1 |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
|
Wooden Palisade (Upgrade) |
core_building 0 |
city village |
3 |
1000 |
wall_level 0 tower_level 1 free_upkeep bonus 1 recruitment_slots 1 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 law_bonus bonus 8 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long. |
2 |
Wooden Wall (Upgrade) A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
|
Wooden Wall (Upgrade) |
core_building 1 |
city town |
5 |
1800 |
wall_level 1 gate_strength 1 tower_level 1 free_upkeep bonus 2 recruitment_slots 2 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 law_bonus bonus 8 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
|
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment. |
3 |
Stone Wall (Upgrade) Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
|
Stone Wall (Upgrade) |
core_building 2 |
city large_town |
7 |
5200 |
wall_level 2 tower_level 1 gate_strength 1 free_upkeep bonus 3 recruitment_slots 2 recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1 law_bonus bonus 8 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
|
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent. |
4 |
Large Stone Wall (Upgrade) A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
|
Large Stone Wall (Upgrade) |
core_building 3 |
city city |
8 |
7800 |
wall_level 3 tower_level 1 gate_strength 2 free_upkeep bonus 4 recruitment_slots 2 recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1 law_bonus bonus 9 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 4 requires event_counter is_the_ai 1
|
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences. |
5 |
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
|
Motte and Bailey (Upgrade) |
core_castle_building 0 |
castle village |
3 |
800 |
wall_level 0 tower_level 1 free_upkeep bonus 1 recruitment_slots 1 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 law_bonus bonus 8 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence. |
6 |
Wooden Castle (Upgrade) A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
|
Wooden Castle (Upgrade) |
core_castle_building 1 |
castle village |
4 |
1600 |
wall_level 1 gate_strength 1 free_upkeep bonus 2 tower_level 1 recruitment_slots 1 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 law_bonus bonus 8 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
|
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities. |
7 |
Castle (Upgrade) A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
|
Castle (Upgrade) |
core_castle_building 2 |
castle town |
6 |
4800 |
wall_level 2 tower_level 1 gate_strength 1 free_upkeep bonus 3 recruitment_slots 2 recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1 law_bonus bonus 8 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
|
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see. |
8 |
Fortress (Upgrade) A fortress is a permanent statement of ownership, and not something that is easily taken.
|
Fortress (Upgrade) |
core_castle_building 3 |
castle large_town |
7 |
6500 |
wall_level 3 tower_level 1 gate_strength 2 free_upkeep bonus 4 recruitment_slots 2 recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1 law_bonus bonus 9 requires event_counter is_the_ai 1 construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1 construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1 taxable_income_bonus 50 requires event_counter is_the_ai 1 trade_base_income_bonus bonus 4 requires event_counter is_the_ai 1
|
A fortress is a permanent statement of ownership, and not something that is easily taken. |
9 |
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
Ballista Towers |
tower 0 |
city large_city |
4 |
4500 |
tower_level 2
|
Ballista Towers provide the defenders with enough firepower to keep attackers at bay. |
10 |
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
Ballista Towers |
castle_tower 0 |
castle city |
4 |
4200 |
tower_level 2
|
Ballista Towers provide the defenders with enough firepower to keep attackers at bay. |
11 |
Stables A Stable allows for the recruitment of basic cavalry units.
|
Stables |
equestrian 0 |
castle town |
5 |
2000 |
30
Arnor Sergeants heavy cavalry Strong heavy cavalry, accoutered in chain mail and armed with sword and spear.
|
24
Merchants heavy cavalry Merchant cavalry furnished with Gondorian and dwarven arms but unpossessing of true fighting spirit.
|
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
A Stable allows for the recruitment of basic cavalry units. |
12 |
Knight's Stables Knight's stables allow for the recruitment of cavalry units.
|
Knight's Stables |
equestrian 1 |
castle large_town |
6 |
4800 |
30
Arnor Sergeants heavy cavalry Strong heavy cavalry, accoutered in chain mail and armed with sword and spear.
|
30
Greenway Sentries heavy cavalry Mounted guardians of the Greenway oftentimes found patrolling along the road. REQUIRES GREENWAY REGION
|
24
Merchants heavy cavalry Merchant cavalry furnished with Gondorian and dwarven arms but unpossessing of true fighting spirit.
|
24
Mounted Battle Ready Dúnedain heavy cavalry Dúnedain heavy lancers mounted on war steeds. REQUIRES DUNEDAIN REGION
|
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
Knight's stables allow for the recruitment of cavalry units. |
13 |
Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
|
Baron's Stables |
equestrian 2 |
castle city |
8 |
7400 |
30
Arnor Knights heavy cavalry Heavy cavalry fighting with lances and swords and protected with heavy plate armor.
