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Home / Stainless Steel 5.1b / Egypt / Buildings
Stainless Steel 5.1b
Egypt Egypt
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 3 800 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 3 1500 wall_level 1
gate_strength 2
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 4 3000 wall_level 2
tower_level 1
gate_strength 3
free_upkeep bonus 4
happiness_bonus bonus 1
recruitment_slots 3
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 5 6000 wall_level 3
tower_level 1
gate_strength 4
free_upkeep bonus 5
happiness_bonus bonus 2
recruitment_slots 4
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 6 12000 wall_level 4
tower_level 1
gate_strength 5
free_upkeep bonus 6
happiness_bonus bonus 3
recruitment_slots 5
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 3 800 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 3 1500 wall_level 1
tower_level 1
gate_strength 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 town 4 3000 wall_level 2
tower_level 1
gate_strength 3
free_upkeep bonus 1
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 5 6000 wall_level 3
tower_level 1
gate_strength 4
free_upkeep bonus 1
law_bonus bonus 4
recruitment_slots 4
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 6 12000 wall_level 4
tower_level 1
gate_strength 5
free_upkeep bonus 2
law_bonus bonus 5
recruitment_slots 5
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 4 3500 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Cannon Towers tower 1 city huge_city 6 6800 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle city 4 3500 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 6 6800 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 3 1500
24
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 4 3000
24
24
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 6 6000
24
24
24
24
8
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 7 9600
24
24
24
24
24
8
law_bonus bonus 1
Earl's stables allow for the recruitment of elite cavalry units.
19 King's Stables equestrian 4 castle large_city 8 9600
24
24
24
24
24
8
24
law_bonus bonus 1
King's stables allow for the recruitment of the penultimate cavalry units.
20 Town Watch barracks 0 city town 3 800
48
60
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 4 1500
48
60
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 5 3000
48
60
60
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
23 Militia Drill Square barracks 3 city large_city 6 6000
48
48
60
60
law_bonus bonus 3
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
24 Militia Barracks barracks 4 city large_city 8 9600
48
48
48
60
60
law_bonus bonus 4
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
25 Army Barracks barracks 5 city huge_city 10 12000
48
24
48
48
60
60
48
law_bonus bonus 5
Army Barracks are the first training facilities capable of training full-time professional soldiers.
26 Mustering Hall castle_barracks 0 castle village 2 800
80
Men must be gathered, selected and trained if military strength is to be maintained.
27 Garrison Quarters castle_barracks 1 castle town 3 1500
80
48
80
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 4 3000
80
48
48
80
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…
29 Barracks castle_barracks 3 castle city 6 6000
80
48
48
48
80
60
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 8 9600
80
48
48
48
80
16
60
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
31 Bowyer missiles 0 castle town 3 1500
48
A Bowyer allows for the recruitment of basic missile units.
32 Practice Range missiles 1 castle large_town 4 3000
48
48
A Practice Range allows for the recruitment of missile units.
33 Archery Range missiles 2 castle city 6 6000
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
34 Ballista Maker siege 0 city town 4 2000
16
A Ballista Maker allows the construction of ballista siege weaponry.
35 Catapult Maker siege 1 city large_town 6 4000
16
16
16
A Catapult Maker allows the construction of catapults and ballistae.
36 Siege Works siege 2 city city 7 6400
16
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 4 2000
16
A Ballista Maker allows the construction of ballista siege weaponry.
38 Catapult Maker castle_siege 1 castle large_town 6 4000
16
16
16
A Catapult Maker allows the construction of catapults and ballistae.
39 Siege Works castle_siege 2 castle city 7 6400
16
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
40 Gunsmith cannon 0 city city 4 1200
16
A Gunsmith allows the construction of a bombard cannon.
41 Cannon Maker cannon 1 city large_city 6 2400
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 7 3800
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
43 Gunsmith castle_cannon 0 castle city 4 1200
16
A Gunsmith allows the construction of a bombard cannon.
44 Cannon Maker castle_cannon 1 castle large_city 6 2400
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 7 3800
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
46 Racing Track urban_equestrian 0 city city 5 1500 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.
47 Sultan's Racing Track urban_equestrian 1 city large_city 7 3000 happiness_bonus bonus 4
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.
