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Home 首頁 / Das Heilige Römische Reich 06 神聖羅馬諸國誌 06 / Sicily / Buildings 建築
Das Heilige Römische Reich 06 神聖羅馬諸國誌 06
Sicily Sicily
No. Card
建築
Name
名稱
Building class
建築類型
City/Castle
城市/城堡
Construstion
建造時間
Cost
建造花費
Capability
建築效果
1 Wooden Palisade (Upgrade) core_building 0 city village 4 600
60
wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 1
recruitment_slots 1
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2 Wooden Wall (Upgrade) core_building 1 city town 4 1200
60
60
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 3
happiness_bonus bonus 1
recruitment_slots 2
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city large_town 6 2400
60
60
60
60
60
wall_level 2
tower_level 1
gate_strength 1
gate_defences 2
free_upkeep bonus 4
happiness_bonus bonus 1
recruitment_slots 2
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
4 Large Stone Wall (Upgrade) core_building 3 city city 6 4800
60
60
48
60
60
48
60
wall_level 3
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 5
happiness_bonus bonus 2
recruitment_slots 3
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5 Huge Stone Wall (Upgrade) core_building 4 city large_city 8 9600
60
60
48
60
60
48
60
wall_level 4
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 6
happiness_bonus bonus 3
recruitment_slots 3
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
6 Motte and Bailey (Upgrade) core_castle_building 0 castle village 4 600
32
60
wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 1
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
7 Wooden Castle (Upgrade) core_castle_building 1 castle village 4 1200
32
32
60
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 1
law_bonus bonus 2
recruitment_slots 2
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
8 Castle (Upgrade) core_castle_building 2 castle town 6 2400
32
32
60
wall_level 2
tower_level 1
gate_strength 1
gate_defences 2
law_bonus bonus 3
recruitment_slots 3
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
9 Fortress (Upgrade) core_castle_building 3 castle large_town 6 4800
48
32
32
32
48
60
60
wall_level 3
tower_level 1
gate_strength 2
gate_defences 2
law_bonus bonus 4
recruitment_slots 3
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 8 9600
32
48
32
32
32
48
60
60
wall_level 4
tower_level 1
gate_strength 2
gate_defences 2
law_bonus bonus 5
recruitment_slots 3
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city large_city 6 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Cannon Towers tower 1 city huge_city 8 6400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle large_city 6 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
14 Cannon Towers castle_tower 1 castle large_city 8 6400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 4 1200
32
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 6 2400
32
32
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 8 4800
32
32
32
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 10 9600
32
32
32
32
Earl's stables allow for the recruitment of elite cavalry units.
19 Town Watch barracks 0 city town 4 600
60
60
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
20 Town Guard barracks 1 city large_town 6 1200
60
60
60
60
60
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
21 City Watch barracks 2 city city 8 2400
60
60
48
60
60
48
60
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
22 Militia Drill Square barracks 3 city large_city 10 4800
60
60
48
60
60
48
60
60
48
60
law_bonus bonus 3
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
23 Militia Barracks barracks 4 city huge_city 12 9600
60
60
48
48
60
60
48
60
60
48
60
60
law_bonus bonus 3
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
24 Army Barracks barracks 5 city huge_city 14 12000
48
60
60
48
48
60
60
48
60
60
48
60
60
law_bonus bonus 3
Army Barracks are the first training facilities capable of training full-time professional soldiers.
25 Mustering Hall castle_barracks 0 castle village 2 600
60
Men must be gathered, selected and trained if military strength is to be maintained.
26 Garrison Quarters castle_barracks 1 castle town 4 1200
60
60
60
A garrison is a source of much military wisdom and skill for new recruits to the army.
27 Drill Square castle_barracks 2 castle large_town 6 2400
60
60
60
60
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
28 Barracks castle_barracks 3 castle city 8 4800
60
60
60
60
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
29 Armoury castle_barracks 4 castle large_city 12 9600
60
60
60
60
48
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
30 Bowyer missiles 0 castle town 4 1200
48
A Bowyer allows for the recruitment of basic missile units.
31 Practice Range missiles 1 castle large_town 6 2400
48
48
A Practice Range allows for the recruitment of missile units.
