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Home / The Long Road 2.0 / Basileia tōn Romaiōn / Buildings
The Long Road 2.0
Basileia tōn Romaiōn Basileia tōn Romaiōn
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 4 6000 wall_level 0
tower_level 1
free_upkeep bonus 2
law_bonus bonus 1
recruitment_slots 1
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2 Wooden Wall (Upgrade) core_building 1 city town 6 8000 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 3
law_bonus bonus 1
recruitment_slots 2
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city large_town 8 20000 wall_level 2
tower_level 1
gate_strength 1
free_upkeep bonus 4
law_bonus bonus 1
recruitment_slots 2
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 12 25000 wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 5
law_bonus bonus 2
recruitment_slots 3
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 18 30000 wall_level 4
tower_level 1
gate_strength 2
free_upkeep bonus 6
law_bonus bonus 3
recruitment_slots 3
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 6 6000
12
wall_level 0
tower_level 1
free_upkeep bonus 2
law_bonus bonus 1
recruitment_slots 2
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 8 10000
12
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 3
law_bonus bonus 2
recruitment_slots 3
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 12 15000
12
wall_level 2
tower_level 1
free_upkeep bonus 4
gate_strength 1
law_bonus bonus 3
recruitment_slots 4
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 18 20000
12
wall_level 3
tower_level 1
free_upkeep bonus 5
gate_strength 2
law_bonus bonus 4
recruitment_slots 5
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 24 25000
12
wall_level 4
tower_level 1
free_upkeep bonus 6
gate_strength 2
law_bonus bonus 5
recruitment_slots 6
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 8 9000 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Cannon Towers tower 1 city huge_city 12 12000 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle large_city 8 9000 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
14 Cannon Towers castle_tower 1 castle large_city 12 1200 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 village 6 3000
24
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 village 12 5000
24
24
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 town 14 8000
24
24
24
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 large_town 18 9000
24
24
24
24
24
Earl's stables allow for the recruitment of elite cavalry units.
19 King's Stables equestrian 4 city 22 10000
24
24
24
24
24
24
King's stables allow for the recruitment of the penultimate cavalry units.
20 Town Watch barracks 0 city village 6 3000
48
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
21 Town Guard barracks 1 city town 8 4000
48
48
48
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
22 City Watch barracks 2 city large_town 12 5000
48
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.
23 Militia Drill Square barracks 3 city large_town 16 6000
48
48
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.
24 Militia Barracks barracks 4 city city 18 8000
48
48
48
48
48
48
law_bonus bonus 3
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
25 Army Barracks barracks 5 city city 20 10000
48
48
48
48
48
48
48
law_bonus bonus 3
Army Barracks are the first training facilities capable of training full-time professional soldiers.
26 Royal Barracks barracks 6 city city 22 10000
48
48
48
48
48
48
48
law_bonus bonus 3
Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
27 Mustering Hall castle_barracks 0 castle village 6 3000
48
48
Men must be gathered, selected and trained if military strength is to be maintained.
28 Garrison Quarters castle_barracks 1 castle village 8 5000
48
48
48
48
A garrison is a source of much military wisdom and skill for new recruits to the army.
29 Drill Square castle_barracks 2 castle town 12 8000
48
48
48
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…
30 Barracks castle_barracks 3 castle large_town 16 9000
48
48
48
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.
31 Armoury castle_barracks 4 castle large_town 18 10000
48
48
48
48
48
48
48
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
32 Bowyer missiles 0 village 4 3000
48
A Bowyer allows for the recruitment of basic missile units.
33 Practice Range missiles 1 village 8 6000
48
48
48
A Practice Range allows for the recruitment of missile units.
34 Archery Range missiles 2 town 12 7000
48
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
35 Ballista Maker siege 0 city town 6 3000
16
A Ballista Maker allows the construction of ballista siege weaponry.
36 Catapult Maker siege 1 city large_town 8 5000
16
16
A Catapult Maker allows the construction of catapults and ballistae.
37 Siege Works siege 2 city city 12 9000
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
38 Ballista Maker castle_siege 0 castle village 6 3000
16
A Ballista Maker allows the construction of ballista siege weaponry.
39 Catapult Maker castle_siege 1 castle town 8 5000
16
16
A Catapult Maker allows the construction of catapults and ballistae.
