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 |
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) 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 |
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) 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 |
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) A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
|
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) 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 |
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) 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 |
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) 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 |
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) 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 |
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) A fortress is a permanent statement of ownership, and not something that is easily taken.
|
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) 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 |
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 Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
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 Cannon Towers provide superb additional firepower to any defence.
|
Cannon Towers |
tower 1 |
city huge_city |
8 |
6400 |
tower_level 3
|
Cannon Towers provide superb additional firepower to any defence. |
13 |
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
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 Cannon Towers provide superb additional firepower to any defence.
|
Cannon Towers |
castle_tower 1 |
castle large_city |
8 |
6400 |
tower_level 3
|
Cannon Towers provide superb additional firepower to any defence. |
15 |
Stables A Stable allows for the recruitment of basic cavalry units.
|
Stables |
equestrian 0 |
castle town |
4 |
1200 |
32
Aspatak light cavalry Aspatak, fast, light cavalry.
|
|
A Stable allows for the recruitment of basic cavalry units. |
16 |
Knight's Stables Knight's stables allow for the recruitment of cavalry units.
|
Knight's Stables |
equestrian 1 |
castle large_town |
6 |
2400 |
32
Aspatak light cavalry Aspatak, fast, light cavalry.
|
|
Knight's stables allow for the recruitment of cavalry units. |
17 |
Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
|
Baron's Stables |
equestrian 2 |
castle city |
8 |
4800 |
32
Armenian Cavalry heavy cavalry Armenian mercenaries equipped in a western style, armed with lances and protected by mail.
|
32
Aspatak light cavalry Aspatak, fast, light cavalry.
|
32
Nakharars heavy cavalry Nakharars Lancer
|
16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
|
|
Baron's stables allow for the recruitment of capable cavalry units. |
18 |
Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
|
Earl's Stables |
equestrian 3 |
castle large_city |
10 |
9600 |
32
Armenian Cavalry heavy cavalry Armenian mercenaries equipped in a western style, armed with lances and protected by mail.
|
32
Aspatak light cavalry Aspatak, fast, light cavalry.
|
32
Nakharars heavy cavalry Nakharars Lancer
|
16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
|
|
Earl's stables allow for the recruitment of elite cavalry units. |
19 |
King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
equestrian 4 |
castle large_city |
12 |
14400 |
32
Armenian Cavalry heavy cavalry Armenian mercenaries equipped in a western style, armed with lances and protected by mail.
|
32
Aspatak light cavalry Aspatak, fast, light cavalry.
|
32
Nakharars heavy cavalry Nakharars Lancer
|
16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
|
32
Sepuh heavy cavalry Sepuh Royal Heavy Cavalry
|
|
King's stables allow for the recruitment of the penultimate cavalry units. |
20 |
Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
|
Town Watch |
barracks 0 |
city town |
4 |
1600 |
60
Shinakan Zorq light infantry Shinakan Zorq
|
law_bonus bonus 1
|
The Town Watch have the minimum equipment and resources needed to train infantry. |
21 |
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 |
6 |
2800 |
60
Shinakan Zorq light infantry Shinakan Zorq
|
law_bonus bonus 2
|
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores. |
22 |
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 |
8 |
4800 |
72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
|
56
Toxotai Militia missile infantry A type of trained civilian guard called,' tzakones' responsible for protecting settlements, roads and forts.
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
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 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 |
10 |
9600 |
72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
|
60
Armenian Heavy Swordsmen heavy infantry Armenian Heavy Swordsmen
|
56
Latin Crossbowmen missile infantry Latin Crossbowmen
|
56
Toxotai Militia missile infantry A type of trained civilian guard called,' tzakones' responsible for protecting settlements, roads and forts.
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
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 Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
|
Militia Barracks |
barracks 4 |
city large_city |
12 |
14400 |
56
Armenian Hand Gunners missile infantry Somewhat inaccurate but capable of firing a powerful shot, the noise and smoke from these handguns can demoralise enemy troops.
|
72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
|
60
Armenian Heavy Swordsmen heavy infantry Armenian Heavy Swordsmen
|
56
Latin Crossbowmen missile infantry Latin Crossbowmen
|
56
Toxotai Militia missile infantry A type of trained civilian guard called,' tzakones' responsible for protecting settlements, roads and forts.