|
30
Arnor Sergeants heavy cavalry Strong heavy cavalry, accoutered in chain mail and armed with sword and spear.
|
30
Greenway Sentries heavy cavalry Mounted guardians of the Greenway oftentimes found patrolling along the road. REQUIRES GREENWAY REGION
|
24
Merchants heavy cavalry Merchant cavalry furnished with Gondorian and dwarven arms but unpossessing of true fighting spirit.
|
24
Mounted Battle Ready Dúnedain heavy cavalry Dúnedain heavy lancers mounted on war steeds. REQUIRES DUNEDAIN REGION
|
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
Baron's stables allow for the recruitment of capable cavalry units. |
14 |
Stables A Stable allows for the recruitment of basic cavalry units.
|
Stables |
c_equestrian 0 |
city large_town |
5 |
2000 |
30
Arnor Sergeants heavy cavalry Strong heavy cavalry, accoutered in chain mail and armed with sword and spear.
|
24
Merchants heavy cavalry Merchant cavalry furnished with Gondorian and dwarven arms but unpossessing of true fighting spirit.
|
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
A Stable allows for the recruitment of basic cavalry units. |
15 |
Knight's Stables Knight's stables allow for the recruitment of cavalry units.
|
Knight's Stables |
c_equestrian 1 |
city city |
6 |
4800 |
30
Arnor Sergeants heavy cavalry Strong heavy cavalry, accoutered in chain mail and armed with sword and spear.
|
30
Greenway Sentries heavy cavalry Mounted guardians of the Greenway oftentimes found patrolling along the road. REQUIRES GREENWAY REGION
|
24
Merchants heavy cavalry Merchant cavalry furnished with Gondorian and dwarven arms but unpossessing of true fighting spirit.
|
24
Mounted Battle Ready Dúnedain heavy cavalry Dúnedain heavy lancers mounted on war steeds. REQUIRES DUNEDAIN REGION
|
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
Knight's stables allow for the recruitment of cavalry units. |
16 |
Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
|
Baron's Stables |
c_equestrian 2 |
city large_city |
8 |
7400 |
30
Arnor Knights heavy cavalry Heavy cavalry fighting with lances and swords and protected with heavy plate armor.
|
30
Arnor Sergeants heavy cavalry Strong heavy cavalry, accoutered in chain mail and armed with sword and spear.
|
30
Greenway Sentries heavy cavalry Mounted guardians of the Greenway oftentimes found patrolling along the road. REQUIRES GREENWAY REGION
|
24
Merchants heavy cavalry Merchant cavalry furnished with Gondorian and dwarven arms but unpossessing of true fighting spirit.
|
24
Mounted Battle Ready Dúnedain heavy cavalry Dúnedain heavy lancers mounted on war steeds. REQUIRES DUNEDAIN REGION
|
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
|
Baron's stables allow for the recruitment of capable cavalry units. |
17 |
Town Watch The Town Watch has the minimum equipment and resources needed to train infantry.
|
Town Watch |
barracks 0 |
city village |
4 |
1600 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
law_bonus bonus 1 recruitment_slots 1 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
The Town Watch has the minimum equipment and resources needed to train infantry. |
18 |
Town Guard A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
|
Town Guard |
barracks 1 |
city large_town |
5 |
3200 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
law_bonus bonus 2 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores. |
19 |
Barracks The city barracks can employ some professional warriors to train recruits, and can equip them from its armoury.
|
Barracks |
barracks 2 |
city city |
6 |
4500 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
48
Battle-ready Dúnedain heavy infantry Dúnedain infantry of great strength and skill bearing two-handed swords. REQUIRES DUNEDAIN REGION
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
60
Arnor Men at Arms heavy infantry Highly disciplined men who wield large shields, quality helmets and a sharp sword.
|
60
Greenway Guards spearmen infantry Foot soldiers of Eriador tasked with maintaining the Greenway and keeping at bay the dangers of the wilderness. REQUIRES GREENWAY REGION
|
48
Merchant Militia heavy infantry Merchant infantry, well equipped but lacking the prowess of dedicated warriors.
|
law_bonus bonus 3 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
The city barracks can employ some professional warriors to train recruits, and can equip them from its armoury. |
20 |
Army Barracks Army Barracks are the first training facilities capable of training full-time professional soldiers.
|
Army Barracks |
barracks 3 |
city large_city |
7 |
6400 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
60
Arnor Pikemen spearmen infantry Perfect anti-cavalry unit, armed with long pikes and protected by a mix of mail and plate armor.
