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Royal Military Academy
Home / Third Age 1.4 / Gondor / Buildings
Third Age 1.4
Gondor Gondor
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 2 600 wall_level 0
tower_level 1
free_upkeep bonus 1
recruitment_slots 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 6 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 5 requires event_counter is_the_ai 1
retrain_cost_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) core_building 1 city town 3 1200 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 2
recruitment_slots 2
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 6 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 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) core_building 2 city large_town 4 2400 wall_level 2
tower_level 1
gate_strength 1
gate_defences 2
free_upkeep bonus 3
recruitment_slots 2
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 10 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 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) core_building 3 city city 5 4800 wall_level 3
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 4
recruitment_slots 3
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 14 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 8 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
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 9600 wall_level 4
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 5
recruitment_slots 3
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 16 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 9 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
6 Motte and Bailey (Upgrade) core_castle_building 0 castle village 2 600 wall_level 0
tower_level 1
free_upkeep bonus 1
recruitment_slots 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 6 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 5 requires event_counter is_the_ai 1
retrain_cost_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.
7 Wooden Castle (Upgrade) core_castle_building 1 castle village 3 1200 wall_level 1
gate_strength 1
free_upkeep bonus 2
tower_level 1
recruitment_slots 2
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 6 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
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 2400 wall_level 2
tower_level 1
gate_strength 1
gate_defences 2
free_upkeep bonus 3
recruitment_slots 3
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 10 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
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 4800 wall_level 3
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 4
recruitment_slots 3
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 14 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 8 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
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 9600 wall_level 4
tower_level 1
gate_strength 2
gate_defences 2
free_upkeep bonus 4
recruitment_slots 3
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 16 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 9 requires event_counter is_the_ai 1
retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city large_city 3 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Ballista Towers castle_tower 0 castle large_city 3 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
13 Stables equestrian 0 castle town 4 1200
30
A Stable allows for the recruitment of basic cavalry units.
14 Knight's Stables equestrian 1 castle large_town 5 2400
30
Knight's stables allow for the recruitment of cavalry units.
15 Baron's Stables equestrian 2 castle city 6 4800
30
30
30
Baron's stables allow for the recruitment of capable cavalry units.
16 Stables c_equestrian 0 city large_town 4 1200
30
A Stable allows for the recruitment of basic cavalry units.
17 Knight's Stables c_equestrian 1 city city 5 2400
30
Knight's stables allow for the recruitment of cavalry units.
18 Baron's Stables c_equestrian 2 city large_city 6 4800
30
30
30
Baron's stables allow for the recruitment of capable cavalry units.
19 Town Watch barracks 0 city town 3 1200
60
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
20 Town Guard barracks 1 city large_town 4 1600
60
60
60
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
21 City Watch barracks 2 city city 5 3200
60
60
60
60
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
22 Militia Drill Square barracks 3 city large_city 6 4800
60
60
60
60
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.
23 Militia Barracks barracks 4 city huge_city 7 8200
60
60
60
60
60
60
60
law_bonus bonus 3
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
24 Mustering Hall castle_barracks 0 castle village 3 1200
60
Men must be gathered, selected and trained if military strength is to be maintained.
25 Garrison Quarters castle_barracks 1 castle town 4 1600
60
60
60
A garrison is a source of much military wisdom and skill for new recruits to the army.
26 Drill Square castle_barracks 2 castle large_town 5 3200
60
60
60
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…
27 Barracks castle_barracks 3 castle city 6 4800
60
60
60
60
60
60
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
28 Armoury castle_barracks 4 castle large_city 7 8200
60
60
60
60
60
60
60
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
29 Bowyer missiles 0 castle town 3 1200
60
A Bowyer allows for the recruitment of basic missile units.
30 Practice Range missiles 1 castle large_town 4 2400
60
60
A Practice Range allows for the recruitment of missile units.
31 Archery Range missiles 2 castle city 5 4800
60
60
60
60
An Archery Range allows for the recruitment of well trained missile units.
32 Bowyer c_missiles 0 city large_town 3 1200
60
A Bowyer allows for the recruitment of basic missile units.
33 Practice Range c_missiles 1 city city 4 2400
60
60
A Practice Range allows for the recruitment of missile units.
34 Archery Range c_missiles 2 city large_city 5 4800
60
60
60
60
An Archery Range allows for the recruitment of well trained missile units.
