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Home 首頁 / Lands to Conquer Gold 征服之路 Gold / Spain 西班牙王國 / Buildings 建築
Lands to Conquer Gold 征服之路 Gold
Spain 西班牙王國 Spain 西班牙王國
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 1 800 wall_level 0
tower_level 1
free_upkeep bonus 3
law_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 2 2800
24
48
wall_level 1
gate_strength 3
tower_level 1
free_upkeep bonus 4
law_bonus bonus 2
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 4 5200
24
48
wall_level 2
tower_level 1
gate_strength 6
free_upkeep bonus 5
law_bonus bonus 3
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 10600
24
48
wall_level 3
tower_level 1
gate_strength 8
free_upkeep bonus 6
law_bonus bonus 4
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 15500
24
48
wall_level 4
tower_level 1
gate_strength 10
free_upkeep bonus 8
law_bonus bonus 6
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 2 800 wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 2
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
7 Wooden Castle (Upgrade) core_castle_building 1 castle village 4 2200 wall_level 1
gate_strength 3
tower_level 1
law_bonus bonus 2
recruitment_slots 3
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
8 Castle (Upgrade) core_castle_building 2 castle town 6 4400 wall_level 2
tower_level 1
gate_strength 6
law_bonus bonus 3
recruitment_slots 4
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
9 Fortress (Upgrade) core_castle_building 3 castle large_town 8 8900 wall_level 3
tower_level 1
gate_strength 8
law_bonus bonus 4
recruitment_slots 5
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 10 14000 wall_level 4
tower_level 1
gate_strength 10
law_bonus bonus 6
recruitment_slots 6
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city large_city 3 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 4 6400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle city 3 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 4 6400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 2 1000
24
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 4 2000
24
24
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 6 3000
24
24
24
16
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle 0 0
24
24
24
24
16
Earl's stables allow for the recruitment of elite cavalry units.
19 Town Watch barracks 0 city town 2 1600
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 4 2800
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 4 4000
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 6 5200
48
60
48
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 large_city 6 6400
48
48
60
60
48
law_bonus bonus 4
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
24 Army Barracks barracks 5 city huge_city 8 7600
48
48
48
60
48
law_bonus bonus 5
Army Barracks are the first training facilities capable of training full-time professional soldiers.
25 Royal Barracks barracks 6 city huge_city 10 8600
48
48
48
48
60
48
law_bonus bonus 6
Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
26 Mustering Hall castle_barracks 0 castle village 1 500
60
Men must be gathered, selected and trained if military strength is to be maintained.
27 Garrison Quarters castle_barracks 1 castle town 2 1000
48
60
A garrison is a source of much military wisdom and skill for new recruits to the army.
28 Drill Square castle_barracks 2 castle large_town 6 2000
48
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…
29 Barracks castle_barracks 3 castle city 8 3000
48
48
48
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
30 Armoury castle_barracks 4 castle large_city 12 4000
48
48
48
48
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
31 Military Academy professional_military 0 city huge_city 4 4800
60
law_bonus bonus 2
A Military Academy allows for the recruitment of late-period professional army units.
32 Royal Officer's Academy professional_military 1 city huge_city 6 7600
24
60
law_bonus bonus 4
A Royal Officers' Academy allows for the recruitment of late-period professional army units.
33 Bowyer missiles 0 castle town 2 1000
48
A Bowyer allows for the recruitment of basic missile units.
34 Practice Range missiles 1 castle large_town 4 2000
48
48
A Practice Range allows for the recruitment of missile units.
35 Archery Range missiles 2 castle city 6 3000
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
36 Marksman's Range missiles 3 castle large_city 8 4000
24
48
A Marksman's Range allows for the recruitment of elite missile units.
37 Ballista Maker siege 0 city town 4 5600
16
A Ballista Maker allows the construction of ballista siege weaponry.
38 Catapult Maker siege 1 city large_town 6 7200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
39 Siege Works siege 2 city city 6 9400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
40 Ballista Maker castle_siege 0 castle large_town 4 5600
16
A Ballista Maker allows the construction of ballista siege weaponry.
41 Catapult Maker castle_siege 1 castle large_town 6 7200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
42 Siege Works castle_siege 2 castle city 6 9400
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
43 Gunsmith cannon 0 city city 6 4800
16
A Gunsmith allows the construction of a bombard cannon.
44 Cannon Maker cannon 1 city large_city 7 6400
16
16
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
45 Cannon Foundry cannon 2 city huge_city 8 9600
16
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
46 Royal Arsenal cannon 3 city huge_city 9 12400
16
16
16
16
16
weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
47 Gunsmith castle_cannon 0 castle city 6 4800
16
A Gunsmith allows the construction of a bombard cannon.
48 Cannon Maker castle_cannon 1 castle large_city 7 6400
16
16
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
49 Cannon Foundry castle_cannon 2 castle large_city 8 9600
16
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
50 Royal Arsenal castle_cannon 3 castle large_city 9 12400
16
16
16
16
16
weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
51 Leather Tanner smith 0 city large_town 4 4300 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
52 Blacksmith smith 1 city city 6 5400 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
53 Armourer smith 2 city large_city 8 6500 armour 3
An Armourer can notably improve the armour available to new and retrained units.
