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 | 2 | 600 | wall_level 0 tower_level 1 free_upkeep bonus 2 happiness_bonus bonus 1 recruitment_slots 1 |
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long. |
2 | Wooden Wall (Upgrade) 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 | 2 | 1200 | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | wall_level 1 gate_strength 1 tower_level 1 free_upkeep bonus 3 happiness_bonus bonus 1 recruitment_slots 2 |
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment. |
3 | Stone Wall (Upgrade) 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 | 3 | 2400 | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | wall_level 2 tower_level 1 gate_strength 1 free_upkeep bonus 4 happiness_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) A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences. | Large Stone Wall (Upgrade) | core_building 3 | city city | 3 | 4800 | Archer Militia missile infantry Archer Militia are peasant archers called up to defend settlements. | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | wall_level 3 tower_level 1 gate_strength 2 free_upkeep bonus 5 happiness_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) A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly. | Huge Stone Wall (Upgrade) | core_building 4 | city large_city | 4 | 9600 | Archer Militia missile infantry Archer Militia are peasant archers called up to defend settlements. | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | wall_level 4 tower_level 1 gate_strength 2 free_upkeep bonus 6 happiness_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) 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 | 2 | 600 | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. | wall_level 0 tower_level 1 law_bonus bonus 1 recruitment_slots 1 |
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence. |
7 | Wooden Castle (Upgrade) 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 | 2 | 1200 | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. | wall_level 1 gate_strength 1 tower_level 1 law_bonus bonus 2 recruitment_slots 2 |
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities. |
8 | Castle (Upgrade) 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 | 3 | 2400 | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. | wall_level 2 tower_level 1 gate_strength 1 law_bonus bonus 3 recruitment_slots 3 |
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see. |
9 | Fortress (Upgrade) A fortress is a permanent statement of ownership, and not something that is easily taken. | Fortress (Upgrade) | core_castle_building 3 | castle large_town | 3 | 4800 | Dismounted Feudal Knights heavy infantry Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry. | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Levy Spearmen spearmen infantry Common folk from villages and towns that have been levied into the army, armed with spears and shields. | Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines. | Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. | wall_level 3 tower_level 1 gate_strength 2 law_bonus bonus 4 recruitment_slots 3 |
A fortress is a permanent statement of ownership, and not something that is easily taken. |
10 | Citadel (Upgrade) A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare! | Citadel (Upgrade) | core_castle_building 4 | castle city | 4 | 9600 | Dismounted English Knights heavy infantry English knights often chose to fight dismounted. With their fearsome poleaxes, they can crush enemy infantry as well as cavalry. | Dismounted Feudal Knights heavy infantry Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry. | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Levy Spearmen spearmen infantry Common folk from villages and towns that have been levied into the army, armed with spears and shields. | Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines. | Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. | wall_level 4 tower_level 1 gate_strength 2 law_bonus bonus 5 recruitment_slots 3 |
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare! |
11 | Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay. | 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 | Cannon Towers Cannon Towers provide superb additional firepower to any defence. | Cannon Towers | tower 1 | city huge_city | 4 | 6400 | tower_level 3 |
Cannon Towers provide superb additional firepower to any defence. |
13 | Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay. | 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. |
14 | Cannon Towers Cannon Towers provide superb additional firepower to any defence. | Cannon Towers | castle_tower 1 | castle large_city | 4 | 6400 | tower_level 3 |
Cannon Towers provide superb additional firepower to any defence. |
15 | Stables A Stable allows for the recruitment of basic cavalry units. | Stables | equestrian 0 | castle town | 2 | 1200 | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy |
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A Stable allows for the recruitment of basic cavalry units. |
16 | Knight's Stables Knight's stables allow for the recruitment of cavalry units. | Knight's Stables | equestrian 1 | castle large_town | 3 | 2400 | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines. |
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Knight's stables allow for the recruitment of cavalry units. |
17 | Baron's Stables Baron's stables allow for the recruitment of capable cavalry units. | Baron's Stables | equestrian 2 | castle city | 4 | 4800 | Feudal Knights heavy cavalry Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents. | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines. |
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Baron's stables allow for the recruitment of capable cavalry units. |