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
law_bonus bonus 3
|
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
25 |
Army Barracks Army Barracks are the first training facilities capable of training full-time professional soldiers.
|
Army Barracks |
barracks 5 |
city large_city |
14 |
19200 |
56
Armenian Hand Gunners missile infantry Somewhat inaccurate but capable of firing a powerful shot, the noise and smoke from these handguns can demoralise enemy troops.
|
72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
|
60
Armenian Heavy Swordsmen heavy infantry Armenian Heavy Swordsmen
|
56
Latin Crossbowmen missile infantry Latin Crossbowmen
|
56
Toxotai Militia missile infantry A type of trained civilian guard called,' tzakones' responsible for protecting settlements, roads and forts.
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
law_bonus bonus 3
|
Army Barracks are the first training facilities capable of training full-time professional soldiers. |
26 |
Royal Barracks Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
|
Royal Barracks |
barracks 6 |
city huge_city |
16 |
24000 |
56
Armenian Hand Gunners missile infantry Somewhat inaccurate but capable of firing a powerful shot, the noise and smoke from these handguns can demoralise enemy troops.
|
72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
|
60
Armenian Heavy Swordsmen heavy infantry Armenian Heavy Swordsmen
|
56
Latin Crossbowmen missile infantry Latin Crossbowmen
|
56
Toxotai Militia missile infantry A type of trained civilian guard called,' tzakones' responsible for protecting settlements, roads and forts.
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
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 Men must be gathered, selected and trained if military strength is to be maintained.
|
Mustering Hall |
castle_barracks 0 |
castle village |
2 |
1200 |
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
|
Men must be gathered, selected and trained if military strength is to be maintained. |
28 |
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 |
2400 |
72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
|
A garrison is a source of much military wisdom and skill for new recruits to the army. |
29 |
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 |
4800 |
72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
|
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 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 |
72
Armenian Garrison Spearmen spearmen infantry Armenian Garrison Spearmen
|
60
Dismounted Nakharars heavy infantry Dismounted Nakharars
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
|
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
31 |
Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
|
Armoury |
castle_barracks 4 |
castle large_city |
12 |
14400 |
72
Armenian Garrison Spearmen spearmen infantry Armenian Garrison Spearmen
|
60
Dismounted Nakharars heavy infantry Dismounted Nakharars
|
60
Shinakan Zorq light infantry Shinakan Zorq
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
|
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
32 |
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
missiles 0 |
castle town |
4 |
1200 |
56
Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
|
|
A Bowyer allows for the recruitment of basic missile units. |
33 |
Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
missiles 1 |
castle large_town |
6 |
2400 |
56
Armenian Archers missile infantry Armenian mercenaries from the mountains. Lightly armed, but still effective.
|
56
Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
|
|
A Practice Range allows for the recruitment of missile units. |
34 |
Archery Range An Archery Range allows for the recruitment of well trained missile units.
|
Archery Range |
missiles 2 |
castle city |
8 |
4800 |
56
Armenian Archers missile infantry Armenian mercenaries from the mountains. Lightly armed, but still effective.
|
56
Armenian Garrison Archers missile infantry Armenian Garrison Archers
|
56
Latin Crossbowmen missile infantry Latin Crossbowmen
|
56
Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
|
|
An Archery Range allows for the recruitment of well trained missile units. |
35 |
Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
|
Marksman's Range |
missiles 3 |
castle large_city |
10 |
9600 |
56
Armenian Archers missile infantry Armenian mercenaries from the mountains. Lightly armed, but still effective.
|
56
Armenian Garrison Archers missile infantry Armenian Garrison Archers
|
56
Latin Crossbowmen missile infantry Latin Crossbowmen
|
56
Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
|
|
A Marksman's Range allows for the recruitment of elite missile units. |
36 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
siege 0 |
city large_town |
6 |
1600 |
16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
37 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
siege 1 |
city large_town |
8 |
3200 |
16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, 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. |
38 |
Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
|
Siege Works |
siege 2 |
city city |
10 |
6400 |
16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
Mangonel missile siege Great siege engine capable of throwing exploding barrels of oil
|
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. |
39 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
castle_siege 0 |
castle large_town |
6 |
1600 |
16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
40 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
castle_siege 1 |
castle large_town |
8 |
3200 |
16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, 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. |
41 |
Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
|
Siege Works |
castle_siege 2 |
castle city |
10 |
6400 |
16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
Mangonel missile siege Great siege engine capable of throwing exploding barrels of oil
|
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. |
42 |
Gunsmith A Gunsmith allows the construction of a bombard cannon.