54 Heavy Armourer smith 3 city huge_city 9 7600 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
55 Master Armourer smith 4 city huge_city 10 8700 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
56 Armour Factory smith 5 city huge_city 12 10000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
57 Leather Tanner castle_smith 0 castle large_town 4 4300 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
58 Blacksmith castle_smith 1 castle city 6 5400 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
59 Armourer castle_smith 2 castle large_city 8 6500 armour 3
An Armourer can notably improve the armour available to new and retrained units.
60 Heavy Armourer castle_smith 3 castle large_city 9 7600 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
61 Master Armourer castle_smith 4 castle large_city 10 8700 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
62 Armour Factory castle_smith 5 castle large_city 12 10000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
63 Port port 0 city large_town 4 2800
20
trade_base_income_bonus bonus 2
A Port allows a settlement to trade with the far-distant corners of the world.
64 Shipwright port 1 city city 5 4600
20
30
trade_base_income_bonus bonus 3
A Shipwright allows the construction of ships to be undertaken in earnest.
65 Dockyard port 2 city large_city 6 6200
30
20
40
30
trade_base_income_bonus bonus 4
A Dockyard allows the construction of larger ships, and improves trade.
66 Naval Drydock port 3 city huge_city 8 9400
30
20
60
40
30
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.
67 Port castle_port 0 castle large_town 4 2800
20
trade_base_income_bonus bonus 2
A Port allows a settlement to trade with the far-distant corners of the world.
68 Shipwright castle_port 1 castle city 5 4600
20
30
trade_base_income_bonus bonus 3
A Shipwright allows the construction of ships to be undertaken in earnest.
69 Dockyard castle_port 2 castle large_city 6 6200
30
20
40
30
trade_base_income_bonus bonus 4
A Dockyard allows the construction of larger ships, and improves trade.
70 Naval Drydock castle_port 3 castle large_city 8 9400
30
20
60
40
30
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.
71 Merchant's Wharf sea_trade 0 city city 4 2600 trade_fleet 1
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
72 Warehouse sea_trade 1 city large_city 6 5200 trade_fleet 2
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
73 Docklands sea_trade 2 city huge_city 8 7800 trade_fleet 3
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
74 Grain Exchange market 0 city town 3 1000 trade_base_income_bonus bonus 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
75 Market market 1 city large_town 4 2000
agent_limit merchant 1
trade_base_income_bonus bonus 2
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
76 Fairground market 2 city city 5 3000
trade_base_income_bonus bonus 3
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.
77 Great Market market 3 city large_city 6 4000
trade_base_income_bonus bonus 4
agent_limit merchant 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
78 Merchants' Quarter market 4 city huge_city 8 5000
trade_base_income_bonus bonus 5
agent_limit merchant 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
79 Dirt Roads hinterland_roads 0 city town 1 500 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
80 Paved Roads hinterland_roads 1 city city 4 1000 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
81 Dirt Roads hinterland_castle_roads 0 castle town 1 500 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
82 Paved Roads hinterland_castle_roads 1 castle city 4 1000 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
83 Land Clearance hinterland_farms 0 town 3 1000 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
84 Communal Farming hinterland_farms 1 large_town 4 2000 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
85 Crop Rotation hinterland_farms 2 city 5 3000 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
86 Irrigation hinterland_farms 3 large_city 6 4000 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
87 Mines hinterland_mines 0 city large_town 5 3000 mine_resource 6
Mines increase the trade income generated by metal deposits in the region.
88 Mining Network hinterland_mines 1 city city 6 5000 mine_resource 10
A Mining Network maximises the income generated by metal deposits in the region.
89 Mines hinterland_castle_mines 0 castle large_town 5 3000 mine_resource 6
Mines increase the trade income generated by metal deposits in the region.
90 Mining Network hinterland_castle_mines 1 castle city 6 5000 mine_resource 10
A Mining Network maximises the income generated by metal deposits in the region.
91 Alchemist's Lab academic 0 city large_city 6 3600 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.
92 Alchemy School academic 1 city huge_city 8 5200 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.
93 University academic 2 city huge_city 10 7400 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.
94 Small Church temple_catholic 0 city town 2 1000
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.
95 Church temple_catholic 1 city large_town 4 2600
happiness_bonus bonus 2
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.
96 Abbey temple_catholic 2 city city 6 5400
happiness_bonus bonus 3
religion_level bonus 3
agent_limit priest 2
pope_disapproval 1
population_health_bonus bonus 1
An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
97 Cathedral temple_catholic 3 city large_city 12 9400
happiness_bonus bonus 4
religion_level bonus 4
agent_limit priest 2
pope_disapproval 1
pope_approval 2
population_health_bonus bonus 1
A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
98 Huge Cathedral temple_catholic 4 city huge_city 16 14000
happiness_bonus bonus 6
religion_level bonus 5
agent_limit priest 2
pope_disapproval 1
pope_approval 2
population_health_bonus bonus 2
A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
99 Small Chapel temple_catholic_castle 0 castle town 2 1000
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.