18 | Earl's Stables Earl's stables allow for the recruitment of elite cavalry units. | Earl's Stables | equestrian 3 | castle large_city | 5 | 9600 | English Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack an effective charge, while being hard to kill. | Feudal Knights heavy cavalry Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents. | Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy | Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines. |
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Earl's stables allow for the recruitment of elite cavalry units. |
19 | Town Watch The Town Watch have the minimum equipment and resources needed to train infantry. | Town Watch | barracks 0 | city town | 2 | 600 | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | law_bonus bonus 1 |
The Town Watch have the minimum equipment and resources needed to train infantry. |
20 | 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 | 3 | 1200 | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | law_bonus bonus 2 |
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores. |
21 | City Watch A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury. | City Watch | barracks 2 | city city | 4 | 2400 | Archer Militia missile infantry Archer Militia are peasant archers called up to defend settlements. | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | 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 A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions. | Militia Drill Square | barracks 3 | city large_city | 5 | 4800 | Archer Militia missile infantry Archer Militia are peasant archers called up to defend settlements. | Bill Militia heavy infantry Militia unit armed with a billhook and little armour. | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | 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 Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. | Militia Barracks | barracks 4 | city huge_city | 6 | 9600 | Archer Militia missile infantry Archer Militia are peasant archers called up to defend settlements. | Bill Militia heavy infantry Militia unit armed with a billhook and little armour. | Heavy Bill Militia heavy infantry Superior Bill militia, armed with a billhook and heavy armour. | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | law_bonus bonus 3 |
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
24 | Army Barracks Army Barracks are the first training facilities capable of training full-time professional soldiers. | Army Barracks | barracks 5 | city huge_city | 7 | 12000 | Archer Militia missile infantry Archer Militia are peasant archers called up to defend settlements. | Arquebusiers missile infantry Fired at close range, this noisy, smokey and lethal weapon causes morale damage as well as physical hurt. | Bill Militia heavy infantry Militia unit armed with a billhook and little armour. | Heavy Bill Militia heavy infantry Superior Bill militia, armed with a billhook and heavy armour. | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears. | law_bonus bonus 3 |
Army Barracks are the first training facilities capable of training full-time professional soldiers. |
25 | Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained. | Mustering Hall | castle_barracks 0 | castle village | 1 | 600 | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. |
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Men must be gathered, selected and trained if military strength is to be maintained. |
26 | 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 | 2 | 1200 | Levy Spearmen spearmen infantry Common folk from villages and towns that have been levied into the army, armed with spears and shields. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. |
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A garrison is a source of much military wisdom and skill for new recruits to the army. |
27 | Drill Square Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer… | Drill Square | castle_barracks 2 | castle large_town | 3 | 2400 | Billmen heavy infantry A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry. | Levy Spearmen spearmen infantry Common folk from villages and towns that have been levied into the army, armed with spears and shields. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. |
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Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer… |
28 | Barracks Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. | Barracks | castle_barracks 3 | castle city | 4 | 4800 | Armoured Swordsmen heavy infantry Footmen of the knightly class able to afford excellent armour and swords, they can punish most other infantry. | Billmen heavy infantry A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry. | Levy Spearmen spearmen infantry Common folk from villages and towns that have been levied into the army, armed with spears and shields. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. |
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Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
29 | Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. | Armoury | castle_barracks 4 | castle large_city | 6 | 9600 | Armoured Swordsmen heavy infantry Footmen of the knightly class able to afford excellent armour and swords, they can punish most other infantry. | Billmen heavy infantry A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry. | Heavy Billmen heavy infantry Heavily armoured versatile infantry wielding the billhook. | Levy Spearmen spearmen infantry Common folk from villages and towns that have been levied into the army, armed with spears and shields. | Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder. |
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An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
