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
Desert Cavalry missile cavalry Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.
|
|
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
Desert Cavalry missile cavalry Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.
|
32
Ghulams heavy cavalry Precursors to the Mamluks, these slave soldiers are reliable heavy cavalry, equipped with heavy plate mail, lance and a mace.
|
|
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
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
32
Desert Cavalry missile cavalry Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.
|
32
Ghulams heavy cavalry Precursors to the Mamluks, these slave soldiers are reliable heavy cavalry, equipped with heavy plate mail, lance and a mace.
|
32
Mamluk Archers missile cavalry Bought as slaves, and trained from boyhood, these formidable soldiers excel at archery, but can also hold their own in melee.
|
16
Bodyguard heavy cavalry Men dedicated to protecting the general. Hand-picked for loyalty and valour.
|
|
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
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
32
Desert Cavalry missile cavalry Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.
|
32
Ghulams heavy cavalry Precursors to the Mamluks, these slave soldiers are reliable heavy cavalry, equipped with heavy plate mail, lance and a mace.
|
32
Mamluk Archers missile cavalry Bought as slaves, and trained from boyhood, these formidable soldiers excel at archery, but can also hold their own in melee.
|
32
Mamluks heavy cavalry Bought as slaves, and trained from boyhood and well equipped, these soldiers make formidable heavy cavalry.
|
16
Bodyguard heavy cavalry Men dedicated to protecting the general. Hand-picked for loyalty and valour.
|
|
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
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
32
Desert Cavalry missile cavalry Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.
|
32
Ghulams heavy cavalry Precursors to the Mamluks, these slave soldiers are reliable heavy cavalry, equipped with heavy plate mail, lance and a mace.
|
32
Mamluk Archers missile cavalry Bought as slaves, and trained from boyhood, these formidable soldiers excel at archery, but can also hold their own in melee.
|
32
Mamluks heavy cavalry Bought as slaves, and trained from boyhood and well equipped, these soldiers make formidable heavy cavalry.
|
16
Bodyguard heavy cavalry Men dedicated to protecting the general. Hand-picked for loyalty and valour.
|
32
Royal Mamluks heavy cavalry These men are the Sultan's guard and are chosen from the best Mamluk cavalry, making them the elite of the elite.
|
|
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 |
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 |
56
Archer Militia missile infantry Armed with a bow and knife these troops are made up of locals who have been organised to defend their town.
|
72
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
|
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 |
56
Archer Militia missile infantry Armed with a bow and knife these troops are made up of locals who have been organised to defend their town.
|
72
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
|
72
Saracen Militia spearmen infantry Well armoured townsfolk, these spearmen can take care of themselves on the battlefield, and fill out any army.
|
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 |
56
Archer Militia missile infantry Armed with a bow and knife these troops are made up of locals who have been organised to defend their town.
|
60
Halberd Militia heavy infantry These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.
|
72
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
|
72
Saracen Militia spearmen infantry Well armoured townsfolk, these spearmen can take care of themselves on the battlefield, and fill out any army.
|
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
Archer Militia missile infantry Armed with a bow and knife these troops are made up of locals who have been organised to defend their town.
|
60
Halberd Militia heavy infantry These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.
|
72
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
|
72
Saracen Militia spearmen infantry Well armoured townsfolk, these spearmen can take care of themselves on the battlefield, and fill out any army.
|
60
Tabardariyya heavy infantry Normally found guarding the Sultan's palace, these axe-wielding warriors make excellent fighters.
|
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
Archer Militia missile infantry Armed with a bow and knife these troops are made up of locals who have been organised to defend their town.
|
60
Halberd Militia heavy infantry These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.
|
72
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
|
72
Saracen Militia spearmen infantry Well armoured townsfolk, these spearmen can take care of themselves on the battlefield, and fill out any army.
|
56
Sudanese Gunners missile infantry Hailing from all over Africa these well trained troops are armed with an arquebus.
|
60
Tabardariyya heavy infantry Normally found guarding the Sultan's palace, these axe-wielding warriors make excellent fighters.
|
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
Archer Militia missile infantry Armed with a bow and knife these troops are made up of locals who have been organised to defend their town.
|
60
Halberd Militia heavy infantry These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.
|
72
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
|
72
Saracen Militia spearmen infantry Well armoured townsfolk, these spearmen can take care of themselves on the battlefield, and fill out any army.
|
56
Sudanese Gunners missile infantry Hailing from all over Africa these well trained troops are armed with an arquebus.
|
60
Tabardariyya heavy infantry Normally found guarding the Sultan's palace, these axe-wielding warriors make excellent fighters.
|
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 |
56
Kurdish Javelinmen missile infantry Hardy troops who soften the enemy with their javelins, then finish them off with their swords.
