile_gunpowder 2
weapon_artillery_gunpowder 2
weapon_naval_gunpowder 2
happiness_bonus bonus -2
law_bonus bonus -2
population_loyalty_bonus bonus -2 faction_capability gun_bonus 1
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
129 Alchemists' Guild Headquarters guild_alchemists_guild 2 city huge_city 4 6000 weapon_missile_gunpowder 3
weapon_artillery_gunpowder 3
weapon_naval_gunpowder 3
happiness_bonus bonus -2
law_bonus bonus -2
population_loyalty_bonus bonus -2 faction_capability gun_bonus 2
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
130 Thieves' Guild guild_thiefs_guild 0 city city 2 2000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
131 Master Thieves' Guild guild_thiefs_guild 1 city large_city 3 4000
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
132 Thieves' Guild Headquarters guild_thiefs_guild 2 city huge_city 4 6000
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
133 Explorers' Guild guild_explorers_guild 0 city city 2 2000 road_level 2
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
134 Master Explorers' Guild guild_explorers_guild 1 city large_city 3 4000 road_level 2
trade_base_income_bonus bonus 1
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
135 Explorers' Guild Headquarters guild_explorers_guild 2 city huge_city 4 6000 road_level 2
trade_base_income_bonus bonus 2
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
136 Swordsmiths' Guild guild_swordsmiths_guild 0 large_town 2 2000 weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
137 Master Swordsmiths' Guild guild_swordsmiths_guild 1 city 3 4000 weapon_melee_blade 2 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.
138 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 4 6000 weapon_melee_blade 3 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.
139 St Johns' Minor Chapter House guild_st_johns_chapter_house 0 large_town 2 2000 population_health_bonus bonus 2
A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
140 Horse Breeders' Guild guild_horse_breeders_guild 0 large_town 2 2000 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
141 Master Horse Breeders' Guild guild_horse_breeders_guild 1 city 3 4000 cavalry_bonus 1 faction_capability cavalry_bonus 1
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
142 Horse Breeders' Guild Headquarters guild_horse_breeders_guild 2 large_city 4 6000 cavalry_bonus 1 faction_capability cavalry_bonus 2
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
143 Slave Market slave_market 0 city large_town 4 4000 trade_base_income_bonus bonus 6
happiness_bonus bonus -2
law_bonus bonus -2
Slave Market considerably improves the trade but also affects the happiness of the common folk decreasing it noteably. It requires slave resource in province to work.
144 Forging Shop forging_shop 0 city large_town 4 4000 trade_base_income_bonus bonus 3
trade_base_income_bonus bonus -3 requires event_counter tokus_negative_event_mines 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_mines 1
weapon_melee_blade 1
Forging Shop provides the basic melee weapon upgrade and slightly increases the profit from the trade. Local resource of iron or tin provides the material to work.
145 Forging Shop forging_shop_c 0 castle large_town 4 4000 weapon_melee_blade 1
Forging Shop provides the basic melee weapon upgrade. Local resource of iron or tin provides the material to work.
146 Mint Coin mint_coin 0 city city 6 8000 law_bonus bonus -4 faction_capability trade_base_income_bonus bonus 4, trade_base_income_bonus bonus -4 requires event_counter tokus_negative_event_mines 1, trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_mines 1
Mint Coin requires gold or silver to function and brings a moderate bonus to the trade in all cities of your empire but also deacreases the law abidience due the corruption.
147 Jeweller's Shop jeweller_shop 0 city city 6 6000 trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 4 requires event_counter tokus_positive_event_market 1
Jeweller's Shop uses local resource of gold, silver, ivory, or amber to provide an extreme boost to the trade as some people not only travel hundreds of miles to bring jewellery from far away land, but also are obsessed by it.
148 Joiner's Shop joiner_shop 0 city large_town 4 4000 trade_base_income_bonus bonus 2
trade_base_income_bonus bonus -2 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 1 requires event_counter tokus_positive_event_market 1
construction_cost_bonus_wooden bonus 15
recruitment_cost_bonus_naval bonus 1
Working with the local resource of timber Joiner's Shop reduces the costs of the wooden buildings and ships. Also it slightly improves the trade but only during the winter, the peak logging season.
149 Sawmill joiner_shop 1 city city 6 6000 trade_base_income_bonus bonus 4
trade_base_income_bonus bonus -4 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_market 1
construction_cost_bonus_wooden bonus 30
recruitment_cost_bonus_naval bonus 3
Provided with the local resource of timber Sawmill reduces the costs of the wooden buildings and ships even greater than the Joiner's Shop. City sawmill production can be used for the upgrading of missle weapon to the basic level. Also Sawmill moderately improves the trade. But the trade bonus is much higher only during the winter, the peak logging season.