30 | Military Academy A Military Academy allows for the recruitment of late-period professional army units. | Military Academy | professional_military 0 | city huge_city | 4 | 4800 | Demi Lancers heavy cavalry Armed with a lance but with less armour these units are mobile and deadly. |
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A Military Academy allows for the recruitment of late-period professional army units. |
31 | Royal Officer's Academy A Royal Officers' Academy allows for the recruitment of late-period professional army units. | Royal Officer's Academy | professional_military 1 | city huge_city | 6 | 9600 | Demi Lancers heavy cavalry Armed with a lance but with less armour these units are mobile and deadly. |
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A Royal Officers' Academy allows for the recruitment of late-period professional army units. |
32 | Bowyer A Bowyer allows for the recruitment of basic missile units. | Bowyer | missiles 0 | castle town | 2 | 1200 | Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers. |
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A Bowyer allows for the recruitment of basic missile units. |
33 | Practice Range A Practice Range allows for the recruitment of missile units. | Practice Range | missiles 1 | castle large_town | 3 | 2400 | Longbowmen missile infantry Armed with the armour piercing longbow, Longbowmen can also plant stakes in front of them to keep cavalry at bay. | Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers. |
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A Practice Range allows for the recruitment of missile units. |
34 | Archery Range An Archery Range allows for the recruitment of well trained missile units. | Archery Range | missiles 2 | castle city | 4 | 4800 | Longbowmen missile infantry Armed with the armour piercing longbow, Longbowmen can also plant stakes in front of them to keep cavalry at bay. | Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers. | Yeoman Archers missile infantry English freeholders are required by the King to be trained in warfare, Yeoman archers are highly skilled ranged troops. |
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An Archery Range allows for the recruitment of well trained missile units. |
35 | Marksman's Range A Marksman's Range allows for the recruitment of elite missile units. | Marksman's Range | missiles 3 | castle large_city | 5 | 9600 | Retinue Longbowmen missile infantry Well armoured professional soldiers. Confident and deadly. | Longbowmen missile infantry Armed with the armour piercing longbow, Longbowmen can also plant stakes in front of them to keep cavalry at bay. | Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers. | Yeoman Archers missile infantry English freeholders are required by the King to be trained in warfare, Yeoman archers are highly skilled ranged troops. |
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A Marksman's Range allows for the recruitment of elite missile units. |
36 | Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry. | Ballista Maker | siege 0 | city large_town | 3 | 1600 | Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease. |
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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 | siege 1 | city city | 4 | 3200 | Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease. | Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots. |
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A Catapult Maker allows the construction of catapults and ballistae. |
38 | Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder. | Siege Works | siege 2 | city large_city | 5 | 6400 | Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease. | Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots. | Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows! |
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A Siege Works allows the construction of all siege weaponry that does not use gunpowder. |
39 | Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry. | Ballista Maker | castle_siege 0 | castle large_town | 3 | 1600 | Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease. |
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A Ballista Maker allows the construction of ballista siege weaponry. |
40 | Catapult Maker A Catapult Maker allows the construction of catapults and ballistae. | Catapult Maker | castle_siege 1 | castle city | 4 | 3200 | Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease. | Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots. |
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A Catapult Maker allows the construction of catapults and ballistae. |
41 | Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder. | Siege Works | castle_siege 2 | castle large_city | 5 | 6400 | Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease. | Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots. | Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows! |
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A Siege Works allows the construction of all siege weaponry that does not use gunpowder. |
42 | Gunsmith A Gunsmith allows the construction of a bombard cannon. | Gunsmith | cannon 0 | city city | 3 | 800 | Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units. |
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A Gunsmith allows the construction of a bombard cannon. |
43 | Cannon Maker A Cannon Maker allows the construction of simple varieties of siege artillery. | Cannon Maker | cannon 1 | city large_city | 4 | 1600 | Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units. | Mortar missile siege A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls. | Ribault missile siege A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage. | weapon_naval_gunpowder 1 |