|
48
Battle-ready Dúnedain heavy infantry Dúnedain infantry of great strength and skill bearing two-handed swords. REQUIRES DUNEDAIN REGION
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
60
Arnor Men at Arms heavy infantry Highly disciplined men who wield large shields, quality helmets and a sharp sword.
|
48
Dismounted Dúnedain Knights heavy infantry Elite heavy infantry of dismounted knights. REQUIRES ANNUMINAS
|
24
Knights of Annúminas heavy cavalry Elite Dúnedain knights in heavy armour. REQUIRES ANNUMINAS
|
60
Greenway Guards spearmen infantry Foot soldiers of Eriador tasked with maintaining the Greenway and keeping at bay the dangers of the wilderness. REQUIRES GREENWAY REGION
|
48
Merchant Militia heavy infantry Merchant infantry, well equipped but lacking the prowess of dedicated warriors.
|
law_bonus bonus 3 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
Army Barracks are the first training facilities capable of training full-time professional soldiers. |
21 |
Mustering Hall Dwarves must be gathered, selected and trained if military strength is to be maintained.
|
Mustering Hall |
castle_barracks 0 |
castle village |
4 |
1600 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
law_bonus bonus 1 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
Dwarves must be gathered, selected and trained if military strength is to be maintained. |
22 |
Garrison Quarters A garrison is a source of much military wisdom and skill for new recruits to the army.
|
Garrison Quarters |
castle_barracks 1 |
castle town |
5 |
3200 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
48
Battle-ready Dúnedain heavy infantry Dúnedain infantry of great strength and skill bearing two-handed swords. REQUIRES DUNEDAIN REGION
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
law_bonus bonus 2 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
A garrison is a source of much military wisdom and skill for new recruits to the army. |
23 |
Barracks The city barracks can employ some professional warriors to train recruits, and can equip them from its armoury.
|
Barracks |
castle_barracks 2 |
castle large_town |
6 |
4500 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
48
Battle-ready Dúnedain heavy infantry Dúnedain infantry of great strength and skill bearing two-handed swords. REQUIRES DUNEDAIN REGION
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
60
Arnor Men at Arms heavy infantry Highly disciplined men who wield large shields, quality helmets and a sharp sword.
|
60
Greenway Guards spearmen infantry Foot soldiers of Eriador tasked with maintaining the Greenway and keeping at bay the dangers of the wilderness. REQUIRES GREENWAY REGION
|
48
Merchant Militia heavy infantry Merchant infantry, well equipped but lacking the prowess of dedicated warriors.
|
law_bonus bonus 3 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
The city barracks can employ some professional warriors to train recruits, and can equip them from its armoury. |
24 |
Army Barracks Army Barracks are the first training facilities capable of training full-time professional soldiers.
|
Army Barracks |
castle_barracks 3 |
castle city |
7 |
6400 |
60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
|
60
Arnor Pikemen spearmen infantry Perfect anti-cavalry unit, armed with long pikes and protected by a mix of mail and plate armor.
|
48
Battle-ready Dúnedain heavy infantry Dúnedain infantry of great strength and skill bearing two-handed swords. REQUIRES DUNEDAIN REGION
|
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
|
60
Arnor Men at Arms heavy infantry Highly disciplined men who wield large shields, quality helmets and a sharp sword.
|
48
Dismounted Dúnedain Knights heavy infantry Elite heavy infantry of dismounted knights. REQUIRES ANNUMINAS
|
24
Knights of Annúminas heavy cavalry Elite Dúnedain knights in heavy armour. REQUIRES ANNUMINAS
|
60
Greenway Guards spearmen infantry Foot soldiers of Eriador tasked with maintaining the Greenway and keeping at bay the dangers of the wilderness. REQUIRES GREENWAY REGION
|
48
Merchant Militia heavy infantry Merchant infantry, well equipped but lacking the prowess of dedicated warriors.
|
law_bonus bonus 3 recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
|
Army Barracks are the first training facilities capable of training full-time professional soldiers. |
25 |
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
missiles 0 |
castle town |
4 |
1800 |
60
Arnorian Archers missile infantry Good light archers, armed with quality bows, swords and shields.
|
60
Archer Militia missile infantry Poorly trained Breelanders armed with short-bows.
|
|
A Bowyer allows for the recruitment of basic missile units. |
26 |
Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
missiles 1 |
castle large_town |
5 |
3400 |
60
Arnorian Archers missile infantry Good light archers, armed with quality bows, swords and shields.
|
60
Archer Militia missile infantry Poorly trained Breelanders armed with short-bows.