32 Archery Range missiles 2 castle city 8 4800
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
33 Marksman's Range missiles 3 castle large_city 10 9600
32
48
48
48
A Marksman's Range allows for the recruitment of elite missile units.
34 Ballista Maker siege 0 city large_town 6 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
35 Catapult Maker siege 1 city large_town 8 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
36 Siege Works siege 2 city city 10 6400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
37 Ballista Maker castle_siege 0 castle large_town 6 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
38 Catapult Maker castle_siege 1 castle large_town 8 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
39 Siege Works castle_siege 2 castle city 10 6400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
40 Gunsmith cannon 0 city city 6 800
16
A Gunsmith allows the construction of a bombard cannon.
41 Cannon Maker cannon 1 city large_city 8 1600
16
16
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
42 Cannon Foundry cannon 2 city huge_city 10 3200
16
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
43 Gunsmith castle_cannon 0 castle city 6 800
16
A Gunsmith allows the construction of a bombard cannon.
44 Cannon Maker castle_cannon 1 castle large_city 8 1600
16
16
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
45 Cannon Foundry castle_cannon 2 castle large_city 10 3200
16
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
46 Leather Tanner smith 0 city town 4 600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
47 Blacksmith smith 1 city large_town 6 1200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
48 Armourer smith 2 city city 8 2400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
49 Heavy Armourer smith 3 city large_city 10 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
50 Master Armourer smith 4 city huge_city 12 10000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
51 Armour Factory smith 5 city huge_city 14 15000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
52 Leather Tanner castle_smith 0 castle town 4 600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
53 Blacksmith castle_smith 1 castle large_town 6 1200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
54 Armourer castle_smith 2 castle city 8 2400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
55 Heavy Armourer castle_smith 3 castle large_city 10 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
56 Master Armourer castle_smith 4 castle large_city 12 10000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
57 Armour Factory castle_smith 5 castle large_city 14 15000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
58 Port port 0 city large_town 4 800
20
trade_base_income_bonus bonus 2
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
59 Shipwright port 1 city city 6 1600
20
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
60 Dockyard port 2 city large_city 10 3200
20
40
30
trade_base_income_bonus bonus 4
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
61 Naval Drydock port 3 city huge_city 12 6400
50
20
40
30
trade_base_income_bonus bonus 5
trade_fleet 1
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
62 Port castle_port 0 castle large_town 4 800
20
trade_base_income_bonus bonus 2
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
63 Shipwright castle_port 1 castle city 6 1600
20
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
64 Dockyard castle_port 2 castle large_city 10 3200
20
40
30
trade_base_income_bonus bonus 4
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
65 Naval Drydock castle_port 3 castle large_city 12 6400
50
20
40
30
trade_base_income_bonus bonus 5
trade_fleet 1
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
66 Merchant's Wharf sea_trade 0 city city 6 1600 trade_fleet 2
trade_base_income_bonus bonus 2
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
67 Warehouse sea_trade 1 city large_city 10 3200 trade_fleet 3
trade_base_income_bonus bonus 3
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
68 Docklands sea_trade 2 city huge_city 12 6400 trade_fleet 4
trade_base_income_bonus bonus 4
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
69 Grain Exchange market 0 city town 4 600
trade_base_income_bonus bonus 2
agent_limit merchant 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
70 Market market 1 city large_town 6 1200
trade_base_income_bonus bonus 3
agent_limit merchant 1
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
71 Fairground market 2 city city 8 2400
trade_base_income_bonus bonus 4
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.