|
Gunsmith |
cannon 0 |
city city |
6 |
1600 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
|
A Gunsmith allows the construction of a bombard cannon. |
43 |
Cannon Maker A Cannon Maker allows the construction of simple varieties of siege artillery.
|
Cannon Maker |
cannon 1 |
city large_city |
8 |
3200 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
weapon_naval_gunpowder 1
|
A Cannon Maker allows the construction of simple varieties of siege artillery. |
44 |
Cannon Foundry A Cannon Foundry allows the construction of advanced siege artillery.
|
Cannon Foundry |
cannon 2 |
city large_city |
10 |
6400 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
16
Cannon missile siege The typical 'cannon' is powerful and good against both units and defences. Capable of firing solid and explosive shots.
|
weapon_naval_gunpowder 1
|
A Cannon Foundry allows the construction of advanced siege artillery. |
45 |
Royal Arsenal A Royal Arsenal allows for the construction of the finest siege artillery available.
|
Royal Arsenal |
cannon 3 |
city huge_city |
12 |
12800 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
16
Cannon missile siege The typical 'cannon' is powerful and good against both units and defences. Capable of firing solid and explosive shots.
|
weapon_naval_gunpowder 1
|
A Royal Arsenal allows for the construction of the finest siege artillery available. |
46 |
Gunsmith A Gunsmith allows the construction of a bombard cannon.
|
Gunsmith |
castle_cannon 0 |
castle city |
6 |
1600 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
|
A Gunsmith allows the construction of a bombard cannon. |
47 |
Cannon Maker A Cannon Maker allows the construction of simple varieties of siege artillery.
|
Cannon Maker |
castle_cannon 1 |
castle large_city |
8 |
3200 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
weapon_naval_gunpowder 1
|
A Cannon Maker allows the construction of simple varieties of siege artillery. |
48 |
Cannon Foundry A Cannon Foundry allows the construction of advanced siege artillery.
|
Cannon Foundry |
castle_cannon 2 |
castle large_city |
10 |
6400 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
16
Cannon missile siege The typical 'cannon' is powerful and good against both units and defences. Capable of firing solid and explosive shots.
|
weapon_naval_gunpowder 1
|
A Cannon Foundry allows the construction of advanced siege artillery. |
49 |
Royal Arsenal A Royal Arsenal allows for the construction of the finest siege artillery available.
|
Royal Arsenal |
castle_cannon 3 |
castle large_city |
12 |
12800 |
16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
|
16
Cannon missile siege The typical 'cannon' is powerful and good against both units and defences. Capable of firing solid and explosive shots.
|
weapon_naval_gunpowder 1
|
A Royal Arsenal allows for the construction of the finest siege artillery available. |
50 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
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 A Blacksmith can moderately improve the armour available to new and retrained units.
|
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 An Armourer can notably improve the armour available to new and retrained units.
|
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 A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
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 A Master Armourer substantially improves the armour available to new and retrained units.
|
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 An Armour Factory provides the highest quality of armour to new and retrained units.
|
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 A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
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 A Blacksmith can moderately improve the armour available to new and retrained units.
|
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 An Armourer can notably improve the armour available to new and retrained units.
|
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 A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
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 A Master Armourer substantially improves the armour available to new and retrained units.
|
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 An Armour Factory provides the highest quality of armour to new and retrained units.
|
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 A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
port 0 |
city large_town |
4 |
1600 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
trade_base_income_bonus bonus 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 A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
port 1 |
city city |
6 |
3200 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
trade_base_income_bonus bonus 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 A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
port 2 |
city large_city |
10 |
6400 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
trade_base_income_bonus bonus 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 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 |
12 |
12800 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
trade_base_income_bonus bonus 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 A War Harbor can build the warships needed for a strong fleet.
|
War Harbour |
castle_port 0 |
castle large_town |
4 |
1600 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
|
A War Harbor can build the warships needed for a strong fleet. |
67 |
Military Shipwright A Military Shipwright allows the construction of war ships to be undertaken in earnest.