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
72
Muslim Swordsmen light infantry The Muslim Swordsmen are highly religious men. On the battlefield they fight with sword and shield.
|
|
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 |
60
Dismounted Ghulams heavy infantry Precursors to the Mamluks, these slave soldiers make excellent infantry, equipped with heavy mail and a mace.
|
56
Kurdish Javelinmen missile infantry Hardy troops who soften the enemy with their javelins, then finish them off with their swords.
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
72
Muslim Swordsmen light infantry The Muslim Swordsmen are highly religious men. On the battlefield they fight with sword and shield.
|
72
Nubian Spearmen spearmen infantry Useful for guarding flanks, these light troops are armed with a spear but little to no armour.
|
|
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 |
60
Arab Infantry spearmen infantry Arabs from the towns and cities throughout the Middle East.
|
60
Dismounted Ghulams heavy infantry Precursors to the Mamluks, these slave soldiers make excellent infantry, equipped with heavy mail and a mace.
|
56
Kurdish Javelinmen missile infantry Hardy troops who soften the enemy with their javelins, then finish them off with their swords.
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
72
Muslim Swordsmen light infantry The Muslim Swordsmen are highly religious men. On the battlefield they fight with sword and shield.
|
24
Naffatun missile infantry These men throw deadly pots of flaming Naphtha that can seep through any armour.
|
72
Nubian Spearmen spearmen infantry Useful for guarding flanks, these light troops are armed with a spear but little to no armour.
|
|
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 |
60
Arab Infantry spearmen infantry Arabs from the towns and cities throughout the Middle East.
|
60
Dismounted Ghulams heavy infantry Precursors to the Mamluks, these slave soldiers make excellent infantry, equipped with heavy mail and a mace.
|
56
Kurdish Javelinmen missile infantry Hardy troops who soften the enemy with their javelins, then finish them off with their swords.
|
72
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
|
72
Muslim Swordsmen light infantry The Muslim Swordsmen are highly religious men. On the battlefield they fight with sword and shield.
|
24
Naffatun missile infantry These men throw deadly pots of flaming Naphtha that can seep through any armour.
|
72
Nubian Spearmen spearmen infantry Useful for guarding flanks, these light troops are armed with a spear but little to no armour.
|
|
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 Accustomed to using their bow for hunting, these peasant archers are armed with a small bow and knife.
|
|
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
Desert Archers missile infantry Hardy men from the desert, adept with the bow, but lacking the equipment for close combat.
|
56
Peasant Archers missile infantry Accustomed to using their bow for hunting, these peasant archers are armed with a small bow and knife.
|
|
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
Desert Archers missile infantry Hardy men from the desert, adept with the bow, but lacking the equipment for close combat.
|
56
Peasant Archers missile infantry Accustomed to using their bow for hunting, these peasant archers are armed with a small bow and knife.
|
56
Nubian Archers missile infantry Coming from all over Africa these light troops are equipped with a bow and hand weapon.
|
|
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
Desert Archers missile infantry Hardy men from the desert, adept with the bow, but lacking the equipment for close combat.
|
56
Peasant Archers missile infantry Accustomed to using their bow for hunting, these peasant archers are armed with a small bow and knife.
|
56
Nubian Archers missile infantry Coming from all over Africa these light troops are equipped with a bow and hand weapon.
|
|
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 torsion powered weapon can fling a javelin over 100 meters 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 torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
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 torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
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 torsion powered weapon can fling a javelin over 100 meters 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 torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
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 torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
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.
|
16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
|
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.
|
16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
|
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.
