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Home 首頁 / Third Age 1.3 魔戒第三紀元 1.3 / Silvan Elves / Buildings 建築
Third Age 1.3 魔戒第三紀元 1.3
Silvan Elves Silvan Elves
No. Card
建築
Name
名稱
Building class
建築類型
City/Castle
城市/城堡
Construstion
建造時間
Cost
建造花費
Capability
建築效果
1 Wooden Palisade (Upgrade) core_building 0 city village 2 600 wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 2
recruitment_slots 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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 3
happiness_bonus bonus 3
recruitment_slots 2
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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 4
happiness_bonus bonus 4
recruitment_slots 2
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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 5
happiness_bonus bonus 5
recruitment_slots 3
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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
happiness_bonus bonus 5
recruitment_slots 3
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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
law_bonus bonus 1
happiness_bonus bonus 2
recruitment_slots 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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
law_bonus bonus 2
happiness_bonus bonus 2
recruitment_slots 2
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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
law_bonus bonus 3
happiness_bonus bonus 2
recruitment_slots 3
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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
law_bonus bonus 4
happiness_bonus bonus 2
recruitment_slots 3
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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
law_bonus bonus 5
happiness_bonus bonus 2
recruitment_slots 3
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 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
24
A Stable allows for the recruitment of basic cavalry units.
14 Knight's Stables equestrian 1 castle large_town 5 2400
24
Knight's stables allow for the recruitment of cavalry units.
15 Stables c_equestrian 0 city large_town 4 1200
24
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables c_equestrian 1 city city 5 2400
24
Knight's stables allow for the recruitment of cavalry units.
17 Town Watch barracks 0 city town 3 1200
48
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
18 Town Guard barracks 1 city large_town 4 1600
48
48
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
19 City Watch barracks 2 city city 5 3200
48
48
48
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
20 Militia Drill Square barracks 3 city large_city 6 4800
48
48
48
48
law_bonus bonus 3
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
21 Mustering Hall castle_barracks 0 castle village 3 1200
48
Men must be gathered, selected and trained if military strength is to be maintained.
22 Garrison Quarters castle_barracks 1 castle town 4 1600
48
48
A garrison is a source of much military wisdom and skill for new recruits to the army.
23 Drill Square castle_barracks 2 castle large_town 5 3200
48
48
48
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
24 Barracks castle_barracks 3 castle city 6 4800
48
48
48
48
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
25 Bowyer missiles 0 castle town 3 1200
48
A Bowyer allows for the recruitment of basic missile units.
26 Practice Range missiles 1 castle large_town 4 2400
48
48
A Practice Range allows for the recruitment of missile units.
27 Archery Range missiles 2 castle city 5 4800
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
28 Marksman's Range missiles 3 castle large_city 6 8400
48
48
48
A Marksman's Range allows for the recruitment of elite missile units.
29 Bowyer c_missiles 0 city large_town 3 1200
48
A Bowyer allows for the recruitment of basic missile units.
30 Practice Range c_missiles 1 city city 4 2400
48
48
A Practice Range allows for the recruitment of missile units.
31 Archery Range c_missiles 2 city large_city 5 4800
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
32 Marksman's Range c_missiles 3 city large_city 6 8400
48
48
48
A Marksman's Range allows for the recruitment of elite missile units.
33 Ballista Maker siege 0 city large_town 4 2500
24
A Ballista Maker allows the construction of ballista siege weaponry.
34 Catapult Maker siege 1 city city 5 5000
24
24
A Catapult Maker allows the construction of catapults and ballistae.
35 Ballista Maker castle_siege 0 castle large_town 4 2500
24
A Ballista Maker allows the construction of ballista siege weaponry.
36 Catapult Maker castle_siege 1 castle large_town 5 5000
24
24
A Catapult Maker allows the construction of catapults and ballistae.
37 Leather Tanner smith 0 city town 2 1000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
38 Blacksmith smith 1 city large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
39 Armourer smith 2 city city 4 3000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
40 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.
41 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.
42 Blacksmith castle_smith 1 castle large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
43 Armourer castle_smith 2 castle city 4 3000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
44 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.
45 Port port 0 city large_town 3 1200
30
trade_base_income_bonus bonus 2
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
46 Shipwright port 1 city city 4 2500
30
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
47 Dockyard port 2 city large_city 6 5000
30
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
48 Port castle_port 0 castle large_town 3 1200
30
trade_base_income_bonus bonus 2
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
49 Shipwright castle_port 1 castle city 4 2500
30
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
50 Dockyard castle_port 2 castle large_city 6 5000
30
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
51 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.