|
Military Shipwright |
castle_port 1 |
castle city |
6 |
3200 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
|
|
A Military Shipwright allows the construction of war ships to be undertaken in earnest. |
68 |
Military Dockyard Military Dockyard can produce warship required by the fleet.
|
Military Dockyard |
castle_port 2 |
castle large_city |
10 |
6400 |
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
|
40
Lanternas light ship A superior version of the war galley equipped with gunpowder weapons. Large, heavier and more durable than a war galley.
|
|
Military Dockyard can produce warship required by the fleet. |
69 |
Military Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
|
Military Naval Drydock |
castle_port 3 |
castle large_city |
12 |
12800 |
50
Carrack light ship A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean.
|
30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
|
30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
|
40
Lanternas light ship A superior version of the war galley equipped with gunpowder weapons. Large, heavier and more durable than a war galley.
|
|
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo. |
70 |
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 |
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 A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
|
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 Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
|
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 A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
|
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 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 |
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 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 |
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 A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
|
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 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 |
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 Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
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 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 |
0 |
0 |
|
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
80 |
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 |
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 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 |
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 Land Clearance allows a region to begin producing enough food to encourage growth.
|
Land Clearance |
hinterland_farms 0 |
|
0 |
0 |
|
Land Clearance allows a region to begin producing enough food to encourage growth. |
83 |
Communal Farming Communal Farming improves farming productivity in the region to encourage growth and prosperity.
|
Communal Farming |
hinterland_farms 1 |
|
0 |
0 |
|
Communal Farming improves farming productivity in the region to encourage growth and prosperity. |
84 |
Crop Rotation Crop Rotation results in improved yield from farming districts, all year round.
|
Crop Rotation |
hinterland_farms 2 |
|
0 |
0 |
|
Crop Rotation results in improved yield from farming districts, all year round. |
85 |
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 |
|
0 |
0 |
|
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained. |
86 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
Mines |
hinterland_mines 0 |
city |
0 |
0 |
|
Mines increase the trade income generated by metal deposits in the region. |
87 |
Mining Network A Mining Network maximises the income generated by metal deposits in the region.
|
Mining Network |
hinterland_mines 1 |
city |
0 |
0 |
|
A Mining Network maximises the income generated by metal deposits in the region. |
88 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
Mines |
hinterland_castle_mines 0 |
castle |
0 |
0 |
|
Mines increase the trade income generated by metal deposits in the region. |
89 |
Mining Network A Mining Network maximises the income generated by metal deposits in the region.
|
Mining Network |
hinterland_castle_mines 1 |
castle |
0 |
0 |
|
A Mining Network maximises the income generated by metal deposits in the region. |
90 |
Well Wells are a healthy water source for the people.
|
Well |
health 0 |
city town |
2 |
1600 |
population_health_bonus bonus 1
|
Wells are a healthy water source for the people. |
91 |
Sewers Sewers efficiently wash away the filth and rubbish from a settlement, making the place cleaner and therefore healthier for the people.
|
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 Public baths improve the health and growth of the local population.
|
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 A steady supply of clean water is a boon to any settlement.
|
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 Lead pipes run fresh water directly into houses, and are some of the most sophisticated engineering works.
|
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 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 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 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 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 A Small Church converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
|
Small Orthodox Church |
temple_orthodox 0 |
city town |
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 A Church converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Orthodox Church |
temple_orthodox 1 |
city large_town |
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 An Abbey converts a moderate percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Orthodox Abbey |
temple_orthodox 2 |
city city |
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 A Cathedral converts a decent percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Orthodox Cathedral |
temple_orthodox 3 |
city large_city |
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 A Huge Cathedral converts a sizable percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Huge Orthodox Cathedral |
temple_orthodox 4 |
city huge_city |
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 A Small Chapel converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
|
Small Orthodox Chapel |
temple_orthodox_castle 0 |
castle town |
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 A Chapel converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
|
Orthodox Chapel |
temple_orthodox_castle 1 |
castle large_town |
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 A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
|
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 An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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 A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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 A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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 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 |
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 A Town Hall helps maintain law and order, as well as reduce squalor.