48 Leather Tanner smith 0 city town 3 800 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
49 Blacksmith smith 1 city large_town 4 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
50 Armourer smith 2 city city 6 3000
48
armour 3
An Armourer can notably improve the armour available to new and retrained units.
51 Heavy Armourer smith 3 city large_city 8 6400
48
armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
52 Master Armourer smith 4 city huge_city 9 9600
48
armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
53 Armour Factory smith 5 city huge_city 10 12000
48
armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
54 Leather Tanner castle_smith 0 castle town 3 800 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
55 Blacksmith castle_smith 1 castle large_town 4 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
56 Armourer castle_smith 2 castle city 6 3000
48
armour 3
An Armourer can notably improve the armour available to new and retrained units.
57 Heavy Armourer castle_smith 3 castle large_city 8 6400
48
armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
58 Master Armourer castle_smith 4 castle large_city 9 9600
48
armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
59 Armour Factory castle_smith 5 castle large_city 10 12000
48
armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
60 Port port 0 city large_town 3 1000
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.
61 Shipwright port 1 city city 5 2000
20
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
62 Dockyard port 2 city large_city 7 3500
20
40
30
trade_base_income_bonus bonus 4
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
63 Naval Drydock port 3 city huge_city 9 7000
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.
64 Port castle_port 0 castle large_town 3 1000
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.
65 Shipwright castle_port 1 castle city 5 2000
20
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
66 Dockyard castle_port 2 castle large_city 7 3500
20
40
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
67 Naval Drydock castle_port 3 castle large_city 9 7000
50
20
40
30
trade_base_income_bonus bonus 4
trade_fleet 1
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
68 Merchant's Wharf sea_trade 0 city city 4 2000 trade_fleet 2
trade_base_income_bonus bonus 2
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
69 Warehouse sea_trade 1 city large_city 6 3500 trade_fleet 3
trade_base_income_bonus bonus 3
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
70 Docklands sea_trade 2 city huge_city 8 6400 trade_fleet 4
trade_base_income_bonus bonus 3
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
71 Grain Exchange market 0 city town 3 800
agent_limit merchant 1
trade_base_income_bonus bonus 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
72 Market market 1 city large_town 4 1500
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…
73 Fairground market 2 city city 6 3000
agent_limit merchant 1
trade_base_income_bonus bonus 3
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
74 Great Market market 3 city large_city 8 5000
agent_limit merchant 1
trade_base_income_bonus bonus 4
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
75 Merchants' Quarter market 4 city huge_city 10 9600
agent_limit merchant 2
trade_base_income_bonus bonus 5
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
76 Dirt Roads hinterland_roads 0 city town 2 800 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
77 Paved Roads hinterland_roads 1 city city 4 1500 road_level 1
;trade_base_income_bonus bonus 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
78 Dirt Roads hinterland_castle_roads 0 castle town 2 800 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
79 Paved Roads hinterland_castle_roads 1 castle city 4 1500 road_level 1
;trade_base_income_bonus bonus 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
80 Land Clearance hinterland_farms 0 town 3 800 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
81 Communal Farming hinterland_farms 1 large_town 5 1500 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
82 Crop Rotation hinterland_farms 2 city 7 2500 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
83 Irrigation hinterland_farms 3 large_city 9 5000 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
84 Mines hinterland_mines 0 city large_town 4 2400 mine_resource 5
Mines increase the trade income generated by metal deposits in the region.
85 Mining Network hinterland_mines 1 city city 6 4800 mine_resource 8
A Mining Network maximises the income generated by metal deposits in the region.
86 Mines hinterland_castle_mines 0 castle large_town 4 2400 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
87 Mining Network hinterland_castle_mines 1 castle city 6 4800 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
88 Bimaristan hospital 0 city large_city 6 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.
89 Great Bimaristan hospital 1 city huge_city 10 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.
90 Alchemist's Lab academic 0 city large_city 5 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.
91 Alchemy School academic 1 city huge_city 7 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.
92 University academic 2 city huge_city 9 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.
93 Small Masjid temple_muslim 0 city town 2 800
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
94 Masjid temple_muslim 1 city large_town 3 1600
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
95 Minareted Masjid temple_muslim 2 city city 5 3200
happiness_bonus bonus 2
religion_level bonus 5
agent_limit priest 2
population_health_bonus bonus 1
A Minareted Masjid converts a moderate percentage of the region to Islam, improves happiness, and allows the Imam agent.
