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Communal Grounds Buildings




Communal Grounds

Town Centre
Town Centre
(att_bld_barbarian_civic_major_1)
Level 0
Meeting Hall
Meeting Hall
(att_bld_barbarian_civic_greathall_2)
Level 1
Warlord's Hold
Warlord's Hold
(att_bld_barbarian_civic_chieftain_3)
Level 2
Warlord's Keep
Warlord's Keep
(att_bld_barbarian_civic_chieftain_4)
Level 3
Warlord's Castle
Warlord's Castle
(att_bld_barbarian_civic_chieftain_5_legendary)
Level 4
Great Hall
Great Hall
(att_bld_barbarian_civic_storyteller_3)
Level 2
Hall of Elders
Hall of Elders
(att_bld_barbarian_civic_storyteller_4)
Level 3
Court of Countless Kings
Court of Countless Kings
(att_bld_barbarian_civic_storyteller_5)
Level 4
Tavern
Tavern
(att_bld_barbarian_civic_tavern_3)
Level 2
Mead Hall
Mead Hall
(att_bld_barbarian_civic_tavern_4)
Level 3
Market Stalls
Market Stalls
(att_bld_barbarian_civic_market_2)
Level 1
Amber Trader
Amber Trader
(att_bld_barbarian_civic_market_amber_3)
Level 2
Amber Market
Amber Market
(att_bld_barbarian_civic_market_amber_4)
Level 3
Trade Depot
Trade Depot
(att_bld_barbarian_civic_market_general_3)
Level 2
Fairground
Fairground
(att_bld_barbarian_civic_market_general_4)
Level 3
Slave Trader
Slave Trader
(att_bld_barbarian_civic_market_slaves_3)
Level 2
Slave Market
Slave Market
(att_bld_barbarian_civic_market_slaves_4)
Level 3
Communal Grounds
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Town Centre Communal Grounds Level 1
Town Centre
Everyone needs a place to gather to feel part of society.
3 2000 Wealth: 225 from commerce (building_to_building_own)
Public order: +3 (province_to_province_own)
2 Market Stalls Communal Grounds Level 2
Market Stalls
"Two for that, you must be mad! It's worth at least ten!"
4 2500 Enables agent recruitment: Spies (province_to_province_own)
Wealth: 750 from commerce (building_to_building_own)
Public order: -1 (province_to_province_own)
Squalor: +1 (region_to_region_own)
3 Meeting Hall Communal Grounds Level 2
Meeting Hall
Power is a curious thing. Invisible, yet must be seen to be believed.
4 3000 Wealth: 300 from culture (building_to_building_own)
Food consumption: -20 (region_to_region_own)
Public order: +7 (province_to_province_own)
4 Warlord's Hold Communal Grounds Level 3
Warlord's Hold
It is important for men to gather and share the joys of life.
5 5000 Enables agent recruitment: Champions (province_to_province_own)
Wealth: 500 from culture (building_to_building_own)
Food consumption: -50 (region_to_region_own)
Public order: +10 (province_to_province_own)
5 Amber Trader Communal Grounds Level 3
Amber Trader
“See the fly transfixed within? It was swatted by Achilles himself…"
5 5000 Enables agent recruitment: Spies (province_to_province_own)
Road Development: 20 (region_to_region_own)
Wealth: 1500 from commerce (building_to_building_own)
Public order: -2 (province_to_province_own)
Squalor: +2 (region_to_region_own)
6 Great Hall Communal Grounds Level 3
Great Hall
Tales of bravery and valour always bring men to the fireside.
5 4000 Wealth: 500 from culture (building_to_building_own)
Food consumption: -50 (region_to_region_own)
Public order: +7 (province_to_province_own)
Research rate: +10% (factionwide)
7 Slave Trader Communal Grounds Level 3
Slave Trader
Some men are born free, but not all die that way.