A Cannon Maker allows the construction of simple varieties of siege artillery. |
44 | Cannon Foundry A Cannon Foundry allows the construction of advanced siege artillery. | Cannon Foundry | cannon 2 | city huge_city | 5 | 3200 | Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units. | Culverin missile siege Able to fire solid or exploding shots, the culverin is devastating against enemy walls and lethal against enemy troops! | Mortar missile siege A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls. | Ribault missile siege A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage. | weapon_naval_gunpowder 1 |
A Cannon Foundry allows the construction of advanced siege artillery. |
45 | Gunsmith A Gunsmith allows the construction of a bombard cannon. | Gunsmith | castle_cannon 0 | castle city | 3 | 800 | Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units. |
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A Gunsmith allows the construction of a bombard cannon. |
46 | Cannon Maker A Cannon Maker allows the construction of simple varieties of siege artillery. | Cannon Maker | castle_cannon 1 | castle large_city | 4 | 1600 | Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units. | Mortar missile siege A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls. | Ribault missile siege A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage. | weapon_naval_gunpowder 1 |
A Cannon Maker allows the construction of simple varieties of siege artillery. |
47 | Cannon Foundry A Cannon Foundry allows the construction of advanced siege artillery. | Cannon Foundry | castle_cannon 2 | castle large_city | 5 | 3200 | Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units. | Culverin missile siege Able to fire solid or exploding shots, the culverin is devastating against enemy walls and lethal against enemy troops! | Mortar missile siege A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls. | Ribault missile siege A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage. | weapon_naval_gunpowder 1 |
A Cannon Foundry allows the construction of advanced siege artillery. |
48 | Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units. | Leather Tanner | smith 0 | city town | 2 | 600 | armour 1 |
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
49 | Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units. | Blacksmith | smith 1 | city large_town | 3 | 1200 | armour 2 |
A Blacksmith can moderately improve the armour available to new and retrained units. |
50 | Armourer An Armourer can notably improve the armour available to new and retrained units. | Armourer | smith 2 | city city | 4 | 2400 | armour 3 |
An Armourer can notably improve the armour available to new and retrained units. |
51 | 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. |
52 | Master Armourer A Master Armourer substantially improves the armour available to new and retrained units. | Master Armourer | smith 4 | city huge_city | 6 | 10000 | armour 5 |
A Master Armourer substantially improves the armour available to new and retrained units. |
53 | Armour Factory An Armour Factory provides the highest quality of armour to new and retrained units. | Armour Factory | smith 5 | city huge_city | 7 | 15000 | armour 6 |
An Armour Factory provides the highest quality of armour to new and retrained units. |
54 | Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units. | Leather Tanner | castle_smith 0 | castle town | 2 | 600 | armour 1 |
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
55 | Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units. | Blacksmith | castle_smith 1 | castle large_town | 3 | 1200 | armour 2 |
A Blacksmith can moderately improve the armour available to new and retrained units. |
56 | Armourer An Armourer can notably improve the armour available to new and retrained units. | Armourer | castle_smith 2 | castle city | 4 | 2400 | armour 3 |
An Armourer can notably improve the armour available to new and retrained units. |
57 | 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. |
58 | Master Armourer A Master Armourer substantially improves the armour available to new and retrained units. | Master Armourer | castle_smith 4 | castle large_city | 6 | 10000 | armour 5 |
A Master Armourer substantially improves the armour available to new and retrained units. |
59 | Armour Factory An Armour Factory provides the highest quality of armour to new and retrained units. | Armour Factory | castle_smith 5 | castle large_city | 7 | 15000 | armour 6 |
An Armour Factory provides the highest quality of armour to new and retrained units. |
60 | Port A Port allows a settlement to trade with the far-distant corners of the world. | Port | port 0 | city large_town | 2 | 800 | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | trade_base_income_bonus bonus 2 |
A Port allows a settlement to trade with the far-distant corners of the world. |
61 | Shipwright A Shipwright allows the construction of ships to be undertaken in earnest. | Shipwright | port 1 | city city | 3 | 1600 | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull. | trade_base_income_bonus bonus 3 |
A Shipwright allows the construction of ships to be undertaken in earnest. |
62 | Dockyard A Dockyard allows the construction of larger ships, and improves trade. | Dockyard | port 2 | city large_city | 5 | 3200 | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | Gun Holk light ship An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons. | Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull. | trade_base_income_bonus bonus 4 |
A Dockyard allows the construction of larger ships, and improves trade. |