40 Siege Works castle_siege 2 castle large_town 12 9000
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
41 Gunsmith cannon 0 city large_town 8 5000
16
A Gunsmith allows the construction of a bombard cannon.
42 Gunsmith castle_cannon 0 castle town 8 5000
16
A Gunsmith allows the construction of a bombard cannon.
43 Leather Tanner smith 0 city town 6 3000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
44 Blacksmith smith 1 city town 8 5000 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
45 Armourer smith 2 city town 12 7000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
46 Heavy Armourer smith 3 city large_town 16 9000 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
47 Master Armourer smith 4 city city 18 11000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
48 Armour Factory smith 5 city city 22 13000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
49 Leather Tanner castle_smith 0 castle village 6 3000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
50 Blacksmith castle_smith 1 castle village 8 5000 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
51 Armourer castle_smith 2 castle town 12 7000 armour 3
An Armourer can notably improve the armour available to new and retrained units.
52 Heavy Armourer castle_smith 3 castle town 16 9000 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
53 Master Armourer castle_smith 4 castle large_town 18 11000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
54 Armour Factory castle_smith 5 castle large_town 22 13000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
55 Port port 0 city town 6 5000
30
trade_base_income_bonus bonus 0
A Port allows a settlement to trade with the far-distant corners of the world.
56 Shipwright port 1 city large_town 8 7000
30
30
trade_base_income_bonus bonus 0
A Shipwright allows the construction of ships to be undertaken in earnest.
57 Dockyard port 2 city city 12 9000
30
30
30
trade_base_income_bonus bonus 0
A Dockyard allows the construction of larger ships, and improves trade.
58 Naval Drydock port 3 city city 16 11000
30
30
30
30
trade_base_income_bonus bonus 0
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
59 Port castle_port 0 castle town 6 5000
30
trade_base_income_bonus bonus 0
A Port allows a settlement to trade with the far-distant corners of the world.
60 Shipwright castle_port 1 castle town 8 7000
30
30
trade_base_income_bonus bonus 0
A Shipwright allows the construction of ships to be undertaken in earnest.
61 Dockyard castle_port 2 castle large_town 12 9000
30
30
30
trade_base_income_bonus bonus 0
A Dockyard allows the construction of larger ships, and improves trade.
62 Naval Drydock castle_port 3 castle large_town 16 11000
30
30
30
30
trade_base_income_bonus bonus 0
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
63 Merchant's Wharf sea_trade 0 city town 8 9000 income_bonus bonus 200
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
64 Warehouse sea_trade 1 city large_town 12 10000 income_bonus bonus 300
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
65 Docklands sea_trade 2 city city 16 11000 income_bonus bonus 400
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
66 Grain Exchange market 0 city village 6 3000
agent_limit merchant 1
income_bonus bonus 100
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
67 Market market 1 city town 8 7000
agent_limit merchant 1
income_bonus bonus 200
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
68 Fairground market 2 city large_town 12 9000
agent_limit merchant 1
income_bonus bonus 300
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
69 Great Market market 3 city city 16 11000
agent_limit merchant 1
income_bonus bonus 400
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
70 Merchants' Quarter market 4 city city 18 13000
agent_limit merchant 1
income_bonus bonus 500
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
71 Dirt Roads hinterland_roads 0 city town 4 3000 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_roads 1 city city 10 7000 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 Dirt Roads hinterland_castle_roads 0 castle village 4 3000 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.
74 Paved Roads hinterland_castle_roads 1 castle city 10 7000 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.
75 Land Clearance hinterland_farms 0 village 6 3000 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
76 Communal Farming hinterland_farms 1 town 8 5000 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
77 Crop Rotation hinterland_farms 2 large_town 12 7000 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
78 Irrigation hinterland_farms 3 city 18 9000 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
79 Mines hinterland_mines 0 city town 6 5000 mine_resource 10
Mines increase the trade income generated by metal deposits in the region.
80 Mining Network hinterland_mines 1 city large_town 8 7000 mine_resource 20
A Mining Network maximises the income generated by metal deposits in the region.
81 Mines hinterland_castle_mines 0 castle town 6 5000 mine_resource 10
Mines increase the trade income generated by metal deposits in the region.