|
16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
|
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.
|
16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
|
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.
|
16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
|
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.
|
16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
|
weapon_naval_gunpowder 1
|
A Royal Arsenal allows for the construction of the finest siege artillery available. |
50 |
Racing Track A Racing Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness.
|
Racing Track |
urban_equestrian 0 |
castle city |
8 |
1200 |
32
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
heavy_cavalry_bonus bonus 1 happiness_bonus bonus 1 stage_races 1
|
A Racing Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness. |
|
51 |
Sultan's Racing Track A Sultan's Race Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness.
|
Sultan's Racing Track |
urban_equestrian 1 |
castle large_city |
10 |
2400 |
32
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
32
Mamluk Archers missile cavalry Bought as slaves, and trained from boyhood, these formidable soldiers excel at archery, but can also hold their own in melee.
|
heavy_cavalry_bonus bonus 1 happiness_bonus bonus 2 stage_races 2
|
A Sultan's Race Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness. |
52 |
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. |
53 |
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. |
54 |
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. |
55 |
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. |
56 |
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. |
57 |
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. |
58 |
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. |
59 |
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. |
60 |
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. |
61 |
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. |
62 |
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. |
63 |
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. |
64 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
port 0 |
city large_town |
4 |
1600 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
trade_base_income_bonus bonus 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. |
65 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
port 1 |
city city |
6 |
3200 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
trade_base_income_bonus bonus 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. |
66 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
port 2 |
city large_city |
10 |
6400 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
trade_base_income_bonus bonus 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. |
67 |
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 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
trade_base_income_bonus bonus 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. |
68 |
War Harbour A War Harbor can build the warships needed for a strong fleet.
|
War Harbour |
castle_port 0 |
castle large_town |
4 |
1600 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
|
A War Harbor can build the warships needed for a strong fleet. |
69 |
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 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
|
A Military Shipwright allows the construction of war ships to be undertaken in earnest. |
70 |
Military Dockyard Military Dockyard can produce warship required by the fleet.
|
Military Dockyard |
castle_port 2 |
castle large_city |
10 |
6400 |
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
40
Lanternas light ship A superior version of the war galley equipped with gunpowder weapons. Large, heavier and more durable than a war galley.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
|
Military Dockyard can produce warship required by the fleet. |
71 |
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
Baghlah light ship Arabic long distance sailing ship, with mounted swivel guns, useful for transporting troops and supplies.
|
20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
|
40
Lanternas light ship A superior version of the war galley equipped with gunpowder weapons. Large, heavier and more durable than a war galley.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
|
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo. |
72 |
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. |
73 |
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. |
74 |
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. |
75 |
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. |
76 |
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… |
77 |
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. |
78 |
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. |
79 |
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. |
80 |
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. |
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_roads 1 |
city |
0 |
0 |
|
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
82 |
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. |
83 |
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. |
84 |
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. |
85 |
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. |
86 |
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. |
87 |
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. |
88 |
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. |
89 |
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. |
90 |
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. |
91 |
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. |
92 |
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. |
93 |
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. |
94 |
Bimaristan A Great Bimaristan improves public health markedly, and also significantly lowers retraining costs in its host city.
|
Bimaristan |
hospital 0 |
city large_city |
10 |
6400 |
retrain_cost_bonus bonus 1 population_health_bonus bonus 2 population_growth_bonus bonus 1
|
A Great Bimaristan improves public health markedly, and also significantly lowers retraining costs in its host city. |
95 |
Great Bimaristan A Bimaristan improves public health, and also reduces retraining costs in its host city.