96 Jama temple_muslim 3 city large_city 7 6400
happiness_bonus bonus 2
religion_level bonus 7
agent_limit priest 2
population_health_bonus bonus 1
A Jama converts a decent percentage of the region to Islam, improves happiness, and allows the Imam agent.
97 Great Jama temple_muslim 4 city huge_city 10 10000
happiness_bonus bonus 3
religion_level bonus 8
agent_limit priest 2
population_health_bonus bonus 1
A Great Jama converts a sizable percentage of the region to Islam, improves happiness, and allows the Imam agent.
98 Small Masjid temple_muslim_castle 0 castle town 2 800
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
99 Masjid temple_muslim_castle 1 castle large_town 4 1600
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1
population_health_bonus bonus 1
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
100 Brothel taverns 0 city town 3 1000
happiness_bonus bonus 1
agent_limit spy 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
101 Inn taverns 1 city large_town 4 2000
happiness_bonus bonus 2
agent_limit assassin 1
agent_limit spy 1
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
102 Tavern taverns 2 city city 6 4000
happiness_bonus bonus 3
agent_limit assassin 1
agent_limit spy 2
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
103 Coaching House taverns 3 city large_city 8 7500
happiness_bonus bonus 4
agent_limit assassin 1
agent_limit spy 2
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
104 Pleasure Palace taverns 4 city huge_city 10 10000
happiness_bonus bonus 5
agent_limit assassin 2
agent_limit spy 3
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
105 Town Hall city_hall 0 city large_town 3 800
population_health_bonus bonus 2
agent_limit diplomat 1
A Town Hall helps maintain law and order, as well as reduce squalor.
106 Council Chambers city_hall 1 city city 4 1500
law_bonus bonus 2
population_health_bonus bonus 3
agent_limit diplomat 2
Council Chambers help to maintain law and order, as well as reduce squalor.
107 City Hall city_hall 2 city large_city 6 3000
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.
108 Mayor's Palace city_hall 3 city huge_city 8 6000
law_bonus bonus 5
population_health_bonus bonus 5
agent_limit diplomat 3
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
109 Hashashim's Guild guild_assassins_muslim_guild 0 city city 1 1000
24
A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins.
110 Master Hashashim's Guild guild_assassins_muslim_guild 1 city large_city 1 2000
24
A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins.
111 Hashashim's Guild Headquarters guild_assassins_muslim_guild 2 city huge_city 1 3000
24
The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
112 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.
113 Master Masons' Guild guild_masons_guild 1 city large_city 1 2000
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.
114 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 3000
48
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.
115 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.
116 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.
117 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.
118 Merchants' Guild guild_merchants_guild 0 city city 1 1000
24
trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
119 Master Merchants' Guild guild_merchants_guild 1 city large_city 1 2000
24
trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
120 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 1 3000
24
trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
121 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.
122 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.
123 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.
124 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
125 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.
126 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.
127 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.
128 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.
129 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.
130 Swordsmiths' Guild guild_swordsmiths_guild 0 city 1 1000 ;weapon_melee_blade 1
recruits_exp_bonus bonus 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
131 Master Swordsmiths' Guild guild_swordsmiths_guild 1 large_city 1 2000 ;weapon_melee_blade 1
recruits_exp_bonus bonus 2
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
132 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 1 3000 ;weapon_melee_blade 1
recruits_exp_bonus bonus 2 faction_capability recruits_exp_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.
133 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.
134 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.
135 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.
136 Convert to Motte and Bailey convert_to_castle 0 city village 1 1200
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
137 Convert to Wooden Castle convert_to_castle 1 city town 2 2400
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
138 Convert to Castle convert_to_castle 2 city large_town 3 4800
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
139 Convert to Village convert_to_city 0 castle village 1 1200
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
140 Convert to Town convert_to_city 1 castle town 2 2400
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
141 Convert to Large Town convert_to_city 2 castle large_town 3 4800
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
142 Convert to City convert_to_city 3 castle city 4 6400
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
143 Convert to City convert_to_city 4 castle large_city 5 8200
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
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