150 Joiner's Shop joiner_shop_c 0 castle large_town 4 3000 construction_cost_bonus_wooden bonus 15
recruitment_cost_bonus_naval bonus 1
weapon_missile_mechanical 1
Working with the local resource of timber Joiner's Shop reduces the costs of the wooden buildings and ships. Also it provides better material for the bows and crossbows.
151 Sawmill joiner_shop_c 1 castle city 6 6000 construction_cost_bonus_wooden bonus 30
recruitment_cost_bonus_naval bonus 3
weapon_missile_mechanical 2
Provided with the local resource of timber Sawmill reduces the costs of the wooden buildings and ships even greater than the Joiner's Shop and gives the capability for longbows and crossbows advanced upgrades.
152 Vineyard winery_guild 0 city 0 0 trade_base_income_bonus bonus 4
trade_base_income_bonus bonus -4 requires event_counter tokus_negative_event_agriculture 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_agriculture 1
happiness_bonus bonus 4 requires building_present_min_level taverns inn and not factions { middle_eastern, }
Vineyard gives a slight boost to the trade in region. Its value is greater in summer, the peak grape-harvesting season. If you have an inn in the town common folk also will be glad to take a cup of good wine, sometimes even loosing the measure and health.
153 Winery Guild winery_guild 1 city 0 0 trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_agriculture 1
trade_base_income_bonus bonus 4 requires event_counter tokus_positive_event_agriculture 1
happiness_bonus bonus 4 requires building_present_min_level taverns inn and not factions { middle_eastern, }
Winery Guild gives above average boost to the trade in region. Its value is higher in summer, the peak grape-harvesting season. If you have an inn in the town common folk also will be overjoyed tasting their local sorts of wine sometimes becoming heavily addicted.
154 Textile Mill textile_factory 0 city city 4 3000 trade_base_income_bonus bonus 5
trade_base_income_bonus bonus -5 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 4 requires event_counter tokus_positive_event_market 1
happiness_bonus bonus 2
Textile Mill provides above average impact into the trade of the region, which is even greater if there is local resource of dyes to complete the process of cloth fabrication. Of course the trade is much higher in summer during the linnen harvesting season.
155 Cotton Mill cotton_factory 0 city city 4 4000 trade_base_income_bonus bonus 5
trade_base_income_bonus bonus -5 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 4 requires event_counter tokus_positive_event_market 1
happiness_bonus bonus 2
Cotton Mill provides above average impact into the trade of the region, which is even greater if there is local resource of dyes to complete the process of cloth fabrication. Of course the trade is much higher in summer during the cotton harvesting season.
156 Silk Mill silk_factory 0 city city 4 6000 trade_base_income_bonus bonus 5
trade_base_income_bonus bonus -5 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 4 requires event_counter tokus_positive_event_market 1
happiness_bonus bonus 2
Silk Mill provides high impact into the trade of the region, which is even greater if there is local resource of dyes to complete the process of cloth fabrication. Of course the trade is much higher in summer when the silkworms are in active state.
157 Fishers Quarter fishers_quarter 0 city town 4 3000 trade_base_income_bonus bonus 3
trade_base_income_bonus bonus -3 requires event_counter tokus_negative_event_harbour 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_harbour 1
population_growth_bonus bonus 2
Fishers Quarter gives a slight bonus to the trade in region as well as improves the health in the province. Due to the storms and bad weather in the winter season its trade bonus is somewhat decreased.
158 Sugar Refinery sugar_refinery 0 city large_town 4 4000 trade_base_income_bonus bonus 3
trade_base_income_bonus bonus -3 requires event_counter tokus_negative_event_agriculture 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_agriculture 1
Sugar Refinery gives the moderate bonus to the trade, which is greater in the warmer summer season, but also are not very low in winter since the sugar plantation are mostly in the warm middle eastern regions. It also gives a slight health bonus to the province.
159 Marble Workshop marble_workshop 0 city city 6 6000 trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_mines 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_mines 1
happiness_bonus bonus 3
Marble Workshop gives high bonus to the trade in region and also increase the happiness due the masterpieces made of it.
160 Wool Farm wool_factory 0 city town 4 3000 trade_base_income_bonus bonus 4
trade_base_income_bonus bonus -4 requires event_counter tokus_negative_event_agriculture 1
trade_base_income_bonus bonus 2 requires event_counter tokus_positive_event_agriculture 1
Wool Farm provides the basic cycle of cloth manufacturing without dyeing or finishing of the woven product. Its trade impact is beyound average but somewhat increases in the winter time, when the mass sheep shearing occurs.