|
48
Dúnedain Rangers missile infantry Highly skilled archers, capable of terrifying ambushes. REQUIRES DUNEDAIN REGION
|
|
A Practice Range allows for the recruitment of missile units. |
27 |
Archery Range An Archery Range allows for the recruitment of well trained missile units.
|
Archery Range |
missiles 2 |
castle city |
6 |
4800 |
60
Arnorian Archers missile infantry Good light archers, armed with quality bows, swords and shields.
|
60
Arnorian Heavy Archers missile infantry Highly disciplined and skilled archers, able to defend themselves in melee.
|
60
Archer Militia missile infantry Poorly trained Breelanders armed with short-bows.
|
48
Dúnedain Rangers missile infantry Highly skilled archers, capable of terrifying ambushes. REQUIRES DUNEDAIN REGION
|
|
An Archery Range allows for the recruitment of well trained missile units. |
28 |
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
c_missiles 0 |
city large_town |
4 |
1800 |
60
Arnorian Archers missile infantry Good light archers, armed with quality bows, swords and shields.
|
60
Archer Militia missile infantry Poorly trained Breelanders armed with short-bows.
|
|
A Bowyer allows for the recruitment of basic missile units. |
29 |
Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
c_missiles 1 |
city city |
5 |
3400 |
60
Arnorian Archers missile infantry Good light archers, armed with quality bows, swords and shields.
|
60
Archer Militia missile infantry Poorly trained Breelanders armed with short-bows.
|
48
Dúnedain Rangers missile infantry Highly skilled archers, capable of terrifying ambushes. REQUIRES DUNEDAIN REGION
|
|
A Practice Range allows for the recruitment of missile units. |
30 |
Archery Range An Archery Range allows for the recruitment of well trained missile units.
|
Archery Range |
c_missiles 2 |
city large_city |
6 |
4800 |
60
Arnorian Archers missile infantry Good light archers, armed with quality bows, swords and shields.
|
60
Arnorian Heavy Archers missile infantry Highly disciplined and skilled archers, able to defend themselves in melee.
|
60
Archer Militia missile infantry Poorly trained Breelanders armed with short-bows.
|
48
Dúnedain Rangers missile infantry Highly skilled archers, capable of terrifying ambushes. REQUIRES DUNEDAIN REGION
|
|
An Archery Range allows for the recruitment of well trained missile units. |
31 |
Hunting Camp A Hunting Camp allows to the recruitment of organized Woodland Hunters.
|
Hunting Camp |
forest_camps 0 |
|
0 |
0 |
60
Woodland Hunters missile infantry Light but skilled archers armed with hunting bows and skinning knives. REQUIRES FOREST REGION
|
|
A Hunting Camp allows to the recruitment of organized Woodland Hunters. |
32 |
Lumber Camp A Lumber Camp allows to the recruitment of organized Lumbermen.
|
Lumber Camp |
forest_camps 1 |
|
0 |
0 |
60
Lumbermen heavy infantry Unprofessional but hardy woodsmen with two-handed tree chopping axes. REQUIRES FOREST REGION
|
60
Woodland Hunters missile infantry Light but skilled archers armed with hunting bows and skinning knives. REQUIRES FOREST REGION
|
|
A Lumber Camp allows to the recruitment of organized Lumbermen. |
33 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
siege 0 |
city large_town |
4 |
3400 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering men with ease.
|
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
34 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
siege 1 |
city city |
5 |
4700 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering men with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
35 |
Siege Works A Siege Works allows the construction of advanced siege weaponry.
|
Siege Works |
siege 2 |
city large_city |
6 |
7200 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering men with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
24
Trebuchet missile siege Giant rock-flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
|
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Siege Works allows the construction of advanced siege weaponry. |
36 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
castle_siege 0 |
castle large_town |
4 |
3400 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering men with ease.
|
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
37 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
castle_siege 1 |
castle large_town |
5 |
4700 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering men with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
38 |
Siege Works A Siege Works allows the construction of advanced siege weaponry.
|
Siege Works |
castle_siege 2 |
castle city |
6 |
7200 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering men with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
24
Trebuchet missile siege Giant rock-flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
|
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Siege Works allows the construction of advanced siege weaponry. |
39 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Leather Tanner |
smith 0 |
city town |
2 |
1000 |
armour 1
|
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
40 |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
Blacksmith |
smith 1 |
city large_town |
3 |
1500 |
armour 2
|
A Blacksmith can moderately improve the armour available to new and retrained units. |
41 |
Armourer An Armourer can notably improve the armour available to new and retrained units.