82 Mining Network hinterland_castle_mines 1 castle large_town 8 7000 mine_resource 20
A Mining Network maximises the income generated by metal deposits in the region.
83 Public Baths health 0 city city 8 5000 population_health_bonus bonus 2
population_growth_bonus bonus 1
Public baths improve the health and growth of the local population.
84 Aqueduct health 1 city large_city 12 9000 population_health_bonus bonus 4
population_growth_bonus bonus 2
A steady supply of clean water is a boon to any settlement.
85 Center of Learning academic 0 city large_town 8 9000 weapon_missile_mechanical 1
weapon_artillery_mechanical 1
A Center of Learning allows siege and missile to upgrade their weapons, as well as improve the education of characters created here.
86 Minor University academic 1 city city 12 11000 weapon_missile_mechanical 2
weapon_artillery_mechanical 2
A Minor University can upgrade the weapons of any siege or missile unit, as well as offer a higher education to characters created here.
87 University academic 2 city city 16 12000 weapon_missile_mechanical 3
weapon_artillery_mechanical 3
A University can upgrade the weapons of any siege or missile unit, as well as offer a superior education to characters created here.
88 Small Orthodox Church temple_orthodox 0 city town 3 3000
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1
A Small Church converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
89 Orthodox Church temple_orthodox 1 city large_town 6 6000
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1
A Church converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
90 Orthodox Abbey temple_orthodox 2 city city 12 9000
happiness_bonus bonus 2
religion_level bonus 6
agent_limit priest 1
An Abbey converts a moderate percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
91 Orthodox Cathedral temple_orthodox 3 city city 18 11000
happiness_bonus bonus 2
religion_level bonus 8
agent_limit priest 1
A Cathedral converts a decent percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
92 Huge Orthodox Cathedral temple_orthodox 4 city city 18 13000
happiness_bonus bonus 3
religion_level bonus 10
agent_limit priest 1
A Huge Cathedral converts a sizable percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
93 Small Orthodox Chapel temple_orthodox_castle 0 castle town 3 3000
happiness_bonus bonus 1
religion_level bonus 4
A Small Chapel converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
94 Orthodox Chapel temple_orthodox_castle 1 castle large_town 6 6000
happiness_bonus bonus 2
religion_level bonus 8
A Chapel converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
95 Brothel taverns 0 city town 6 3000
happiness_bonus bonus 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
96 Inn taverns 1 city town 8 6000
happiness_bonus bonus 2
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
97 Tavern taverns 2 city town 12 9000
happiness_bonus bonus 3
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
98 Coaching House taverns 3 city large_town 18 12000
happiness_bonus bonus 4
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
99 Pleasure Palace taverns 4 city city 18 18000
happiness_bonus bonus 5
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
100 Town Hall city_hall 0 city town 6 3000
12
law_bonus bonus 2
population_health_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
101 Council Chambers city_hall 1 city large_town 8 5000
12
law_bonus bonus 3
population_health_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
102 City Hall city_hall 2 city city 12 7000
12
law_bonus bonus 4
population_health_bonus bonus 4
A City Hall does much to maintain law and order, as well as reduce urban squalor.
103 Mayor's Palace city_hall 3 city city 16 10000
12
law_bonus bonus 5
population_health_bonus bonus 5
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
104 Ikoner's Studio icon_art 0 city city 8 5000 population_health_bonus bonus 1
amplify_religion_level 2
An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
105 Master Ikoner's Studio icon_art 1 city city 12 7000 population_health_bonus bonus 2
amplify_religion_level 3
A Master Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
106 Castle Library castle_academic 0 castle town 8 10000
happiness_bonus bonus 1
law_bonus bonus 2
A Library allows the recruitment of spies and diplomats in a castle.
107 Academy castle_academic 1 castle large_town 12 11000
happiness_bonus bonus 2
law_bonus bonus 4
An Academy allows the recruitment of spies, assassins and diplomats from a castle.