63 | Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo. | Naval Drydock | port 3 | city huge_city | 6 | 6400 | Carrack light ship A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean. | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | Gun Holk light ship An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons. | Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull. | trade_base_income_bonus bonus 5 |
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo. |
64 | Port A Port allows a settlement to trade with the far-distant corners of the world. | Port | castle_port 0 | castle large_town | 2 | 800 | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | trade_base_income_bonus bonus 2 |
A Port allows a settlement to trade with the far-distant corners of the world. |
65 | Shipwright A Shipwright allows the construction of ships to be undertaken in earnest. | Shipwright | castle_port 1 | castle city | 3 | 1600 | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull. | trade_base_income_bonus bonus 3 |
A Shipwright allows the construction of ships to be undertaken in earnest. |
66 | Dockyard A Dockyard allows the construction of larger ships, and improves trade. | Dockyard | castle_port 2 | castle large_city | 5 | 3200 | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | Gun Holk light ship An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons. | Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull. | trade_base_income_bonus bonus 4 |
A Dockyard allows the construction of larger ships, and improves trade. |
67 | Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo. | Naval Drydock | castle_port 3 | castle large_city | 6 | 6400 | Carrack light ship A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean. | Cog light ship A small trading vessel armed with a basic armament of soldiers and archers. | Gun Holk light ship An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons. | Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull. | trade_base_income_bonus bonus 5 |
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo. |
68 | 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 | 3 | 1600 | trade_fleet 1 trade_base_income_bonus bonus 2 |
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement. |
69 | Warehouse A Warehouse allows two extra trade fleets, and notably increases trade to the settlement. | Warehouse | sea_trade 1 | city large_city | 5 | 3200 | trade_fleet 2 trade_base_income_bonus bonus 3 |
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement. |
70 | Docklands Docklands allow three extra trade fleets, and greatly increases trade to the settlement. | Docklands | sea_trade 2 | city huge_city | 6 | 6400 | trade_fleet 3 trade_base_income_bonus bonus 4 |
Docklands allow three extra trade fleets, and greatly increases trade to the settlement. |
71 | Naval Academy A Naval Academy reduces the cost of naval units recruited in the region, while also improving their training. | Naval Academy | admiralty 0 | city city | 3 | 2400 | 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. |
72 | Admiralty The Admiralty greatly reduces the cost of naval units recruited in the region, while also improving their training. | Admiralty | admiralty 1 | city large_city | 5 | 4800 | 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. |
73 | 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 2 agent_limit merchant 1 |
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made. |
74 | 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 | 1200 | trade_base_income_bonus bonus 3 agent_limit merchant 1 |
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others… |
75 | 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 | 2400 | trade_base_income_bonus bonus 4 agent_limit merchant 1 |
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area. |
76 | 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 | 4800 | trade_base_income_bonus bonus 5 agent_limit merchant 1 |
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops. |
77 | 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 6 agent_limit merchant 1 |
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds. |
78 | 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 | 1 | 400 | road_level 0 |
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade. |
79 | 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 | 3 | 1200 | road_level 1 |
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
80 | 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 | 1 | 400 | road_level 0 |
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade. |
81 | 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 | 3 | 1200 | road_level 1 |
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
82 | Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth. | Land Clearance | hinterland_farms 0 | village | 2 | 600 | farming_level 1 |
Land Clearance allows a region to begin producing enough food to encourage growth. |
83 | Communal Farming Communal Farming improves farming productivity in the region to encourage growth and prosperity. | Communal Farming | hinterland_farms 1 | town | 3 | 1200 | farming_level 2 |
Communal Farming improves farming productivity in the region to encourage growth and prosperity. |
84 | Crop Rotation Crop Rotation results in improved yield from farming districts, all year round. | Crop Rotation | hinterland_farms 2 | large_town | 4 | 2400 | farming_level 3 |
Crop Rotation results in improved yield from farming districts, all year round. |
85 | Irrigation Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained. | 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. |
86 | Mines Mines increase the trade income generated by metal deposits in the region. | Mines | hinterland_mines 0 | city large_town | 2 | 2000 | mine_resource 4 |
Mines increase the trade income generated by metal deposits in the region. |