|
Armourer |
smith 2 |
city city |
4 |
3200 |
armour 3
|
An Armourer can notably improve the armour available to new and retrained units. |
42 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
Heavy Armourer |
smith 3 |
city large_city |
5 |
6400 |
armour 4
|
A Heavy Armourer can significantly improve the armour available to new and retrained units. |
43 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Leather Tanner |
castle_smith 0 |
castle town |
2 |
1000 |
armour 1
|
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
44 |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
Blacksmith |
castle_smith 1 |
castle large_town |
3 |
1500 |
armour 2
|
A Blacksmith can moderately improve the armour available to new and retrained units. |
45 |
Armourer An Armourer can notably improve the armour available to new and retrained units.
|
Armourer |
castle_smith 2 |
castle city |
4 |
3200 |
armour 3
|
An Armourer can notably improve the armour available to new and retrained units. |
46 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
Heavy Armourer |
castle_smith 3 |
castle large_city |
5 |
6400 |
armour 4
|
A Heavy Armourer can significantly improve the armour available to new and retrained units. |
47 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
port 0 |
city large_town |
5 |
3500 |
20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
|
trade_base_income_bonus bonus 1 trade_fleet 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
48 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
port 1 |
city city |
6 |
5000 |
20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
|
30
Palarran light ship This heavy warship of the Fleet can outmatch most other vessels, though a Corsair Marauder will provide a challenge.
|
trade_base_income_bonus bonus 2 trade_fleet 1
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
49 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
port 2 |
city large_city |
7 |
8000 |
20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
|
30
Palarran light ship This heavy warship of the Fleet can outmatch most other vessels, though a Corsair Marauder will provide a challenge.
|
trade_base_income_bonus bonus 3 trade_fleet 1
|
A Dockyard allows the construction of larger ships, and improves trade. |
50 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
castle_port 0 |
castle large_town |
5 |
3500 |
20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
|
trade_base_income_bonus bonus 1 trade_fleet 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
|
51 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
castle_port 1 |
castle city |
6 |
5000 |
20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
|
30
Palarran light ship This heavy warship of the Fleet can outmatch most other vessels, though a Corsair Marauder will provide a challenge.
|
trade_base_income_bonus bonus 2 trade_fleet 1
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
52 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
castle_port 2 |
castle large_city |
7 |
8000 |
20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
|
30
Palarran light ship This heavy warship of the Fleet can outmatch most other vessels, though a Corsair Marauder will provide a challenge.
|
trade_base_income_bonus bonus 3 trade_fleet 1
|
A Dockyard allows the construction of larger ships, and improves trade. |
53 |
Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
|
Merchant's Wharf |
sea_trade 0 |
city city |
4 |
5000 |
trade_fleet 2 trade_base_income_bonus bonus 1
|
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement. |
54 |
Warehouse A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
|
Warehouse |
sea_trade 1 |
city large_city |
5 |
7500 |
trade_fleet 3 trade_base_income_bonus bonus 2
|
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement. |
55 |
Docklands Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
|
Docklands |
sea_trade 2 |
city huge_city |
6 |
10000 |
trade_fleet 4 trade_base_income_bonus bonus 3
|
Docklands allow three extra trade fleets, and greatly increases trade to the settlement. |
56 |
Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
|
Grain Exchange |
market 0 |
city town |
2 |
600 |
trade_base_income_bonus bonus 1
|
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made. |
57 |
Market A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
|
Market |
market 1 |
city large_town |
3 |
1300 |
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… |
58 |
Fairground Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
|
Fairground |
market 2 |
city city |
4 |
2800 |
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. |
59 |
Great Market A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
|
Great Market |
market 3 |
city large_city |
6 |
6300 |
trade_base_income_bonus bonus 4
|
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops. |
60 |
Merchants' Quarter A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
|
Merchants' Quarter |
market 4 |
city huge_city |
7 |
9600 |
trade_base_income_bonus bonus 5
|
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds. |
61 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
Dirt Roads |
hinterland_roads 0 |
city town |
4 |
1500 |
trade_base_income_bonus bonus 1 road_level 0
|
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade. |
62 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
Paved Roads |
hinterland_roads 1 |
city city |
6 |
3500 |
trade_base_income_bonus bonus 2 road_level 1
|
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
63 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
Dirt Roads |
hinterland_castle_roads 0 |
castle town |
4 |
1500 |
trade_base_income_bonus bonus 1 road_level 0
|
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade. |
64 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
Paved Roads |
hinterland_castle_roads 1 |
castle city |
6 |
3500 |
trade_base_income_bonus bonus 2 road_level 1
|
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
65 |
Pig Farm A Pig Farm feeds the population and encourages growth.