|
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 Council Chambers help to maintain law and order, as well as reduce squalor.
|
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 A City Hall does much to maintain law and order, as well as reduce urban squalor.
|
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 A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
|
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 An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
|
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 A Master Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
|
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 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 |
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 A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
|
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 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 |
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 A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
|
Masons' Guild |
guild_masons_guild 0 |
city city |
2 |
2000 |
72
Armenian Garrison Spearmen spearmen infantry Armenian Garrison Spearmen
|
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 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 |
3 |
4000 |
60
Armenian Heavy Swordsmen heavy infantry Armenian Heavy Swordsmen
|
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 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 |
4 |
6000 |
60
Armenian Heavy Swordsmen heavy infantry Armenian Heavy Swordsmen
|
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 A Theologians' Guild house improves the quality of priests created in the region.
|
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 A Master Theologians' Guild improves the quality of priests created in the region.
|
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 The Theologians' Guild Headquarters improves the quality of priests created in the region.
|
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 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 |
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 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 |
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 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 |
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 An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
|
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 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 |
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 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 |
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 A Thieves' Guild house improves the quality of spies hired in the same settlement.
|
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 A Master Thieves' Guild improves the quality of spies hired in the same settlement.
|
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 The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
|
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 An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
|
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 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 |
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 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 |
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 A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
|
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 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 |
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 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 |
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 A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
|
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 A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
|
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 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 |
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 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 |
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 considerably improves the trade but also affects the happiness of the common folk decreasing it noteably. It requires slave resource in province to work.
|
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 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.
|
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 provides the basic melee weapon upgrade. Local resource of iron or tin provides the material to work.
|
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 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.
|
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'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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 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.
|
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 gives high bonus to the trade in region and also increase the happiness due the masterpieces made of it.
|
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 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.
|
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 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.
|
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 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.
|
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 adds big bonus to the trade of the region and also encorages the peolple happiness with a state of art masterpieces.
|
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 The saltern gives the city high trade bonus based on the level of market city has.
|
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 provides the settlement with a fresh bread slightly increasing the population growth, happiness and trade of the region.
|
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 provides the settlement with fresh beer slightly increasing the happiness and trade of the region.
|
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 Small Jewish Synagogue
|
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 Big Jewish Synagogue
|
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 A Hesychast Hermitage converts a moderate percentage of the region to Orthodox and improves happiness.
|
Hesychast Hermitage |
ordo_anchorit 0 |
city large_town |
2 |
1200 |
religion_level bonus 10 happiness_bonus bonus 1 law_bonus bonus -1
|
A Hesychast Hermitage converts a moderate percentage of the region to Orthodox and improves happiness. |
170 |
Hesychast Monastery A Hesychast Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, decreases the law and allows the Priest agent.
|
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
|
A Hesychast Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, decreases the law and allows the Priest agent. |
171 |
Hesychast Abbey A Hesychast Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, decreases the law and allows the Priest agent.
|
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
|
A Hesychast Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, decreases the law and allows the Priest agent. |
172 |
Cenobitic Hermitage Cenobitic Monasticism converts a moderate percentage of the region to Orthodox and improves happiness.
|
Cenobitic Hermitage |
ordo_cenobit 0 |
city large_town |
2 |
1200 |
religion_level bonus 5 happiness_bonus bonus -1 law_bonus bonus 1
|
Cenobitic Monasticism converts a moderate percentage of the region to Orthodox and improves happiness. |
173 |
Cenobitic Monastery A Cenobitic Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, reduces happiness, improves the law, allows the Priest agent and reduces retrain costs.
|
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
|
A Cenobitic Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, reduces happiness, improves the law, allows the Priest agent and reduces retrain costs. |
174 |
Cenobitic Abbey A Cenobitic Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, reduces happiness, improves the law, allows the Priest agent and reduces retrain costs.
|
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
|
A Cenobitic Hermitage converts a moderate percentage of the region to Orthodox, improves happiness, reduces happiness, improves the law, allows the Priest agent and reduces retrain costs. |
175 |
Dungeon Dungeon improves law but decreases happiness.
|
Dungeon |
punishment 0 |
city large_town |
2 |
1200 |
happiness_bonus bonus -1 law_bonus bonus 1
|
Dungeon improves law but decreases happiness. |
176 |
Execution Place Execution Place improves law but decreases happiness.