52 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.
53 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.
54 Grain Exchange market 0 city town 2 600 trade_base_income_bonus bonus 2
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
55 Market market 1 city large_town 3 1200 trade_base_income_bonus bonus 3
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
56 Fairground market 2 city city 4 2400 trade_base_income_bonus bonus 4
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
57 Great Market market 3 city large_city 6 4800 trade_base_income_bonus bonus 5
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
58 Merchants' Quarter market 4 city huge_city 7 9600 trade_base_income_bonus bonus 6
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
59 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.
60 Paved Roads hinterland_roads 1 city city 4 1600 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
61 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.
62 Paved Roads hinterland_castle_roads 1 castle city 4 1600 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
63 Land Clearance hinterland_farms 0 village 2 800 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
64 Communal Farming hinterland_farms 1 town 3 1600 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
65 Crop Rotation hinterland_farms 2 large_town 4 3200 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
66 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.
67 Mines hinterland_mines 0 city large_town 3 2000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
68 Mining Network hinterland_mines 1 city city 4 3500 mine_resource 7
A Mining Network greatly increases the income generated by metal deposits in the region.
69 Mines hinterland_castle_mines 0 castle large_town 3 2000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
70 Mining Network hinterland_castle_mines 1 castle city 4 3500 mine_resource 7
A Mining Network greatly increases the income generated by metal deposits in the region.
71 Public Baths health 0 city large_city 4 800 population_health_bonus bonus 2
population_growth_bonus bonus 1
WARNING! This text should never appear on screen!
72 Aqueduct health 1 city huge_city 6 1600 population_health_bonus bonus 4
population_growth_bonus bonus 2
WARNING! This text should never appear on screen!
73 Artist's Studio art 0 city town 2 1200 happiness_bonus bonus 1
religion_level bonus 2
An Artist's Studio converts a small percentage of the region to Elven culture, and improves happiness.
74 Art Gallery art 1 city large_town 3 2500 happiness_bonus bonus 1
religion_level bonus 3
An Art Gallery converts a moderate percentage of the region to Elven culture, and improves happiness.
75 Great Art Gallery art 2 city city 4 5000 happiness_bonus bonus 2
religion_level bonus 4
A Great Art Gallery converts a decent percentage of the region to Elven culture, and improves happiness.
76 Artist's Studio art_castle 0 castle town 2 1200 happiness_bonus bonus 1
religion_level bonus 2
An Artist's Studio converts a small percentage of the region to Elven culture, and improves happiness.
77 Art Gallery art_castle 1 castle large_town 3 2500 happiness_bonus bonus 1
religion_level bonus 3
An Art Gallery converts a moderate percentage of the region to Elven culture, and improves happiness.
78 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.
79 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.
80 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.
81 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.
82 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.
83 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.
84 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.
85 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.
86 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.
87 Ikoner's Studio icon_art 0 city large_city 4 5400 population_health_bonus bonus 1
amplify_religion_level 1.5
An Ikoner's Studio reduces squalor, and amplifies the effects of art buildings.
88 Master Ikoner's Studio icon_art 1 city huge_city 6 9600 population_health_bonus bonus 2
amplify_religion_level 2
A Master Ikoner's Studio reduces squalor, and amplifies the effects of art buildings.
89 Theatre music 0 city large_city 5 6000 happiness_bonus bonus 2
A Theatre improves public happiness throughout the settlement it graces.
90 Conservatorium music 1 city huge_city 8 9600 happiness_bonus bonus 4
A Conservatorium significantly improves the public happiness in the province.
91 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.
92 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.
93 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.
94 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.
95 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.
96 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.
97 Woodsmen's Guild guild_woodsmens_guild 0 city 1 1000 archer_bonus 1
A Woodsmen's Guild improves the quality of archers recruited from the region.
98 Master Woodsmens' Guild guild_woodsmens_guild 1 large_city 2 2000 archer_bonus 1 faction_capability archer_bonus 1
A Master Woodsmen's Guild notably improves the quality of archers recruited from the region.
99 Woodsmens' Guild Headquarters guild_woodsmens_guild 2 large_city 3 3000 archer_bonus 1 faction_capability archer_bonus 2
The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region.
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