|
Pig Farm |
hinterland_farms 0 |
village |
2 |
800 |
farming_level 1
|
A Pig Farm feeds the population and encourages growth. |
66 |
Large Pig Farm A Large Pig Farm is capable of producing more food than a standard Pig Farm encouraging growth and prosperity.
|
Large Pig Farm |
hinterland_farms 1 |
town |
3 |
1600 |
farming_level 2
|
A Large Pig Farm is capable of producing more food than a standard Pig Farm encouraging growth and prosperity. |
67 |
Pig Factory A Pig Factory keeps a large population adequately fed.
|
Pig Factory |
hinterland_farms 2 |
large_town |
4 |
3500 |
farming_level 3
|
A Pig Factory keeps a large population adequately fed. |
68 |
Slaughterhouse The Slaughterhouse is the pinnacle of pork production, a must in ensuring larger populations can be properly sustained.
|
Slaughterhouse |
hinterland_farms 3 |
city |
6 |
5200 |
farming_level 4
|
The Slaughterhouse is the pinnacle of pork production, a must in ensuring larger populations can be properly sustained. |
69 |
Chicken Farming Chicken Farming improves productivity in the region to encourage growth and prosperity.
|
Chicken Farming |
hinterland_breed 0 |
city |
0 |
0 |
|
Chicken Farming improves productivity in the region to encourage growth and prosperity. |
70 |
Sheep Farming Sheep Farming results in improved yield from stock breeding districts, all year round.
|
Sheep Farming |
hinterland_breed 1 |
city |
0 |
0 |
|
Sheep Farming results in improved yield from stock breeding districts, all year round. |
71 |
Cattle Farming Cattle Farming maximises the amount of meat a region can produce, a must in ensuring larger populations can be properly sustained.
|
Cattle Farming |
hinterland_breed 2 |
city |
0 |
0 |
|
Cattle Farming maximises the amount of meat a region can produce, a must in ensuring larger populations can be properly sustained. |
72 |
Mines Mines increase the trade income generated by metal deposits in the region and increase population growth for Dwarves.
|
Mines |
hinterland_mines 0 |
city |
0 |
0 |
mine_resource 3
|
Mines increase the trade income generated by metal deposits in the region and increase population growth for Dwarves. |
73 |
Mining Network A Mining Network greatly increases the income generated by metal deposits in the region and increase population growth for Dwarves.
|
Mining Network |
hinterland_mines 1 |
city |
0 |
0 |
mine_resource 5
|
A Mining Network greatly increases the income generated by metal deposits in the region and increase population growth for Dwarves. |
74 |
Mines Mines increase the trade income generated by metal deposits in the region and increase population growth for Dwarves.
|
Mines |
hinterland_castle_mines 0 |
castle town |
4 |
3500 |
mine_resource 3
|
Mines increase the trade income generated by metal deposits in the region and increase population growth for Dwarves. |
75 |
Mining Network A Mining Network greatly increases the income generated by metal deposits in the region and increase population growth for Dwarves.
|
Mining Network |
hinterland_castle_mines 1 |
castle large_town |
6 |
5400 |
mine_resource 5
|
A Mining Network greatly increases the income generated by metal deposits in the region and increase population growth for Dwarves. |
76 |
Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
|
Merchants' Guild |
guild_merchants_guild 0 |
city city |
1 |
1200 |
trade_base_income_bonus bonus 1
|
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region. |
77 |
Master Merchants' Guild A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
|
Master Merchants' Guild |
guild_merchants_guild 1 |
city large_city |
2 |
2400 |
trade_base_income_bonus bonus 2
|
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region. |
78 |
Merchants' Guild Headquarters The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
|
Merchants' Guild Headquarters |
guild_merchants_guild 2 |
city huge_city |
3 |
3800 |
trade_base_income_bonus bonus 3
|
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region. |
79 |
Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
|
Thieves' Guild |
guild_thiefs_guild 0 |
city city |
1 |
1000 |
|
A Thieves' Guild house improves the quality of spies hired in the same settlement. |
80 |
Master Thieves' Guild A Master Thieves' Guild improves the quality of spies hired in the same settlement.
|
Master Thieves' Guild |
guild_thiefs_guild 1 |
city large_city |
2 |
2000 |
|
A Master Thieves' Guild improves the quality of spies hired in the same settlement. |
81 |
Thieves' Guild Headquarters The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
|
Thieves' Guild Headquarters |
guild_thiefs_guild 2 |
city huge_city |
3 |
3000 |
|
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement. |
82 |
Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
|
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. |
83 |
Master Explorers' Guild A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
|
Master Explorers' Guild |
guild_explorers_guild 1 |
city large_city |
2 |
2000 |
|
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement. |
84 |
Explorers' Guild Headquarters The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route.