|
Execution Place |
punishment 1 |
city city |
4 |
2400 |
happiness_bonus bonus -2 law_bonus bonus 2
|
Execution Place improves law but decreases happiness. |
177 |
Torture Chamber A Torture Chamber improves law but decreases happiness.
|
Torture Chamber |
punishment 2 |
city large_city |
8 |
4800 |
happiness_bonus bonus -3 law_bonus bonus 3
|
A Torture Chamber improves law but decreases happiness. |
178 |
Scholarium A scholarium is necessary for the civilian education and offers a happiness bonus.
|
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. |
179 |
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 |
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. |
180 |
Mercenary Camp A Mercenary Camp decreases happiness and loyality. But if new mercenaries arrive from time to time in the camp, a trader will propose them to you.
|
Mercenary Camp |
mercenary_camp 0 |
castle town |
2 |
2400 |
56
Armenian Archers missile infantry Armenian mercenaries from the mountains. Lightly armed, but still effective.
|
32
Cuman Horse Archers missile cavalry Asiatic Nomads, who fight as mercenary horse archers, wearing little armour and armed with a composite bow.
|
60
Frankish Foot Knights spearmen infantry These Feudal mercenary knights are powerful troops and invaluable for whomever can afford them.
|
60
Galloglaich heavy infantry Fierce Scottish warriors who have settled in Ireland. Formidable troops armed with large two-handed axes and wearing light armour.
|
60
Ghazis light infantry Reckless and fanatical religious warriors armed with an axe, capable of devastating attacks.
|
32
Mercenary German Knights heavy cavalry Protected by plate armour and equipped with maces, these knights for hire excel at taking on heavily armoured units.
|
60
Slav Mercenaries light infantry Poorly trained and equipped mercenaries from Eastern Europe, armed with spears.
|
72
Swiss Pikemen spearmen infantry The most renowned mercenaries of their age. Lightly equipped, but exceptionally brave and fierce.
|
law_bonus bonus -1 population_loyalty_bonus bonus -1
|
A Mercenary Camp decreases happiness and loyality. But if new mercenaries arrive from time to time in the camp, a trader will propose them to you. |
181 |
Mercenary merc_quarter A Mercenary Quarter decreases happiness and loyality. But if new mercenaries arrive from time to time in the Quarter, a trader will propose them to you.
|
Mercenary merc_quarter |
mercenary_camp 1 |
castle large_town |
4 |
4800 |
32
Alan Light Cavalry light cavalry Hardy horsemen accustomed to the plains and steppes of Eastern Europe and the Black Sea region. Excellent light cavalry.
|
56
Armenian Archers missile infantry Armenian mercenaries from the mountains. Lightly armed, but still effective.
|
32
Armenian Cavalry heavy cavalry Armenian mercenaries equipped in a western style, armed with lances and protected by mail.
|
56
Bulgarian Brigands missile infantry Brigands armed with a composite bow, sword, padded armour and shield.
|
32
Condottieri heavy cavalry Armed with a lance and plate armour these trained and experienced mercenaries are well known for their capricious ways.
|
32
Cuman Horse Archers missile cavalry Asiatic Nomads, who fight as mercenary horse archers, wearing little armour and armed with a composite bow.
|
60
Frankish Foot Knights spearmen infantry These Feudal mercenary knights are powerful troops and invaluable for whomever can afford them.
|
60
Galloglaich heavy infantry Fierce Scottish warriors who have settled in Ireland. Formidable troops armed with large two-handed axes and wearing light armour.
|
60
Ghazis light infantry Reckless and fanatical religious warriors armed with an axe, capable of devastating attacks.
|
72
Landsknecht Pikemen spearmen infantry Originally from the Holy Roman Empire, these elite mercenaries are armed with pikes and their distinctive slash and puffy clothing
|
32
Mercenary German Knights heavy cavalry Protected by plate armour and equipped with maces, these knights for hire excel at taking on heavily armoured units.
|
32
Mercenary Knights heavy cavalry Capable of deadly charges and impressive melee combat, these mercenary knights are well worth the money.
|
60
Slav Mercenaries light infantry Poorly trained and equipped mercenaries from Eastern Europe, armed with spears.