35 Military Academy professional_military 0 castle large_town 4 4800 recruits_exp_bonus bonus 1
A Military Academy allows for the recruitment of late-period professional army units.
36 Royal Officer's Academy professional_military 1 castle city 6 9600 recruits_exp_bonus bonus 2
A Royal Officers' Academy allows for the recruitment of late-period professional army units.
37 Military Academy c_professional_military 0 city large_town 4 4800 recruits_exp_bonus bonus 1
A Military Academy allows for the recruitment of professional Gondorian units.
38 Royal Officer's Academy c_professional_military 1 city city 6 9600 recruits_exp_bonus bonus 2
A Royal Officers' Academy allows for the recruitment of professional Gondorian units.
39 Ballista Maker siege 0 city large_town 4 2500
24
A Ballista Maker allows the construction of ballista siege weaponry.
40 Catapult Maker siege 1 city city 5 5000
24
24
A Catapult Maker allows the construction of catapults and ballistae.
41 Siege Works siege 2 city city 6 6000
24
24
24
A Siege Works allows the construction of advanced siege weaponry.
42 Ballista Maker castle_siege 0 castle large_town 4 2500
24
A Ballista Maker allows the construction of ballista siege weaponry.
43 Catapult Maker castle_siege 1 castle large_town 5 5000
24
24
A Catapult Maker allows the construction of catapults and ballistae.
44 Siege Works castle_siege 2 castle city 6 6000
24
24
24
A Siege Works allows the construction of advanced siege weaponry.
45 Leather Tanner smith 0 city town 2 1000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
46 Blacksmith smith 1 city large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
47 Armourer smith 2 city city 4 3000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
48 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.
49 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.
50 Blacksmith castle_smith 1 castle large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
51 Armourer castle_smith 2 castle city 4 3000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
52 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.
53 Port port 0 city large_town 3 1200
20
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
54 Shipwright port 1 city city 4 2500
20
30
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
55 Dockyard port 2 city large_city 6 5000
30
20
30
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
56 Port castle_port 0 castle large_town 3 1200
20
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
57 Shipwright castle_port 1 castle city 4 2500
20
30
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
58 Dockyard castle_port 2 castle large_city 6 5000
30
20
30
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
59 Merchant's Wharf sea_trade 0 city city 3 1600 trade_fleet 2
trade_base_income_bonus bonus 1
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
60 Warehouse sea_trade 1 city large_city 5 3200 trade_fleet 3
trade_base_income_bonus bonus 2
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
61 Docklands sea_trade 2 city huge_city 6 6400 trade_fleet 4
trade_base_income_bonus bonus 3
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
62 Naval Academy admiralty 0 city city 4 3000 recruitment_cost_bonus_naval bonus 1
navy_bonus 1
A Naval Academy reduces the cost of naval units recruited in the region, while also improving their training.
63 Admiralty admiralty 1 city large_city 6 6000 recruitment_cost_bonus_naval bonus 2
navy_bonus 1
The Admiralty greatly reduces the cost of naval units recruited in the region, while also improving their training.
64 Grain Exchange market 0 city town 2 600 trade_base_income_bonus bonus 1 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
65 Market market 1 city large_town 3 1200 trade_base_income_bonus bonus 2 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
66 Fairground market 2 city city 4 2400 trade_base_income_bonus bonus 3 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 4 requires event_counter is_the_ai 1
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
67 Great Market market 3 city large_city 6 4800 trade_base_income_bonus bonus 4 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 5 requires event_counter is_the_ai 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
68 Merchants' Quarter market 4 city huge_city 7 9600 trade_base_income_bonus bonus 5 requires event_counter is_the_ai 0
trade_base_income_bonus bonus 6 requires event_counter is_the_ai 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
69 Dirt Roads hinterland_roads 0 city town 2 800 road_level 0
trade_base_income_bonus bonus 1
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
70 Paved Roads hinterland_roads 1 city city 4 1600 road_level 1
trade_base_income_bonus bonus 2
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
71 Dirt Roads hinterland_castle_roads 0 castle town 2 800 road_level 0
trade_base_income_bonus bonus 1
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
72 Paved Roads hinterland_castle_roads 1 castle city 4 1600 road_level 1
trade_base_income_bonus bonus 2
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
73 Land Clearance hinterland_farms 0 village 2 800 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
74 Communal Farming hinterland_farms 1 town 3 1600 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
75 Crop Rotation hinterland_farms 2 large_town 4 3200 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
76 Irrigation hinterland_farms 3 city 6 4800 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
77 Mines hinterland_mines 0 city large_town 3 2000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
78 Mining Network hinterland_mines 1 city city 4 3500 mine_resource 6
A Mining Network greatly increases the income generated by metal deposits in the region.