|
Explorers' Guild Headquarters |
guild_explorers_guild 2 |
city huge_city |
3 |
3000 |
|
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route. |
85 |
Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
|
Swordsmiths' Guild |
guild_swordsmiths_guild 0 |
city |
1 |
1000 |
weapon_melee_blade 1
|
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement. |
86 |
Master Swordsmiths' Guild A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
|
Master Swordsmiths' Guild |
guild_swordsmiths_guild 1 |
large_city |
2 |
2000 |
weapon_melee_blade 1 faction_capability heavy_cavalry_bonus bonus 1
|
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry. |
87 |
Swordsmiths' Guild Headquarters The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
|
Swordsmiths' Guild Headquarters |
guild_swordsmiths_guild 2 |
large_city |
3 |
3000 |
weapon_melee_blade 1 faction_capability heavy_cavalry_bonus bonus 1
|
The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry. |
88 |
Library A Library converts a small percentage of the region to Dúnedain culture, and improves happiness.
|
Library |
academic 0 |
city town |
2 |
1200 |
religion_level bonus 2
|
A Library converts a small percentage of the region to Dúnedain culture, and improves happiness. |
89 |
School A School converts a moderate percentage of the region to Dúnedain culture, and improves happiness.
|
School |
academic 1 |
city large_town |
4 |
2500 |
religion_level bonus 3
|
A School converts a moderate percentage of the region to Dúnedain culture, and improves happiness. |
90 |
University An University converts a decent percentage of the region to Dúnedain culture, and improves happiness.
|
University |
academic 2 |
city city |
6 |
5000 |
religion_level bonus 4
|
An University converts a decent percentage of the region to Dúnedain culture, and improves happiness. |
91 |
Library A Library converts a small percentage of the region to Dúnedain culture, and improves happiness.
|
Library |
castle_academic 0 |
castle town |
2 |
1200 |
religion_level bonus 2
|
A Library converts a small percentage of the region to Dúnedain culture, and improves happiness. |
92 |
School A School converts a small percentage of the region to Dúnedain culture, and improves happiness.
|
School |
castle_academic 1 |
castle large_town |
4 |
2500 |
religion_level bonus 3
|
A School converts a small percentage of the region to Dúnedain culture, and improves happiness. |
93 |
Library A Library converts a small percentage of the region to Dúnedain culture, and improves happiness.
|
Library |
gondor_academic 0 |
city town |
2 |
1200 |
religion_level bonus 2
|
A Library converts a small percentage of the region to Dúnedain culture, and improves happiness. |
94 |
School A School converts a moderate percentage of the region to Dúnedain culture, and improves happiness.
|
School |
gondor_academic 1 |
city large_town |
4 |
2500 |
religion_level bonus 3
|
A School converts a moderate percentage of the region to Dúnedain culture, and improves happiness. |
95 |
University An University converts a decent percentage of the region to Dúnedain culture, and improves happiness.
|
University |
gondor_academic 2 |
city city |
6 |
5000 |
religion_level bonus 4
|
An University converts a decent percentage of the region to Dúnedain culture, and improves happiness. |
96 |
Library A Library converts a small percentage of the region to Dúnedain culture, and improves happiness.
|
Library |
gondor_castle_academic 0 |
castle town |
2 |
1200 |
religion_level bonus 2
|
A Library converts a small percentage of the region to Dúnedain culture, and improves happiness. |
97 |
School A School converts a small percentage of the region to Dúnedain culture, and improves happiness.
|
School |
gondor_castle_academic 1 |
castle large_town |
4 |
2500 |
religion_level bonus 3
|
A School converts a small percentage of the region to Dúnedain culture, and improves happiness. |
98 |
Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
|
Brothel |
taverns 0 |
city town |
3 |
900 |
agent_limit spy 1
|
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy. |
99 |
Inn An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
Inn |
taverns 1 |
city large_town |
4 |
2400 |
agent_limit assassin 1 agent_limit spy 1
|
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins. |
100 |
Tavern A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
Tavern |
taverns 2 |
city city |
5 |
4800 |
happiness_bonus bonus 1 agent_limit assassin 1 agent_limit spy 1
|
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins. |
|
101 |
Coaching House A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
Coaching House |
taverns 3 |
city large_city |
6 |
9600 |
happiness_bonus bonus 2 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. |
102 |
Pleasure Palace A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
|
Pleasure Palace |
taverns 4 |
city huge_city |
7 |
12500 |
happiness_bonus bonus 3 agent_limit assassin 2 agent_limit spy 2
|
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins. |
103 |
Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
|
Town Hall |
city_hall 0 |
city large_town |
3 |
1200 |
law_bonus bonus 1 agent_limit diplomat 1
|
A Town Hall helps maintain law and order, as well as reduce squalor. |
104 |
Council Chambers Council Chambers help to maintain law and order, as well as reduce squalor.