108 Assassins' Guild guild_assassins_guild 0 city large_town 6 3000 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
109 Master Assassins' Guild guild_assassins_guild 1 city city 8 4000 law_bonus bonus 2
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
110 Assassins' Guild Headquarters guild_assassins_guild 2 city city 10 5000 law_bonus bonus 3
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
111 Masons' Guild guild_masons_guild 0 city large_town 6 3000 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
112 Master Masons' Guild guild_masons_guild 1 city city 8 4000 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1 faction_capability construction_cost_bonus_stone bonus 20
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
113 Masons' Guild Headquarters guild_masons_guild 2 city city 10 5000 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 2 faction_capability construction_cost_bonus_stone bonus 30
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
114 Theologians' Guild guild_theologians_guild 0 city large_town 6 3000 amplify_religion_level 2
religion_level bonus 1
A Theologians' Guild house improves the quality of priests created in the region.
115 Master Theologians' Guild guild_theologians_guild 1 city city 8 4000 amplify_religion_level 3
religion_level bonus 2
A Master Theologians' Guild improves the quality of priests created in the region.
116 Theologians' Guild Headquarters guild_theologians_guild 2 city city 10 5000 amplify_religion_level 3
religion_level bonus 3 faction_capability religion_level bonus 1
The Theologians' Guild Headquarters improves the quality of priests created in the region.
117 Merchants' Guild guild_merchants_guild 0 city large_town 6 3000
24
trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
118 Master Merchants' Guild guild_merchants_guild 1 city city 8 4000
24
trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
119 Merchants' Guild Headquarters guild_merchants_guild 2 city city 10 5000
24
trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
120 Alchemists' Guild guild_alchemists_guild 0 city large_town 6 3000 weapon_missile_gunpowder 1
weapon_artillery_gunpowder 1
weapon_naval_gunpowder 1
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
121 Master Alchemists' Guild guild_alchemists_guild 1 city city 8 4000 weapon_missile_gunpowder 2
weapon_artillery_gunpowder 2
weapon_naval_gunpowder 2
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
122 Alchemists' Guild Headquarters guild_alchemists_guild 2 city city 12 5000 weapon_missile_gunpowder 3
weapon_artillery_gunpowder 3
weapon_naval_gunpowder 3
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
123 Thieves' Guild guild_thiefs_guild 0 city large_town 6 3000 law_bonus bonus 2
A Thieves' Guild house improves the quality of spies hired in the same settlement.
124 Master Thieves' Guild guild_thiefs_guild 1 city city 8 4000 law_bonus bonus 3
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
125 Thieves' Guild Headquarters guild_thiefs_guild 2 city city 12 5000 law_bonus bonus 4
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
126 Explorers' Guild guild_explorers_guild 0 city large_town 6 3000 retrain_cost_bonus bonus 2
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
127 Master Explorers' Guild guild_explorers_guild 1 city city 8 4000 retrain_cost_bonus bonus 3
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
128 Explorers' Guild Headquarters guild_explorers_guild 2 city city 12 5000 retrain_cost_bonus bonus 4
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
129 Swordsmiths' Guild guild_swordsmiths_guild 0 large_town 6 3000 weapon_melee_simple 1
weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
130 Master Swordsmiths' Guild guild_swordsmiths_guild 1 city 8 4000 weapon_melee_simple 2
weapon_melee_blade 2
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
131 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 city 12 5000 weapon_melee_simple 3
weapon_melee_blade 3
The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
132 Horse Breeders' Guild guild_horse_breeders_guild 0 city town 6 3000 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
133 Master Horse Breeders' Guild guild_horse_breeders_guild 1 city large_town 8 4000 cavalry_bonus 2
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
134 Horse Breeders' Guild Headquarters guild_horse_breeders_guild 2 city city 12 5000 cavalry_bonus 3
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
135 Convert to Motte and Bailey convert_to_castle 0 city village 4 4000
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
136 Convert to Wooden Castle convert_to_castle 1 city town 8 6000
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
137 Convert to Castle convert_to_castle 2 city large_town 12 8000
Converting a Minor City into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
138 Convert to Village convert_to_city 0 castle village 4 4000
Converting a Minor City into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
139 Convert to Town convert_to_city 1 castle town 8 6000
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
140 Convert to Minor City convert_to_city 2 castle large_town 12 8000
Converting a Castle into a Minor City makes the settlement more conducive to trade, but has fewer recruitment options.
141 Convert to City convert_to_city 3 castle city 18 10000
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
142 Convert to City convert_to_city 4 castle large_city 22 12000
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
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