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Home / HTF: Eagle of the Elbe / The Mongols / Buildings
HTF: Eagle of the Elbe
The Mongols The Mongols
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 2 600 wall_level 0
tower_level 1
free_upkeep bonus 4
happiness_bonus bonus 1
agent_limit merchant 2
recruitment_slots 1
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2 Wooden Wall (Upgrade) core_building 1 city 0 0
48
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 6
agent_limit merchant 1
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city 0 0
60
48
27
wall_level 2
tower_level 1
gate_strength 1
free_upkeep bonus 8
agent_limit merchant 1
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
4 Large Stone Wall (Upgrade) core_building 3 city 0 0
60
60
48
27
wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 10
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5 Huge Stone Wall (Upgrade) core_building 4 city 0 0
60
60
48
16
27
wall_level 4
tower_level 1
gate_strength 2
free_upkeep bonus 12
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 2 600
60
27
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 2 1200
27
27
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 2
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 0 0
60
60
27
27
27
wall_level 2
tower_level 1
gate_strength 1
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 0 0
48
60
60
48
60
27
24
27
27
wall_level 3
tower_level 1
gate_strength 2
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle 0 0
48
19
60
60
48
60
27
24
27
27
wall_level 4
tower_level 1
gate_strength 2
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city huge_city 6 6400 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 10000 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle large_city 6 6400 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 10000 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 2 1200
27
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 3 2400
27
27
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 4 4800
27
27
27
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 5 9600
27
24
27
27
Earl's stables allow for the recruitment of elite cavalry units.
19 King's Stables equestrian 4 castle large_city 6 9600
19
27
24
27
27
King's stables allow for the recruitment of the penultimate cavalry units.
20 Town Watch barracks 0 city town 2 600
48
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
21 Town Guard barracks 1 city large_town 3 1200
60
48
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
22 City Watch barracks 2 city city 4 2400
48
60
48
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
23 Mustering Hall castle_barracks 0 castle village 1 600
60
Men must be gathered, selected and trained if military strength is to be maintained.
24 Garrison Quarters castle_barracks 1 castle town 2 1200
60
60
A garrison is a source of much military wisdom and skill for new recruits to the army.
25 Drill Square castle_barracks 2 castle large_town 3 2400
60
60
48
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
26 Barracks castle_barracks 3 castle city 4 4800
48
60
60
48
24
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
27 Bowyer missiles 0 castle town 2 1200
48
A Bowyer allows for the recruitment of basic missile units.
28 Practice Range missiles 1 castle large_town 3 2400
48
48
A Practice Range allows for the recruitment of missile units.
29 Ballista Maker siege 0 city large_town 3 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
30 Catapult Maker siege 1 city large_town 4 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
31 Siege Works siege 2 city city 5 6400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
32 Ballista Maker castle_siege 0 castle large_town 3 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
33 Catapult Maker castle_siege 1 castle large_town 4 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
34 Siege Works castle_siege 2 castle city 5 6400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
35 Gunsmith cannon 0 city city 3 800
16
A Gunsmith allows the construction of a bombard cannon.
36 Gunsmith castle_cannon 0 castle city 3 800
16
A Gunsmith allows the construction of a bombard cannon.
37 Racing Track urban_equestrian 0 city city 4 1200
27
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.
38 Sultan's Racing Track urban_equestrian 1 city large_city 5 1200
27
27
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.
39 Leather Tanner smith 0 city town 2 600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
40 Blacksmith smith 1 city large_town 3 1200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
41 Armourer smith 2 city city 4 2400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
42 Heavy Armourer smith 3 city large_city 5 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
43 Master Armourer smith 4 city huge_city 6 10000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
44 Armour Factory smith 5 city huge_city 7 15000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
45 Leather Tanner castle_smith 0 castle town 2 600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
46 Blacksmith castle_smith 1 castle large_town 3 1200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
47 Armourer castle_smith 2 castle city 4 2400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
48 Heavy Armourer castle_smith 3 castle large_city 5 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
49 Master Armourer castle_smith 4 castle large_city 6 10000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
50 Armour Factory castle_smith 5 castle large_city 7 15000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
51 Port port 0 city 0 0
19
A Port allows a settlement to trade with the far-distant corners of the world.
52 Shipwright port 1 city 0 0
19
A Shipwright allows the construction of ships to be undertaken in earnest.
53 Dockyard port 2 city 0 0
19
A Dockyard allows the construction of larger ships, and improves trade.
54 Naval Drydock port 3 city 0 0
19
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
55 Port castle_port 0 castle large_town 2 800
19
trade_base_income_bonus bonus 2
A Port allows a settlement to trade with the far-distant corners of the world.
56 Shipwright castle_port 1 castle city 3 1600
19
trade_base_income_bonus bonus 3
A Shipwright allows the construction of ships to be undertaken in earnest.
57 Dockyard castle_port 2 castle large_city 5 3200
19
trade_base_income_bonus bonus 4
A Dockyard allows the construction of larger ships, and improves trade.