|
Council Chambers |
city_hall 1 |
city city |
4 |
2600 |
law_bonus bonus 2 population_health_bonus bonus 1 agent_limit diplomat 1
|
Council Chambers help to maintain law and order, as well as reduce squalor. |
105 |
City Hall A City Hall does much to maintain law and order, as well as reduce urban squalor.
|
City Hall |
city_hall 2 |
city large_city |
5 |
4800 |
law_bonus bonus 3 population_health_bonus bonus 2 agent_limit diplomat 1
|
A City Hall does much to maintain law and order, as well as reduce urban squalor. |
106 |
Mayor's Palace A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
|
Mayor's Palace |
city_hall 3 |
city huge_city |
6 |
6900 |
law_bonus bonus 4 population_health_bonus bonus 3 agent_limit diplomat 2
|
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably. |
107 |
The Green Dragon The Green Dragon is a popular inn near Hobbiton.
|
The Green Dragon |
dragon_inn 0 |
city town |
4 |
3600 |
trade_base_income_bonus bonus 1 requires event_counter Shire_edb 0 trade_base_income_bonus bonus 2 requires event_counter Shire_edb 1
|
The Green Dragon is a popular inn near Hobbiton. |
108 |
The Prancing Pony The Prancing Pony is a famous inn in Bree.
|
The Prancing Pony |
pony 0 |
city large_town |
4 |
4000 |
trade_base_income_bonus bonus 1
|
The Prancing Pony is a famous inn in Bree. |
109 |
Smials Hole dwellings used by Hobbits.
|
Smials |
hobbit 0 |
city village |
5 |
4600 |
60
Bandobras Archers missile infantry Potent and versatile hobbit warriors. REQUIRES HOBBIT REGION
|
60
Hobbit Archers missile infantry Militia archers from Shire-land. REQUIRES HOBBIT REGION
|
60
Hobbitry-in-Arms heavy infantry Hastely assembled Hobbit milita. REQUIRES HOBBIT REGION
|
law_bonus bonus -6 requires event_counter smials_riot 1 recruitment_slots 1
|
Hole dwellings used by Hobbits. |
110 |
Merchant Bank A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant.
|
Merchant Bank |
bank 0 |
city large_city |
4 |
5200 |
trade_base_income_bonus bonus 1 agent_limit merchant 1
|
A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant. |
111 |
Merchant Bank Merchant Vaults improve trade in the region significantly, and allows the recruitment of two extra merchants.
|
Merchant Bank |
bank 1 |
city huge_city |
6 |
9600 |
trade_base_income_bonus bonus 2 agent_limit merchant 1
|
Merchant Vaults improve trade in the region significantly, and allows the recruitment of two extra merchants. |
112 |
Theatre A Theatre improves public happiness throughout the settlement it graces.
|
Theatre |
music 0 |
city large_city |
4 |
5200 |
happiness_bonus bonus 1
|
A Theatre improves public happiness throughout the settlement it graces. |
113 |
Conservatorium A Conservatorium significantly improves the public happiness in the province.
|
Conservatorium |
music 1 |
city huge_city |
7 |
9600 |
happiness_bonus bonus 2
|
A Conservatorium significantly improves the public happiness in the province. |
114 |
Jousting Lists Jousting Lists improve the quality of knights recruited here.
|
Jousting Lists |
tourney 0 |
castle large_city |
4 |
5000 |
heavy_cavalry_bonus bonus 1
|
Jousting Lists improve the quality of knights recruited here. |
115 |
Tourney Field A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle.
|
Tourney Field |
tourney 1 |
castle huge_city |
6 |
8500 |
heavy_cavalry_bonus bonus 2
|
A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle. |
116 |
House of Kings A palace for the Kings of Arnor. Enables the recruitment of Dúnedain Knights.
|
House of Kings |
house_of_kings 0 |
city |
0 |
0 |
48
Dismounted Dúnedain Knights heavy infantry Elite heavy infantry of dismounted knights. REQUIRES ANNUMINAS
|
24
Knights of Annúminas heavy cavalry Elite Dúnedain knights in heavy armour. REQUIRES ANNUMINAS
|
|
A palace for the Kings of Arnor. Enables the recruitment of Dúnedain Knights. |