Language:
Royal Military Academy
Home / Kingdoms: Americas 1.05 / France / Buildings
Kingdoms: Americas 1.05
France France
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 2 600
32
32
24
32
24
48
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 2 1200
32
32
24
32
24
48
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 3 2400
32
32
24
32
24
48
wall_level 2
tower_level 1
gate_strength 1
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 3 4800
32
32
24
32
24
48
wall_level 3
tower_level 1
gate_strength 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 4 9600
32
32
24
32
24
48
wall_level 4
tower_level 1
gate_strength 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 Stables equestrian 0 castle town 2 1200
A Stable allows for the recruitment of basic cavalry units.
7 Knight's Stables equestrian 1 castle large_town 3 2400
Knight's stables allow for the recruitment of cavalry units.
8 Baron's Stables equestrian 2 castle city 4 4800
Baron's stables allow for the recruitment of capable cavalry units.
9 Earl's Stables equestrian 3 castle large_city 5 9600
Earl's stables allow for the recruitment of elite cavalry units.
10 King's Stables equestrian 4 castle large_city 6 9600
King's stables allow for the recruitment of the penultimate cavalry units.
11 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.
12 Town Guard barracks 1 city large_town 3 1200
24
48
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
13 City Watch barracks 2 city city 4 2400
24
24
48
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
14 Militia Drill Square barracks 3 city large_city 5 4800
24
24
48
law_bonus bonus 3
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
15 Militia Barracks barracks 4 city huge_city 6 9600
24
24
48
law_bonus bonus 3
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
16 Army Barracks barracks 5 city huge_city 7 12000
24
24
48
law_bonus bonus 3
Army Barracks are the first training facilities capable of training full-time professional soldiers.
17 Military Academy professional_military 0 castle huge_city 4 4800
A Military Academy allows for the recruitment of late-period professional army units.
18 Royal Officer's Academy professional_military 1 castle huge_city 6 9600
A Royal Officers' Academy allows for the recruitment of late-period professional army units.
19 Bowyer missiles 0 city town 2 1200
32
A Bowyer allows for the recruitment of basic missile units.
20 Practice Range missiles 1 city large_town 3 2400
32
32
A Practice Range allows for the recruitment of missile units.
21 Archery Range missiles 2 city city 4 4800
32
32
32
An Archery Range allows for the recruitment of well trained missile units.
22 Marksman's Range missiles 3 city large_city 5 9600
32
32
32
A Marksman's Range allows for the recruitment of elite missile units.
23 Gunsmith cannon 0 city city 3 800
32
16
A Gunsmith allows the construction of a bombard cannon.
24 Cannon Maker cannon 1 city large_city 4 1600
32
16
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
25 Cannon Foundry cannon 2 city huge_city 5 3200
32
16
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
26 Royal Arsenal cannon 3 city huge_city 6 6400
32
16
16
16
16
16
weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
27 Gunsmith castle_cannon 0 castle city 3 800
A Gunsmith allows the construction of a bombard cannon.
28 Cannon Maker castle_cannon 1 castle large_city 4 1600 weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
29 Cannon Foundry castle_cannon 2 castle large_city 5 3200 weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
30 Royal Arsenal castle_cannon 3 castle large_city 6 6400 weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
31 Leather Tanner smith 0 city town 2 600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
32 Blacksmith smith 1 city large_town 3 1200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
33 Armourer smith 2 city city 4 2400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
34 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.
35 Master Armourer smith 4 city huge_city 6 10000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
36 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.
37 Port port 0 city village 2 800
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.
38 Shipwright port 1 city city 3 1600
20
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
39 Dockyard port 2 city large_city 5 3200
20
30
30
trade_base_income_bonus bonus 4
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
40 Naval Drydock port 3 city huge_city 6 6400
50
20
30
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.
41 Merchant's Wharf sea_trade 0 city city 3 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.
42 Warehouse sea_trade 1 city large_city 5 3200 trade_fleet 3
trade_base_income_bonus bonus 3
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
43 Docklands sea_trade 2 city huge_city 6 6400 trade_fleet 4
trade_base_income_bonus bonus 4
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
44 Grain Exchange market 0 city town 2 600
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.
45 Market market 1 city large_town 3 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…
46 Fairground market 2 city city 4 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.
47 Great Market market 3 city large_city 6 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.
48 Merchants' Quarter market 4 city huge_city 7 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.
49 Dirt Roads hinterland_roads 0 city town 1 400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
50 Land Clearance hinterland_farms 0 village 2 600 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
51 Communal Farming hinterland_farms 1 town 3 1200 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
52 Crop Rotation hinterland_farms 2 large_town 4 2400 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
53 Irrigation hinterland_farms 3 city 6 4800 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
54 Mines hinterland_mines 0 city large_town 2 2000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
55 Mining Network hinterland_mines 1 city city 3 3500 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
56 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.
57 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.
58 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.
59 Small Church temple_catholic 0 city town 1 800
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.
60 Church temple_catholic 1 city large_town 2 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.
61 Abbey temple_catholic 2 city city 3 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.
62 Cathedral temple_catholic 3 city large_city 4 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.
63 Huge Cathedral temple_catholic 4 city huge_city 6 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.
64 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.
65 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.
66 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.
67 Coaching House taverns 3 city large_city 5 6400
happiness_bonus bonus 4
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
68 Pleasure Palace taverns 4 city huge_city 6 10000
happiness_bonus bonus 5
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
69 Town Hall city_hall 0 city large_town 2 600
law_bonus bonus 1
population_health_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
70 Council Chambers city_hall 1 city city 3 1200
law_bonus bonus 2
population_health_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
71 City Hall city_hall 2 city large_city 4 2400
law_bonus bonus 3
population_health_bonus bonus 4
A City Hall does much to maintain law and order, as well as reduce urban squalor.
72 Mayor's Palace city_hall 3 city huge_city 5 4800
law_bonus bonus 4
population_health_bonus bonus 5
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
Royal Military Academy - Sitemaps
Total War: Rome II
Factions
Units
Units in Custom Battle
Buildings

Total War: Shogun 2
Factions
Units

Shogun 2: Rise of the Samurai
Shogun 2: Fall of the Samurai
Total War: Napoleon
Factions
Units

Total War: Empire
Factions
Units
Total War: Medieval II
Factions
Units
Army
Buildings
Mercenaries
Retinue
Traits
Regions
Ranking

Medieval II - Americas
Medieval II - Britannia
Medieval II - Crusades
Medieval II - Tutonic
Total War: Medieval II - MODs
Broken Crescent 1.05
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
Copyright © 2008 - 2013, www.honga.net