72 Great Market market 3 city large_city 12 4800
trade_base_income_bonus bonus 5
agent_limit merchant 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
73 Merchants' Quarter market 4 city huge_city 14 9600
trade_base_income_bonus bonus 6
agent_limit merchant 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
74 Dirt Roads hinterland_roads 0 city town 2 400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
75 Paved Roads hinterland_roads 1 city city 6 1200 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
76 Dirt Roads hinterland_castle_roads 0 castle town 2 400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
77 Paved Roads hinterland_castle_roads 1 castle city 6 1200 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
78 Land Clearance hinterland_farms 0 village 4 600 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
79 Communal Farming hinterland_farms 1 town 6 1200 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
80 Crop Rotation hinterland_farms 2 large_town 8 2400 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
81 Irrigation hinterland_farms 3 city 12 4800 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
82 Mines hinterland_mines 0 city large_town 4 2000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
83 Mining Network hinterland_mines 1 city city 6 3500 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
84 Mines hinterland_castle_mines 0 castle large_town 4 2000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
85 Mining Network hinterland_castle_mines 1 castle city 6 3500 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
86 Alchemist's Lab academic 0 city large_city 6 1600 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.
87 Alchemy School academic 1 city huge_city 10 3200 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.
88 University academic 2 city huge_city 12 6400 weapon_projectile 1
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
89 Small Church temple_catholic 0 city town 2 800
happiness_bonus bonus 1
religion_level bonus 1
pope_disapproval 1
agent_limit priest 1
A Small Church converts a very small percentage of the region to Catholicism, and improves happiness.
90 Church temple_catholic 1 city large_town 4 1600
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1
pope_disapproval 1
A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
91 Abbey temple_catholic 2 city city 6 3200
happiness_bonus bonus 2
religion_level bonus 3
agent_limit priest 2
pope_disapproval 1
An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
92 Cathedral temple_catholic 3 city large_city 8 6400
happiness_bonus bonus 2
religion_level bonus 4
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 1
A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
93 Huge Cathedral temple_catholic 4 city huge_city 12 10000
happiness_bonus bonus 3
religion_level bonus 5
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 3
A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
94 Small Chapel temple_catholic_castle 0 castle town 2 800
happiness_bonus bonus 1
religion_level bonus 2
pope_disapproval 1
agent_limit priest 1
A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness.
95 Chapel temple_catholic_castle 1 castle large_town 4 1600
happiness_bonus bonus 1
religion_level bonus 3
agent_limit priest 1
pope_disapproval 1
A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
96 Brothel taverns 0 city town 4 800
happiness_bonus bonus 1
agent_limit spy 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
97 Inn taverns 1 city large_town 6 1600
happiness_bonus bonus 2
agent_limit spy 1
agent_limit assassin 1
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
98 Tavern taverns 2 city city 8 3200
happiness_bonus bonus 3
agent_limit spy 1
agent_limit assassin 1
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
99 Coaching House taverns 3 city large_city 10 6400
happiness_bonus bonus 4
agent_limit spy 1
agent_limit assassin 1
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
100 Pleasure Palace taverns 4 city huge_city 12 10000
happiness_bonus bonus 5
agent_limit spy 1
agent_limit assassin 1
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
101 Town Hall city_hall 0 city large_town 4 600
law_bonus bonus 1
population_health_bonus bonus 1
agent_limit diplomat 2
A Town Hall helps maintain law and order, as well as reduce squalor.
102 Council Chambers city_hall 1 city city 6 1200
law_bonus bonus 2
population_health_bonus bonus 2
agent_limit diplomat 2
Council Chambers help to maintain law and order, as well as reduce squalor.
103 City Hall city_hall 2 city large_city 8 2400
law_bonus bonus 3
population_health_bonus bonus 4
agent_limit diplomat 2
A City Hall does much to maintain law and order, as well as reduce urban squalor.
104 Mayor's Palace city_hall 3 city huge_city 10 4800
law_bonus bonus 4
population_health_bonus bonus 5
agent_limit diplomat 2
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
105 Artist's Studio art 0 city large_city 6 2400 happiness_bonus bonus 1
An Artist's Studio improves public happiness in the region.
106 Art Gallery art 1 city huge_city 12 4800 happiness_bonus bonus 2
population_health_bonus bonus 1
An Art Gallery notably improves happiness within its host city, and also reduces squalor.
107 Assassins' Guild guild_assassins_guild 0 city city 1 1000 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
108 Master Assassins' Guild guild_assassins_guild 1 city large_city 1 2000 law_bonus bonus 1
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
109 Assassins' Guild Headquarters guild_assassins_guild 2 city huge_city 1 3000 law_bonus bonus 2
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
110 Masons' Guild guild_masons_guild 0 city city 1 1000
60
60
60
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
111 Master Masons' Guild guild_masons_guild 1 city large_city 1 2000
60
60
48
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.
112 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 3000
60
60
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 2 faction_capability construction_cost_bonus_stone bonus 30
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
113 Theologians' Guild guild_theologians_guild 0 city city 1 1000
A Theologians' Guild house improves the quality of priests created in the region.