|
Great Bimaristan |
hospital 1 |
city huge_city |
14 |
9600 |
retrain_cost_bonus bonus 2 population_health_bonus bonus 4 population_growth_bonus bonus 2
|
A Bimaristan improves public health, and also reduces retraining costs in its host city. |
96 |
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. |
97 |
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. |
98 |
Small Masjid A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
|
Small Masjid |
temple_muslim 0 |
city town |
2 |
1600 |
happiness_bonus bonus 1 religion_level bonus 2 agent_limit priest 1
|
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness. |
99 |
Masjid A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Masjid |
temple_muslim 1 |
city large_town |
4 |
3200 |
happiness_bonus bonus 1 religion_level bonus 4 agent_limit priest 1
|
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent. |
100 |
Minareted Masjid A Minareted Masjid converts a moderate percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Minareted Masjid |
temple_muslim 2 |
city city |
6 |
6400 |
happiness_bonus bonus 2 religion_level bonus 6 agent_limit priest 1
|
A Minareted Masjid converts a moderate percentage of the region to Islam, improves happiness, and allows the Imam agent. |
|
101 |
Jama A Jama converts a decent percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Jama |
temple_muslim 3 |
city large_city |
8 |
12800 |
happiness_bonus bonus 2 religion_level bonus 8 agent_limit priest 1 population_health_bonus bonus 1
|
A Jama converts a decent percentage of the region to Islam, improves happiness, and allows the Imam agent. |
102 |
Great Jama A Great Jama converts a sizable percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Great Jama |
temple_muslim 4 |
city huge_city |
12 |
14400 |
happiness_bonus bonus 3 religion_level bonus 10 agent_limit priest 1 population_health_bonus bonus 3
|
A Great Jama converts a sizable percentage of the region to Islam, improves happiness, and allows the Imam agent. |
103 |
Small Masjid A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
|
Small Masjid |
temple_muslim_castle 0 |
castle town |
2 |
1600 |
happiness_bonus bonus 1 religion_level bonus 4 agent_limit priest 1 population_health_bonus bonus 1
|
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness. |
104 |
Masjid A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
|
Masjid |
temple_muslim_castle 1 |
castle large_town |
4 |
3200 |
happiness_bonus bonus 1 religion_level bonus 6 agent_limit priest 1 population_health_bonus bonus 2
|
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent. |
105 |
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. |
106 |
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. |
107 |
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. |
108 |
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. |
109 |
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. |
110 |
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. |
111 |
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. |
112 |
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. |
113 |
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. |
114 |
Hashashim's Guild A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins.
|
Hashashim's Guild |
guild_assassins_muslim_guild 0 |
city city |
2 |
2000 |
36
Hashashim heavy infantry The Hashashim are a semi-religious sect of stealthy assassins. On the battlefield they fight with sword and shield.
|
|
A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins. |
115 |
Master Hashashim's Guild A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins.
|
Master Hashashim's Guild |
guild_assassins_muslim_guild 1 |
city large_city |
3 |
4000 |
36
Hashashim heavy infantry The Hashashim are a semi-religious sect of stealthy assassins. On the battlefield they fight with sword and shield.
|
|
A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins. |
116 |
Hashashim's Guild Headquarters The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
|
Hashashim's Guild Headquarters |
guild_assassins_muslim_guild 2 |
city huge_city |
4 |
6000 |
36
Hashashim heavy infantry The Hashashim are a semi-religious sect of stealthy assassins. On the battlefield they fight with sword and shield.
|
|
The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins. |
117 |
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
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
|
construction_cost_bonus_stone bonus 20 happiness_bonus bonus 1
|
A Masons' Guild house reduces the cost of stone buildings, and improves happiness. |
118 |
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
Halberd Militia heavy infantry These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.
|
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. |
119 |
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
Halberd Militia heavy infantry These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.
|
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. |
120 |
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. |
121 |
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. |
122 |
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. |
123 |
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 |
32
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
trade_base_income_bonus bonus 1
|
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region. |
124 |
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 |
32
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
trade_base_income_bonus bonus 2
|
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region. |
125 |
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 |
32
Arab Cavalry light cavalry Light cavalry recruited from settled areas, and well suited to taking on archers, light infantry and other light cavalry.