58 Naval Drydock castle_port 3 castle large_city 6 6400
19
trade_base_income_bonus bonus 5
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
59 Merchant's Wharf sea_trade 0 city 0 0 trade_fleet 1
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
60 Warehouse sea_trade 1 city 0 0 trade_fleet 2
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
61 Docklands sea_trade 2 city 0 0 trade_fleet 3
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
62 Grain Exchange market 0 city 0 0
trade_base_income_bonus bonus 2
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
63 Market market 1 city 0 0
trade_base_income_bonus bonus 3
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
64 Fairground market 2 city 0 0
trade_base_income_bonus bonus 4
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
65 Great Market market 3 city 0 0
trade_base_income_bonus bonus 6
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
66 Merchants' Quarter market 4 city 0 0
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
67 Dirt Roads hinterland_roads 0 city 0 0 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
68 Paved Roads hinterland_roads 1 city 0 0 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
69 Dirt Roads hinterland_castle_roads 0 castle 0 0 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
70 Paved Roads hinterland_castle_roads 1 castle 0 0 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
71 Land Clearance hinterland_farms 0 0 0 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
72 Communal Farming hinterland_farms 1 0 0 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
73 Crop Rotation hinterland_farms 2 0 0 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
74 Irrigation hinterland_farms 3 0 0 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
75 Mines hinterland_mines 0 city 0 0 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
76 Mining Network hinterland_mines 1 city 0 0 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
77 Mines hinterland_castle_mines 0 castle 0 0 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
78 Mining Network hinterland_castle_mines 1 castle 0 0 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
79 Bimaristan hospital 0 city large_city 5 6400 retrain_cost_bonus bonus 1
population_health_bonus bonus 2
A Great Bimaristan improves public health markedly, and also significantly lowers retraining costs in its host city.
80 Great Bimaristan hospital 1 city huge_city 7 9600 retrain_cost_bonus bonus 2
population_health_bonus bonus 4
A Bimaristan improves public health, and also reduces retraining costs in its host city.
81 Alchemist's Lab academic 0 city large_city 3 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.
82 Alchemy School academic 1 city huge_city 5 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.
83 University academic 2 city huge_city 6 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.
84 Small Masjid temple_muslim 0 city 0 0
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
85 Masjid temple_muslim 1 city 0 0
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
86 Minareted Masjid temple_muslim 2 city 0 0
A Minareted Masjid converts a moderate percentage of the region to Islam, improves happiness, and allows the Imam agent.
87 Jama temple_muslim 3 city 0 0
A Jama converts a decent percentage of the region to Islam, improves happiness, and allows the Imam agent.
88 Great Jama temple_muslim 4 city 0 0
A Great Jama converts a sizable percentage of the region to Islam, improves happiness, and allows the Imam agent.
89 Small Masjid temple_muslim_castle 0 castle town 1 800 happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
90 Masjid temple_muslim_castle 1 castle large_town 2 1600 happiness_bonus bonus 1
religion_level bonus 6
agent_limit priest 1
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
91 Brothel taverns 0 city town 2 800
happiness_bonus bonus 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
92 Inn taverns 1 city large_town 3 1600
happiness_bonus bonus 2
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
93 Tavern taverns 2 city city 4 3200
happiness_bonus bonus 3
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
94 Coaching House taverns 3 city large_city 5 6400
48
48
19
happiness_bonus bonus 4
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
95 Pleasure Palace taverns 4 city huge_city 6 10000
48
48
19
happiness_bonus bonus 5
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
96 Town Hall city_hall 0 city large_town 2 600
law_bonus bonus 2
population_health_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
97 Council Chambers city_hall 1 city city 3 1200
60
law_bonus bonus 3
population_health_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
98 City Hall city_hall 2 city large_city 4 2400
19
60
27
law_bonus bonus 5
population_health_bonus bonus 4
A City Hall does much to maintain law and order, as well as reduce urban squalor.
99 Mayor's Palace city_hall 3 city huge_city 5 4800
19
60
27
law_bonus bonus 6
population_health_bonus bonus 5
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
100 Hashashim's Guild guild_assassins_muslim_guild 0 city city 1 1000
A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins.
101 Master Hashashim's Guild guild_assassins_muslim_guild 1 city large_city 1 2000
A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins.
102 Hashashim's Guild Headquarters guild_assassins_muslim_guild 2 city huge_city 1 3000
The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
103 Masons' Guild guild_masons_guild 0 city city 1 1000
60
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
104 Master Masons' Guild guild_masons_guild 1 city large_city 1 2000
60
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1 faction_capability construction_cost_bonus_stone bonus 20
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
105 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 3000
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.
106 Theologians' Guild guild_theologians_guild 0 city city 1 1000
A Theologians' Guild house improves the quality of priests created in the region.
107 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.
108 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.
109 Merchants' Guild guild_merchants_guild 0 city city 1 1000 trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
110 Master Merchants' Guild guild_merchants_guild 1 city large_city 1 2000 trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
111 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 1 3000 trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
112 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.
113 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.
114 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.
115 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
116 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.
117 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.
118 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.
119 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.
120 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.
121 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.
122 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.
123 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 1 3000 weapon_melee_blade 1 faction_capability weapon_melee_blade 1, 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.
124 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.
125 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.
126 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.
127 Convert to Motte and Bailey convert_to_castle 0 city village 1 800
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
128 Convert to Wooden Castle convert_to_castle 1 city town 1 1600
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
129 Convert to Castle convert_to_castle 2 city large_town 2 3200
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
130 Convert to Village convert_to_city 0 castle village 1 800
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
131 Convert to Town convert_to_city 1 castle town 1 1200
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
132 Convert to Large Town convert_to_city 2 castle large_town 2 1600
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
133 Convert to City convert_to_city 3 castle city 2 3200
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
134 Convert to City convert_to_city 4 castle large_city 3 6400
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
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