161 Wool Manufactory wool_factory 1 city city 6 6000 trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_agriculture 1
trade_base_income_bonus bonus 4 requires event_counter tokus_positive_event_agriculture 1
Wool Manufactory provides the full cycle of cloth manufacturing including dyeing and finishing of the woven product. Its trade impact is above average and are significantly greater if there is a local resource of dyes. The bonus is somewhat bigger in the winter time, when the mass sheep shearing occurs.
162 Trappers Hut hunters_hut 0 city town 4 3000 trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_agriculture 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_agriculture 1
population_growth_bonus bonus 2
Trappers Hut provides the high bonus to the trade as well as a happiness increase if there are furs resources in region. The bonus is much higher in the winter fur hunting season.
163 Glass Blower glass_blower 0 city large_town 4 5000 trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_market 1
happiness_bonus bonus 2
Glass Blower adds big bonus to the trade of the region and also encorages the peolple happiness with a state of art masterpieces.
164 Saltern saltern 0 city town 4 4000 trade_base_income_bonus bonus 6
trade_base_income_bonus bonus -6 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_market 1
The saltern gives the city high trade bonus based on the level of market city has.
165 Bakery bakery 0 city large_town 4 5000 trade_base_income_bonus bonus 2 requires event_counter kivals_summer 1
trade_base_income_bonus bonus 4 requires event_counter kivals_winter 1
population_growth_bonus bonus 2
happiness_bonus bonus 1
Bakery provides the settlement with a fresh bread slightly increasing the population growth, happiness and trade of the region.
166 Brewery brewery 0 city large_town 4 5000 happiness_bonus bonus 2
population_health_bonus bonus -2 requires building_present_min_level taverns tavern and not factions { middle_eastern, greek
Brewery provides the settlement with fresh beer slightly increasing the happiness and trade of the region.
167 Small Jewish Synagogue synagogue 0 city 0 0 happiness_bonus bonus -4
law_bonus bonus -4
religion_level bonus 1
population_health_bonus bonus 1
trade_base_income_bonus bonus 1
Small Jewish Synagogue
168 Big Jewish Synagogue synagogue 1 city 0 0 happiness_bonus bonus -6
law_bonus bonus -6
religion_level bonus 2
population_health_bonus bonus 2
trade_base_income_bonus bonus 2
Big Jewish Synagogue
169 Hesychast Hermitage ordo_anchorit 0 city large_town 2 1200 religion_level bonus 10
happiness_bonus bonus 1
law_bonus bonus -1
170 Hesychast Monastery ordo_anchorit 1 city city 4 2400
religion_level bonus 15
agent_limit priest 2
happiness_bonus bonus 2
law_bonus bonus -2
171 Hesychast Abbey ordo_anchorit 2 city large_city 8 4800
religion_level bonus 20
agent_limit priest 2
happiness_bonus bonus 3
law_bonus bonus -3
172 Cenobitic Hermitage ordo_cenobit 0 city large_town 2 1200 religion_level bonus 5
happiness_bonus bonus -1
law_bonus bonus 1
173 Cenobitic Monastery ordo_cenobit 1 city city 4 2400
retrain_cost_bonus bonus 2
religion_level bonus 10
agent_limit priest 2
happiness_bonus bonus -2
law_bonus bonus 2
174 Cenobitic Abbey ordo_cenobit 2 city large_city 8 4800
retrain_cost_bonus bonus 3
religion_level bonus 15
agent_limit priest 2
happiness_bonus bonus -3
law_bonus bonus 3
175 Scholarium education 0 city large_town 4 2400 happiness_bonus bonus 1
A scholarium is necessary for the civilian education and offers a happiness bonus.
176 University education 1 city large_city 6 4800 happiness_bonus bonus 2
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
Royal Military Academy - Sitemaps
Total War: Rome II
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Total War: Shogun 2
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Shogun 2: Rise of the Samurai
Shogun 2: Fall of the Samurai
Total War: Napoleon
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Total War: Empire
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Total War: Medieval II
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Army
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Retinue
Traits
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Ranking

Medieval II - Americas
Medieval II - Britannia
Medieval II - Crusades
Medieval II - Tutonic
Total War: Medieval II - MODs
Broken Crescent 1.05
Broken Crescent 2.02
Stainless Steel 5.1b
Stainless Steel 6.1
Deus Lo Vult 5.7
Deus Lo Vult 6.0
HTF: Eagle of the Elbe 05
The Long Road 2.0
Lands to Conquer Gold
DarthMod 1.4D: The Last Episode
Das Heilige Romische Reich 06
Third Age 1.3
Third Age 1.4
Third Age 2.1
Third Age 3.1
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