|
trade_base_income_bonus bonus 3
|
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region. |
126 |
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. |
127 |
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. |
128 |
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. |
129 |
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. |
130 |
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. |
131 |
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. |
132 |
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. |
133 |
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. |
134 |
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. |
135 |
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. |
136 |
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. |
137 |
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. |
138 |
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. |
139 |
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. |
140 |
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. |
141 |
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. |
142 |
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. |
143 |
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. |
144 |
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. |
145 |
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. |
146 |
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. |
147 |
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. |
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 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. |
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 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. |
150 |
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. |
|
151 |
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. |
152 |
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. |
153 |
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. |
154 |
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. |
155 |
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. |
156 |
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. |
157 |
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. |
158 |
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. |
159 |
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. |
160 |
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. |
161 |
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. |
162 |
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. |
163 |
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. |
164 |
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 |
165 |
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 |
166 |
Sufi Hermitage A Sufi Hermitage converts a moderate percentage of the region to Islam and improves happiness.
|
Sufi Hermitage |
ordo_sufi 0 |
city large_town |
2 |
1200 |
religion_level bonus 10 happiness_bonus bonus 1 law_bonus bonus -1
|
A Sufi Hermitage converts a moderate percentage of the region to Islam and improves happiness. |
167 |
Sufi Small Tariqah A Sufi Small Tariqah converts a moderate percentage of the region to Islam, improves happiness, decreases the law and allows the Imam agent.
|
Sufi Small Tariqah |
ordo_sufi 1 |
city city |
4 |
2400 |
religion_level bonus 15 agent_limit priest 2 happiness_bonus bonus 2 law_bonus bonus -2
|
A Sufi Small Tariqah converts a moderate percentage of the region to Islam, improves happiness, decreases the law and allows the Imam agent. |
168 |
Sufi Big Tariqah A Sufi Big Tariqah converts a moderate percentage of the region to Islam, improves happiness, decreases the law and allows the Imam agent.
|
Sufi Big Tariqah |
ordo_sufi 2 |
city large_city |
8 |
4800 |
religion_level bonus 20 agent_limit priest 2 happiness_bonus bonus 3 law_bonus bonus -3
|
A Sufi Big Tariqah converts a moderate percentage of the region to Islam, improves happiness, decreases the law and allows the Imam agent. |
169 |
Sunni Small Madhhab A Sunni Small Madhhab converts a moderate percentage of the region to Islam and improves happiness.
|
Sunni Small Madhhab |
ordo_sunnit 0 |
city large_town |
2 |
1200 |
religion_level bonus 5 happiness_bonus bonus -1 law_bonus bonus 1
|
A Sunni Small Madhhab converts a moderate percentage of the region to Islam and improves happiness. |
170 |
Sunni Big Madhhab A Sunni Big Madhhab converts a moderate percentage of the region to Islam, reduces happiness, improves the law, allows the Imam agent and reduces retrain costs.
|
Sunni Big Madhhab |
ordo_sunnit 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 Sunni Big Madhhab converts a moderate percentage of the region to Islam, reduces happiness, improves the law, allows the Imam agent and reduces retrain costs. |
171 |
Sunni Madhhab Center A Sunni Madhhab Center converts a big percentage of the region to Islam, reduces happiness, improves the law, allows the Imam agent and reduces retrain costs.
|
Sunni Madhhab Center |
ordo_sunnit 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 Sunni Madhhab Center converts a big percentage of the region to Islam, reduces happiness, improves the law, allows the Imam agent and reduces retrain costs. |
172 |
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. |
173 |
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. |
174 |
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. |
175 |
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. |
176 |
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. |
177 |
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. |
178 |
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. |
179 |
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. |
180 |
Dome of the Rock A Dome of the Rock increases happiness and loyality.
|
Dome of the Rock |
jerusalem2 0 |
city large_city |
12 |
14400 |
happiness_bonus bonus 1 law_bonus bonus 1
|
A Dome of the Rock increases happiness and loyality. |
181 |
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. |
182 |
Kaaba A Kaaba increases happiness and loyality.
|
Kaaba |
mekka5 0 |
city large_city |
12 |
14400 |
happiness_bonus bonus 1 trade_base_income_bonus bonus 1 religion_level bonus 1
|
A Kaaba increases happiness and loyality. |
183 |
Mezquita de Córdoba A Mezquita de Córdoba increases happiness and loyality.
|
Mezquita de Córdoba |
cordoba8 0 |
city large_city |
12 |
12000 |
happiness_bonus bonus 1 religion_level bonus 1
|
A Mezquita de Córdoba increases happiness and loyality. |