87 | Mining Network A Mining Network maximises the income generated by metal deposits in the region. | Mining Network | hinterland_mines 1 | city city | 3 | 3500 | mine_resource 7 |
A Mining Network maximises the income generated by metal deposits in the region. |
88 | Mines Mines increase the trade income generated by metal deposits in the region. | Mines | hinterland_castle_mines 0 | castle large_town | 2 | 2000 | mine_resource 4 |
Mines increase the trade income generated by metal deposits in the region. |
89 | Mining Network A Mining Network maximises the income generated by metal deposits in the region. | Mining Network | hinterland_castle_mines 1 | castle city | 3 | 3500 | mine_resource 7 |
A Mining Network maximises the income generated by metal deposits in the region. |
90 | Alchemist's Lab An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here. | Alchemist's Lab | academic 0 | city large_city | 3 | 1600 | weapon_missile_gunpowder 1 |
An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here. |
91 | Alchemy School An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here. | Alchemy School | academic 1 | city huge_city | 5 | 3200 | weapon_missile_gunpowder 1 weapon_artillery_gunpowder 1 |
An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here. |
92 | University A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here. | University | academic 2 | city huge_city | 6 | 6400 | weapon_projectile 1 |
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here. |
93 | Small Church A Small Church converts a very small percentage of the region to Catholicism, and improves happiness. | Small Church | temple_catholic 0 | city town | 1 | 800 | happiness_bonus bonus 1 religion_level bonus 1 pope_disapproval 1 agent_limit priest 1 |
A Small Church converts a very small percentage of the region to Catholicism, and improves happiness. |
94 | Church A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent. | Church | temple_catholic 1 | city large_town | 2 | 1600 | happiness_bonus bonus 1 religion_level bonus 2 agent_limit priest 1 pope_disapproval 1 |
A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
95 | Abbey An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent. | Abbey | temple_catholic 2 | city city | 3 | 3200 | happiness_bonus bonus 2 religion_level bonus 3 agent_limit priest 2 pope_disapproval 1 |
An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
96 | Cathedral A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent. | Cathedral | temple_catholic 3 | city large_city | 4 | 6400 | happiness_bonus bonus 2 religion_level bonus 4 agent_limit priest 2 pope_disapproval 1 pope_approval 1 population_health_bonus bonus 1 |
A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
97 | Huge Cathedral A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent. | Huge Cathedral | temple_catholic 4 | city huge_city | 6 | 10000 | happiness_bonus bonus 3 religion_level bonus 5 agent_limit priest 2 pope_disapproval 1 pope_approval 1 population_health_bonus bonus 3 |
A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
98 | Small Chapel A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness. | Small Chapel | temple_catholic_castle 0 | castle town | 1 | 800 | happiness_bonus bonus 1 religion_level bonus 2 pope_disapproval 1 agent_limit priest 1 |
A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness. |
99 | Chapel A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent. | Chapel | temple_catholic_castle 1 | castle large_town | 2 | 1600 | happiness_bonus bonus 1 religion_level bonus 3 agent_limit priest 1 pope_disapproval 1 |
A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
100 | Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy. | Brothel | taverns 0 | city town | 2 | 800 | happiness_bonus bonus 1 |
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy. |
101 | Inn An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins. | Inn | taverns 1 | city large_town | 3 | 1600 | happiness_bonus bonus 2 |
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins. |
102 | Tavern A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins. | Tavern | taverns 2 | city city | 4 | 3200 | happiness_bonus bonus 3 |
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins. |
103 | 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 | 5 | 6400 | happiness_bonus bonus 4 |
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins. |
104 | 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 | 6 | 10000 | happiness_bonus bonus 5 |
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins. |
105 | Town Hall A Town Hall helps maintain law and order, as well as reduce squalor. | Town Hall | city_hall 0 | city large_town | 2 | 600 | law_bonus bonus 1 population_health_bonus bonus 1 |
A Town Hall helps maintain law and order, as well as reduce squalor. |
106 | Council Chambers Council Chambers help to maintain law and order, as well as reduce squalor. | Council Chambers | city_hall 1 | city city | 3 | 1200 | law_bonus bonus 2 population_health_bonus bonus 2 |
Council Chambers help to maintain law and order, as well as reduce squalor. |
107 | 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 | 4 | 2400 | law_bonus bonus 3 population_health_bonus bonus 4 |
A City Hall does much to maintain law and order, as well as reduce urban squalor. |
108 | 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 | 5 | 4800 | law_bonus bonus 4 population_health_bonus bonus 5 |
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably. |
109 | Jousting Lists Jousting Lists improve the quality of knights recruited here. | Jousting Lists | tourney 0 | castle city | 2 | 1600 | heavy_cavalry_bonus bonus 1 |
Jousting Lists improve the quality of knights recruited here. |
110 | 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 large_city | 4 | 3200 | 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. |