114 Master Theologians' Guild guild_theologians_guild 1 city large_city 1 2000
A Master Theologians' Guild improves the quality of priests created in the region.
115 Theologians' Guild Headquarters guild_theologians_guild 2 city huge_city 1 3000
The Theologians' Guild Headquarters improves the quality of priests created in the region.
116 Merchants' Guild guild_merchants_guild 0 city city 1 1000
32
trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
117 Master Merchants' Guild guild_merchants_guild 1 city large_city 1 2000
32
trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
118 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 1 3000
32
trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
119 Alchemists' Guild guild_alchemists_guild 0 city city 1 1000 gun_bonus 1
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
120 Master Alchemists' Guild guild_alchemists_guild 1 city large_city 1 2000 gun_bonus 1 faction_capability gun_bonus 1
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
121 Alchemists' Guild Headquarters guild_alchemists_guild 2 city huge_city 1 3000 gun_bonus 1 faction_capability gun_bonus 2
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
122 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
123 Master Thieves' Guild guild_thiefs_guild 1 city large_city 1 2000
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
124 Thieves' Guild Headquarters guild_thiefs_guild 2 city huge_city 1 3000
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
125 Explorers' Guild guild_explorers_guild 0 city city 1 1000
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
126 Master Explorers' Guild guild_explorers_guild 1 city large_city 1 2000
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
127 Explorers' Guild Headquarters guild_explorers_guild 2 city huge_city 1 3000
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
128 Swordsmiths' Guild guild_swordsmiths_guild 0 city 1 1000 weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
129 Master Swordsmiths' Guild guild_swordsmiths_guild 1 large_city 1 2000 weapon_melee_blade 1 faction_capability heavy_cavalry_bonus bonus 1
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
130 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 1 3000 weapon_melee_blade 1 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.
131 Templars' Minor Chapter House guild_templars_chapter_house 0 city 1 1000
32
A Templars' Minor Chapter House allows the recruitment of Templar knights.
132 Templars' Major Chapter House guild_templars_chapter_house 1 large_city 1 2000
32
A Templars' Major Chapter House allows the recruitment of experienced Templar knights.
133 Templars' Headquarters guild_templars_chapter_house 2 large_city 1 3000
32
The Templars' Headquarters allows the recruitment of veteran Templar knights.
134 St Johns' Minor Chapter House guild_st_johns_chapter_house 0 city 1 1000
32
population_health_bonus bonus 1
A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
135 St Johns' Major Chapter House guild_st_johns_chapter_house 1 large_city 1 2000
32
population_health_bonus bonus 2
A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights.
136 St Johns' Headquarters guild_st_johns_chapter_house 2 large_city 1 3000
32
population_health_bonus bonus 3
The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights.
137 Horse Breeders' Guild guild_horse_breeders_guild 0 city city 1 1000 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
138 Master Horse Breeders' Guild guild_horse_breeders_guild 1 city large_city 1 2000 cavalry_bonus 1 faction_capability cavalry_bonus 1
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
139 Horse Breeders' Guild Headquarters guild_horse_breeders_guild 2 city huge_city 1 3000 cavalry_bonus 1 faction_capability cavalry_bonus 2
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
140 Convert to Motte and Bailey convert_to_castle 0 city village 2 800
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
141 Convert to Wooden Castle convert_to_castle 1 city town 2 1600
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
142 Convert to Castle convert_to_castle 2 city large_town 4 3200
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
143 Convert to Village convert_to_city 0 castle village 2 800
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
144 Convert to Town convert_to_city 1 castle town 2 1200
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
145 Convert to Large Town convert_to_city 2 castle large_town 4 1600
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
146 Convert to City convert_to_city 3 castle city 4 3200
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
147 Convert to City convert_to_city 4 castle large_city 6 6400
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
Royal Military Academy - Sitemaps
Total War: Rome II
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Total War: Shogun 2
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Shogun 2: Rise of the Samurai
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Total War: Medieval II
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Medieval II - Americas
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Total War: Medieval II - MODs
Broken Crescent 1.05
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Stainless Steel 5.1b
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Deus Lo Vult 6.0
HTF: Eagle of the Elbe 05
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DarthMod 1.4D: The Last Episode
Das Heilige Romische Reich 06
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Third Age 2.1
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