79 Mines hinterland_castle_mines 0 castle large_town 3 2000 mine_resource 3
Mines increase the trade income generated by metal deposits in the region.
80 Mining Network hinterland_castle_mines 1 castle city 4 3500 mine_resource 5
A Mining Network greatly increases the income generated by metal deposits in the region.
81 Library gondor_academic 0 city town 2 1200 happiness_bonus bonus 1
religion_level bonus 2
A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
82 School gondor_academic 1 city large_town 3 2500 happiness_bonus bonus 1
religion_level bonus 3
A School converts a moderate percentage of the region to Dunedain culture, and improves happiness.
83 University gondor_academic 2 city city 4 5000 happiness_bonus bonus 2
religion_level bonus 4
An University converts a decent percentage of the region to Dunedain culture, and improves happiness.
84 Library gondor_castle_academic 0 castle town 2 1200 happiness_bonus bonus 1
religion_level bonus 2
A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
85 School gondor_castle_academic 1 castle large_town 3 2500 happiness_bonus bonus 1
religion_level bonus 3
A School converts a small percentage of the region to Dunedain culture, and improves happiness.
86 Brothel taverns 0 city town 3 1200
happiness_bonus bonus 1
agent_limit spy 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
87 Inn taverns 1 city large_town 4 2400
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.
88 Tavern taverns 2 city city 5 4800
happiness_bonus bonus 3
agent_limit assassin 1
agent_limit spy 1
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
89 Coaching House taverns 3 city large_city 6 9600
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.
90 Pleasure Palace taverns 4 city huge_city 7 12500
happiness_bonus bonus 5
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.
91 Town Hall city_hall 0 city large_town 2 800
law_bonus bonus 1
population_health_bonus bonus 1
agent_limit diplomat 1
A Town Hall helps maintain law and order, as well as reduce squalor.
92 Council Chambers city_hall 1 city city 3 1600
law_bonus bonus 2
population_health_bonus bonus 2
agent_limit diplomat 1
Council Chambers help to maintain law and order, as well as reduce squalor.
93 City Hall city_hall 2 city large_city 4 3200
law_bonus bonus 3
population_health_bonus bonus 4
agent_limit diplomat 1
A City Hall does much to maintain law and order, as well as reduce urban squalor.
94 Mayor's Palace city_hall 3 city huge_city 5 5600
law_bonus bonus 4
population_health_bonus bonus 5
agent_limit diplomat 2
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
95 Merchant Bank bank 0 city large_city 4 4800 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.
96 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.
97 Theatre music 0 city large_city 5 6000 happiness_bonus bonus 2
A Theatre improves public happiness throughout the settlement it graces.
98 Conservatorium music 1 city huge_city 8 9600 happiness_bonus bonus 3
A Conservatorium significantly improves the public happiness in the province.
99 Jousting Lists tourney 0 castle city 2 2800 heavy_cavalry_bonus bonus 1
Jousting Lists improve the quality of knights recruited here.
100 Tourney Field tourney 1 castle large_city 4 5600 happiness_bonus bonus 1
free_upkeep bonus 1
heavy_cavalry_bonus bonus 2
A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle.
101 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.
102 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.
103 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.
104 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
105 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.
106 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.
107 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.
108 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.
109 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.
110 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.
111 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.
112 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.
113 The Tower of Ecthelion ecthelion 0 castle large_city 12 15000
60
retrain_cost_bonus bonus 1
The Tower of Ecthelion is overlooking Minas Tirith and bears the standard of the city.
114 The Great Gates great_gates 0 castle large_city 6 6000 gate_strength 3
gate_defences 3
The main gate to Minas Tirith.
115 The Othram great_walls 0 castle large_city 10 9500 tower_level 2
law_bonus bonus 2
Main city wall of Minas Tirith.
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