111 | Assassins' Guild An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins. | Assassins' Guild | guild_assassins_guild 0 | city city | 1 | 1000 | law_bonus bonus 1 |
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins. |
112 | Master Assassins' Guild A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins. | Master Assassins' Guild | guild_assassins_guild 1 | city large_city | 1 | 2000 | law_bonus bonus 1 |
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins. |
113 | Assassins' Guild Headquarters The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins. | Assassins' Guild Headquarters | guild_assassins_guild 2 | city huge_city | 1 | 3000 | law_bonus bonus 2 |
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins. |
114 | Masons' Guild A Masons' Guild house reduces the cost of stone buildings, and improves happiness. | Masons' Guild | guild_masons_guild 0 | city city | 1 | 1000 | Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears. | construction_cost_bonus_stone bonus 30 happiness_bonus bonus 1 |
A Masons' Guild house reduces the cost of stone buildings, and improves happiness. |
115 | Master Masons' Guild A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness. | Master Masons' Guild | guild_masons_guild 1 | city large_city | 1 | 2000 | Bill Militia heavy infantry Militia unit armed with a billhook and little armour. | 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. |
116 | Masons' Guild Headquarters The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably. | Masons' Guild Headquarters | guild_masons_guild 2 | city huge_city | 1 | 3000 | Heavy Bill Militia heavy infantry Superior Bill militia, armed with a billhook and heavy armour. | 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. |
117 | Theologians' Guild A Theologians' Guild house improves the quality of priests created in the region. | Theologians' Guild | guild_theologians_guild 0 | city city | 1 | 1000 |
A Theologians' Guild house improves the quality of priests created in the region. |
118 | Master Theologians' Guild A Master Theologians' Guild improves the quality of priests created in the region. | Master Theologians' Guild | guild_theologians_guild 1 | city large_city | 1 | 2000 |
A Master Theologians' Guild improves the quality of priests created in the region. |
119 | Theologians' Guild Headquarters The Theologians' Guild Headquarters improves the quality of priests created in the region. | Theologians' Guild Headquarters | guild_theologians_guild 2 | city huge_city | 1 | 3000 |
The Theologians' Guild Headquarters improves the quality of priests created in the region. |
120 | 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 | 1000 | Merchant Cavalry Militia heavy cavalry Poorly trained, but well equipped cavalry who fight with a sword. | trade_base_income_bonus bonus 1 |
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region. |
121 | 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 | 1 | 2000 | Merchant Cavalry Militia heavy cavalry Poorly trained, but well equipped cavalry who fight with a sword. | trade_base_income_bonus bonus 2 |
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region. |
122 | 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 | 1 | 3000 | Merchant Cavalry Militia heavy cavalry Poorly trained, but well equipped cavalry who fight with a sword. | trade_base_income_bonus bonus 3 |
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region. |
123 | Alchemists' Guild An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement. | Alchemists' Guild | guild_alchemists_guild 0 | city city | 1 | 1000 | gun_bonus 1 |
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement. |
124 | Master Alchemists' Guild An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement. | Master Alchemists' Guild | guild_alchemists_guild 1 | city large_city | 1 | 2000 | gun_bonus 1 faction_capability gun_bonus 1 |
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement. |
125 | Alchemists' Guild Headquarters The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement. | Alchemists' Guild Headquarters | guild_alchemists_guild 2 | city huge_city | 1 | 3000 | gun_bonus 1 faction_capability gun_bonus 2 |
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement. |
126 | 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. |
127 | 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 | 1 | 2000 |
A Master Thieves' Guild improves the quality of spies hired in the same settlement. |
128 | 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 | 1 | 3000 |
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement. |
129 | 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. |
130 | 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 | 1 | 2000 |
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement. |
131 | Explorers' Guild Headquarters The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India. | Explorers' Guild Headquarters | guild_explorers_guild 2 | city huge_city | 1 | 3000 |
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India. |
132 | 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. |
133 | 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 | 1 | 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. |
134 | 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 | 1 | 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. |
135 | Templars' Minor Chapter House A Templars' Minor Chapter House allows the recruitment of Templar knights. | Templars' Minor Chapter House | guild_templars_chapter_house 0 | city | 1 | 1000 | Knights Templar heavy cavalry Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands. |
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A Templars' Minor Chapter House allows the recruitment of Templar knights. |