100 Chapel temple_catholic_castle 1 castle large_town 4 2600
happiness_bonus bonus 2
religion_level bonus 4
agent_limit priest 1
pope_disapproval 1
population_health_bonus bonus 1
A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
101 Brothel taverns 0 city town 4 1800
happiness_bonus bonus 2
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
102 Inn taverns 1 city large_town 5 2600
happiness_bonus bonus 3
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
103 Tavern taverns 2 city city 6 4200
happiness_bonus bonus 4
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
104 Coaching House taverns 3 city large_city 8 6400
happiness_bonus bonus 6
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
105 Pleasure Palace taverns 4 city huge_city 10 10000
happiness_bonus bonus 8
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
106 Town Hall city_hall 0 city large_town 4 4500
law_bonus bonus 2
A Town Hall helps maintain law and order, as well as reduce squalor.
107 Council Chambers city_hall 1 city city 6 6200
law_bonus bonus 4
Council Chambers help to maintain law and order, as well as reduce squalor.
108 City Hall city_hall 2 city large_city 8 7400
law_bonus bonus 6
population_health_bonus bonus 1
A City Hall does much to maintain law and order, as well as reduce urban squalor.
109 Mayor's Palace city_hall 3 city huge_city 10 9000
law_bonus bonus 8
population_health_bonus bonus 2
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
110 Plaza del Toro bullring 0 city city 4 4800 happiness_bonus bonus 2
A Plaza del Toro increases happiness in the city in which it resides.
111 Jousting Lists tourney 0 castle city 6 4600 happiness_bonus bonus 2
heavy_cavalry_bonus bonus 1
Jousting Lists improve the quality of knights recruited here.
112 Tourney Field tourney 1 castle large_city 8 6200 happiness_bonus bonus 4
heavy_cavalry_bonus bonus 2
A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle.
113 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.
114 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.
115 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.
116 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.
117 Master Masons' Guild guild_masons_guild 1 city large_city 1 2000
48
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 2 faction_capability construction_cost_bonus_stone bonus 20
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
118 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 3000
60
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 3 faction_capability construction_cost_bonus_stone bonus 30
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
119 Theologians' Guild guild_theologians_guild 0 city city 1 1000 religion_level bonus 2
A Theologians' Guild house improves the quality of priests created in the region.
120 Master Theologians' Guild guild_theologians_guild 1 city large_city 1 2000 religion_level bonus 4
A Master Theologians' Guild improves the quality of priests created in the region.
121 Theologians' Guild Headquarters guild_theologians_guild 2 city huge_city 1 3000 religion_level bonus 6
The Theologians' Guild Headquarters improves the quality of priests created in the region.
122 Merchants' Guild guild_merchants_guild 0 city city 1 1000
24
trade_base_income_bonus bonus 2
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
123 Master Merchants' Guild guild_merchants_guild 1 city large_city 1 2000
24
trade_base_income_bonus bonus 4
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
124 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 1 3000
24
trade_base_income_bonus bonus 6
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
125 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.
126 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.
127 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.
128 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
129 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.
130 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.
131 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.
132 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.
133 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.
134 Swordsmiths' Guild guild_swordsmiths_guild 0 city 1 2000 weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
135 Master Swordsmiths' Guild guild_swordsmiths_guild 1 large_city 1 3000 weapon_melee_blade 1 faction_capability retrain_cost_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.
136 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 1 4000 weapon_melee_blade 1 faction_capability retrain_cost_bonus bonus 2
The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
137 Knights of Santiago Minor Chapter House guild_knights_of_santiago_chapter_house 0 city 1 1000
24
A Knights of Santiago Minor Chapter House allows the recruitment of Knights of Santiago.
138 Knights of Santiago Major Chapter House guild_knights_of_santiago_chapter_house 1 large_city 1 2000
24
A Knights of Santiago Major Chapter House allows the recruitment of experienced Knights of Santiago.
139 Knights of Santiago Headquarters guild_knights_of_santiago_chapter_house 2 large_city 1 3000
24
The Knights of Santiago Headquarters allows the recruitment of veteran Knights of Santiago.
140 Horse Breeders' Guild guild_horse_breeders_guild 0 city 1 1000 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
141 Master Horse Breeders' Guild guild_horse_breeders_guild 1 large_city 1 2000 cavalry_bonus 1 faction_capability cavalry_bonus bonus 1
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
142 Horse Breeders' Guild Headquarters guild_horse_breeders_guild 2 huge_city 1 3000 cavalry_bonus 1 faction_capability cavalry_bonus bonus 2
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
143 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.
144 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.
145 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.
146 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.
147 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.
148 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.
149 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.
150 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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Broken Crescent 2.02
Stainless Steel 5.1b
Stainless Steel 6.1
Deus Lo Vult 5.7
Deus Lo Vult 6.0
HTF: Eagle of the Elbe 05
The Long Road 2.0
Lands to Conquer Gold
DarthMod 1.4D: The Last Episode
Das Heilige Romische Reich 06
Third Age 1.3
Third Age 1.4
Third Age 2.1
Third Age 3.1
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