|
72
Swiss Pikemen spearmen infantry The most renowned mercenaries of their age. Lightly equipped, but exceptionally brave and fierce.
|
32
Turkomans missile cavalry Tribal Turkish nomads, accustomed to life in the saddle. These hardy bowmen have a fierce and unruly reputation.
|
56
Welsh Longbowmen missile infantry The first wielders of the longbow. Totally unarmoured means they need to stay out of melee. Can lay stakes.
|
law_bonus bonus -1 population_loyalty_bonus bonus -2
|
A Mercenary Quarter decreases happiness and loyality. But if new mercenaries arrive from time to time in the Quarter, a trader will propose them to you. |
182 |
Mercenary Barracks A Mercenary Barracks decreases happiness and loyality. But if new mercenaries arrive from time to time in the Barracks, a trader will propose them to you.
|
Mercenary Barracks |
mercenary_camp 2 |
castle city |
6 |
6400 |
32
Alan Light Cavalry light cavalry Hardy horsemen accustomed to the plains and steppes of Eastern Europe and the Black Sea region. Excellent light cavalry.
|
56
Armenian Archers missile infantry Armenian mercenaries from the mountains. Lightly armed, but still effective.
|
32
Armenian Cavalry heavy cavalry Armenian mercenaries equipped in a western style, armed with lances and protected by mail.
|
56
Bulgarian Brigands missile infantry Brigands armed with a composite bow, sword, padded armour and shield.
|
32
Condottieri heavy cavalry Armed with a lance and plate armour these trained and experienced mercenaries are well known for their capricious ways.
|
32
Cuman Horse Archers missile cavalry Asiatic Nomads, who fight as mercenary horse archers, wearing little armour and armed with a composite bow.
|
60
Frankish Foot Knights spearmen infantry These Feudal mercenary knights are powerful troops and invaluable for whomever can afford them.
|
60
Galloglaich heavy infantry Fierce Scottish warriors who have settled in Ireland. Formidable troops armed with large two-handed axes and wearing light armour.
|
60
Ghazis light infantry Reckless and fanatical religious warriors armed with an axe, capable of devastating attacks.
|
72
Landsknecht Pikemen spearmen infantry Originally from the Holy Roman Empire, these elite mercenaries are armed with pikes and their distinctive slash and puffy clothing
|
32
Mercenary German Knights heavy cavalry Protected by plate armour and equipped with maces, these knights for hire excel at taking on heavily armoured units.
|
32
Mercenary Knights heavy cavalry Capable of deadly charges and impressive melee combat, these mercenary knights are well worth the money.
|
60
Slav Mercenaries light infantry Poorly trained and equipped mercenaries from Eastern Europe, armed with spears.
|
72
Swiss Pikemen spearmen infantry The most renowned mercenaries of their age. Lightly equipped, but exceptionally brave and fierce.
|
32
Turkomans missile cavalry Tribal Turkish nomads, accustomed to life in the saddle. These hardy bowmen have a fierce and unruly reputation.
|
56
Welsh Longbowmen missile infantry The first wielders of the longbow. Totally unarmoured means they need to stay out of melee. Can lay stakes.
|
law_bonus bonus -2 population_loyalty_bonus bonus -2
|
A Mercenary Barracks decreases happiness and loyality. But if new mercenaries arrive from time to time in the Barracks, a trader will propose them to you. |
183 |
Hagia Sophia A Hagia Sophia increases happiness and loyality.
|
Hagia Sophia |
constantinople3 0 |
city large_city |
12 |
14400 |
happiness_bonus bonus 1 law_bonus bonus 1
|
A Hagia Sophia increases happiness and loyality. |
184 |
Bayt al Hikma A Bayt al Hikma increases happiness and loyality.
|
Bayt al Hikma |
baghdad4 0 |
city large_city |
12 |
14400 |
happiness_bonus bonus 1 law_bonus bonus 1 trade_base_income_bonus bonus 1
|
A Bayt al Hikma increases happiness and loyality. |
185 |
Moskovskiy Kreml A Moskovskiy Kreml increases happiness and loyality.
|
Moskovskiy Kreml |
moscow10 0 |
city large_city |
12 |
12000 |
law_bonus bonus 1 religion_level bonus 1
|
A Moskovskiy Kreml increases happiness and loyality. |