136 | Templars' Major Chapter House A Templars' Major Chapter House allows the recruitment of experienced Templar knights. | Templars' Major Chapter House | guild_templars_chapter_house 1 | large_city | 1 | 2000 | Knights Templar heavy cavalry Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands. |
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A Templars' Major Chapter House allows the recruitment of experienced Templar knights. |
137 | Templars' Headquarters The Templars' Headquarters allows the recruitment of veteran Templar knights. | Templars' Headquarters | guild_templars_chapter_house 2 | large_city | 1 | 3000 | Knights Templar heavy cavalry Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands. |
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The Templars' Headquarters allows the recruitment of veteran Templar knights. |
138 | St Johns' Minor Chapter House A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights. | St Johns' Minor Chapter House | guild_st_johns_chapter_house 0 | city | 1 | 1000 | Knights Hospitaller heavy cavalry Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom. | population_health_bonus bonus 1 |
A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights. |
139 | St Johns' Major Chapter House A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights. | St Johns' Major Chapter House | guild_st_johns_chapter_house 1 | large_city | 1 | 2000 | Knights Hospitaller heavy cavalry Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom. | population_health_bonus bonus 2 |
A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights. |
140 | St Johns' Headquarters The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights. | St Johns' Headquarters | guild_st_johns_chapter_house 2 | large_city | 1 | 3000 | Knights Hospitaller heavy cavalry Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom. | population_health_bonus bonus 3 |
The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights. |
141 | Woodsmen's Guild A Woodsmen's Guild improves the quality of archers recruited from the region. | Woodsmen's Guild | guild_woodsmens_guild 0 | castle city | 1 | 1000 | archer_bonus 1 |
A Woodsmen's Guild improves the quality of archers recruited from the region. |
142 | Master Woodsmens' Guild A Master Woodsmen's Guild notably improves the quality of archers recruited from the region. | Master Woodsmens' Guild | guild_woodsmens_guild 1 | castle large_city | 1 | 2000 | Sherwood Archers missile infantry Wielding a longbow made of yew, and able to hide in any terrain these men are excellent at ambushes, and are outstanding marksmen. | archer_bonus 1 faction_capability archer_bonus 1 |
A Master Woodsmen's Guild notably improves the quality of archers recruited from the region. |
143 | Woodsmens' Guild Headquarters The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region. | Woodsmens' Guild Headquarters | guild_woodsmens_guild 2 | castle large_city | 1 | 3000 | Sherwood Archers missile infantry Wielding a longbow made of yew, and able to hide in any terrain these men are excellent at ambushes, and are outstanding marksmen. | archer_bonus 1 faction_capability archer_bonus 2 |
The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region. |
144 | Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region. | Horse Breeders' Guild | guild_horse_breeders_guild 0 | city city | 1 | 1000 | cavalry_bonus 1 |
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region. |
145 | Master Horse Breeders' Guild A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region. | Master Horse Breeders' Guild | guild_horse_breeders_guild 1 | city large_city | 1 | 2000 | cavalry_bonus 1 faction_capability cavalry_bonus 1 |
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region. |
146 | Horse Breeders' Guild Headquarters The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region. | Horse Breeders' Guild Headquarters | guild_horse_breeders_guild 2 | city huge_city | 1 | 3000 | cavalry_bonus 1 faction_capability cavalry_bonus 2 |
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region. |
147 | Convert to Motte and Bailey Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options. | Convert to Motte and Bailey | convert_to_castle 0 | city village | 1 | 800 |
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options. |
148 | Convert to Wooden Castle Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options. | Convert to Wooden Castle | convert_to_castle 1 | city town | 1 | 1600 |
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options. |
149 | Convert to Castle Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options. | Convert to Castle | convert_to_castle 2 | city large_town | 2 | 3200 |
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options. |
150 | Convert to Village Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options. | Convert to Village | convert_to_city 0 | castle village | 1 | 800 |
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options. |
151 | Convert to Town Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options. | Convert to Town | convert_to_city 1 | castle town | 1 | 1200 |
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options. |
152 | Convert to Large Town Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options. | Convert to Large Town | convert_to_city 2 | castle large_town | 2 | 1600 |
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options. |
153 | Convert to City Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options. | Convert to City | convert_to_city 3 | castle city | 2 | 3200 |
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options. |
154 | Convert to City Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options. | Convert to City | convert_to_city 4 | castle large_city | 3 | 6400 |
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options. |