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Royal Military Academy
Home / Stainless Steel 5.1b / Rebels / Buildings
Stainless Steel 5.1b
Rebels Rebels
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
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 4 3000
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 6 6000
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 7 9600 law_bonus bonus 1
Earl's stables allow for the recruitment of elite cavalry units.
19 Town Watch barracks 0 city town 3 800 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 1500 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 5 3000 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 6000 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 8 9600 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 10 12000 law_bonus bonus 5
Army Barracks are the first training facilities capable of training full-time professional soldiers.
25 Mustering Hall castle_barracks 0 castle village 2 800
Men must be gathered, selected and trained if military strength is to be maintained.
26 Garrison Quarters castle_barracks 1 castle town 3 1500
A garrison is a source of much military wisdom and skill for new recruits to the army.
27 Drill Square castle_barracks 2 castle large_town 4 3000
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
28 Barracks castle_barracks 3 castle city 6 6000
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
29 Bowyer missiles 0 castle town 3 1500
A Bowyer allows for the recruitment of basic missile units.
30 Practice Range missiles 1 castle large_town 4 3000
A Practice Range allows for the recruitment of missile units.
31 Archery Range missiles 2 castle city 6 6000
An Archery Range allows for the recruitment of well trained missile units.
32 Marksman's Range missiles 3 castle large_city 8 9600
A Marksman's Range allows for the recruitment of elite missile units.
33 Ballista Maker siege 0 city town 4 2000
A Ballista Maker allows the construction of ballista siege weaponry.
34 Catapult Maker siege 1 city large_town 6 4000
A Catapult Maker allows the construction of catapults and ballistae.
35 Siege Works siege 2 city city 7 6400
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
36 Ballista Maker castle_siege 0 castle large_town 4 2000
A Ballista Maker allows the construction of ballista siege weaponry.
37 Catapult Maker castle_siege 1 castle large_town 6 4000
A Catapult Maker allows the construction of catapults and ballistae.
38 Siege Works castle_siege 2 castle city 7 6400
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
39 Gunsmith cannon 0 city city 4 1200
A Gunsmith allows the construction of a bombard cannon.
40 Cannon Maker cannon 1 city large_city 6 2400 weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
41 Cannon Foundry cannon 2 city huge_city 7 3800 weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
42 Gunsmith castle_cannon 0 castle city 4 1200
A Gunsmith allows the construction of a bombard cannon.
43 Cannon Maker castle_cannon 1 castle large_city 6 2400 weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
44 Cannon Foundry castle_cannon 2 castle large_city 7 3800 weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
45 Leather Tanner smith 0 city town 3 800 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
46 Blacksmith smith 1 city large_town 4 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
47 Armourer smith 2 city city 6 3000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
48 Heavy Armourer smith 3 city large_city 8 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
49 Master Armourer smith 4 city huge_city 9 9600 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
50 Armour Factory smith 5 city huge_city 10 12000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
51 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.
52 Blacksmith castle_smith 1 castle large_town 4 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
53 Armourer castle_smith 2 castle city 6 3000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
54 Heavy Armourer castle_smith 3 castle large_city 8 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
55 Master Armourer castle_smith 4 castle large_city 9 9600 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
56 Armour Factory castle_smith 5 castle large_city 10 12000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
57 Port port 0 city large_town 3 1000 trade_base_income_bonus bonus 2
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
58 Shipwright port 1 city city 5 2000
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
59 Dockyard port 2 city large_city 7 3500
30
trade_base_income_bonus bonus 4
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
60 Naval Drydock port 3 city huge_city 9 7000
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.
61 Port castle_port 0 castle large_town 3 1000 trade_base_income_bonus bonus 2
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
62 Shipwright castle_port 1 castle city 5 2000
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
63 Dockyard castle_port 2 castle large_city 7 3500
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
64 Naval Drydock castle_port 3 castle large_city 9 7000
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.
65 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.
66 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.
67 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.
68 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.
69 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…
70 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.
71 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.
72 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.
73 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.
74 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.
75 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.
76 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.
77 Land Clearance hinterland_farms 0 town 3 800 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
78 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.
79 Crop Rotation hinterland_farms 2 city 7 2500 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
80 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.
81 Mines hinterland_mines 0 city large_town 4 2400 mine_resource 5
Mines increase the trade income generated by metal deposits in the region.
82 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.
83 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.
84 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.
85 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.
86 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.
87 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.
88 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.
89 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.
90 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.
91 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.
92 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.
93 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.
94 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.
95 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.
96 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.
97 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.
98 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.
99 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.
100 Masons' Guild guild_masons_guild 0 city city 1 1000 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
101 Master Masons' Guild guild_masons_guild 1 city large_city 1 2000 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.
102 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 3000 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.
103 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.
104 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.
105 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.
106 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.
107 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.
108 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.
109 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.
110 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.
111 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.
112 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
113 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.
114 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.
115 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.
116 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.
117 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.
118 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.
119 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.
120 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.
121 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.
122 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.
123 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.
124 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.
125 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.
126 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.
127 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.
128 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.
129 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.
130 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.
131 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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Broken Crescent 1.05
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