5 4000 Enables agent recruitment: Spies (province_to_province_own)
Wealth: +10% from industrial buildings (province_to_region_own)
Wealth: 875 from commerce (building_to_building_own)
Public order: -2 (province_to_province_own)
Squalor: +2 (region_to_region_own)
8 Tavern Communal Grounds Level 3
Tavern
Drink deep and toast the gods.
5 5000 Wealth: 1000 from culture (building_to_building_own)
Food consumption: -50 (region_to_region_own)
Public order: +13 (province_to_province_own)
Immigration public order penalties: -15% (province_to_province_own)
Squalor: +3 (region_to_region_own)
9 Trade Depot Communal Grounds Level 3
Trade Depot
Everything, and everyone, has a price.
5 4000 Enables agent recruitment: Spies (province_to_province_own)
Wealth: +5% from all buildings (province_to_region_own)
Wealth: 625 from commerce (building_to_building_own)
Food: +40 from commerce (region_to_region_own)
Public order: -2 (province_to_province_own)
Squalor: +2 (region_to_region_own)
10 Hall of Elders Communal Grounds Level 4
Hall of Elders
Listen to his words, for he is wise beyond the understanding of mortal men.
6 6000 Wealth: 825 from culture (building_to_building_own)
Food consumption: -100 (region_to_region_own)
Public order: +9 (province_to_province_own)
Research rate: +15% (factionwide)
11 Slave Market Communal Grounds Level 4
Slave Market
Those who allow themselves to be enslaved are little better than cattle.
6 6000 Enables agent recruitment: Spies (province_to_province_own)
Wealth: +15% from industrial buildings (province_to_region_own)
Wealth: 1450 from commerce (building_to_building_own)
Public order: -4 (province_to_province_own)
Squalor: +4 (region_to_region_own)
12 Mead Hall Communal Grounds Level 4
Mead Hall
There is nothing in life that a large quantity of mead cannot fix.
6 8000 Wealth: 1650 from culture (building_to_building_own)
Food consumption: -100 (region_to_region_own)
Public order: +17 (province_to_province_own)
Immigration public order penalties: -30% (province_to_province_own)
Squalor: +6 (region_to_region_own)
13 Fairground Communal Grounds Level 4
Fairground
A place to relax and be entertained before talk of trade begins in earnest.
6 6000 Enables agent recruitment: Spies (province_to_province_own)
Wealth: +10% from all buildings (province_to_region_own)
Wealth: 1000 from commerce (building_to_building_own)
Food: +60 from commerce (region_to_region_own)
Public order: -4 (province_to_province_own)
Squalor: +4 (region_to_region_own)
14 Warlord's Keep Communal Grounds Level 4
Warlord's Keep
A wise warlord keeps his strongest men about him at all times.
6 8000 Enables agent recruitment: Champions (province_to_province_own)
Wealth: 825 from culture (building_to_building_own)
Food consumption: -100 (region_to_region_own)
Unit experience: +1 for all recruits (province_to_province_own)
Public order: +13 (province_to_province_own)
Army recruitment capacity: +1 (province_to_province_own)
15 Amber Market Communal Grounds Level 4
Amber Market
When a single piece is worth more than a man, you know you're in the right trade.
6 8000 Enables agent recruitment: Spies (province_to_province_own)
Road Development: 30 (region_to_region_own)
Wealth: 2500 from commerce (building_to_building_own)
Public order: -4 (province_to_province_own)
Squalor: +4 (region_to_region_own)
16 Warlord's Castle Communal Grounds Level 5
Warlord's Castle
"Step inside for your audience. Don't touch the mead horn. Or that skull…"
8 15000 Enables agent recruitment: Champions (province_to_province_own)
Maximum amount of active Champions increased by +1 (factionwide)
Wealth: 1500 from culture (building_to_building_own)
Food consumption: -150 (region_to_region_own)
Unit experience: +2 for all recruits (province_to_province_own)
Public order: +16 (province_to_province_own)
Public order: +1 from established authority (all provinces)
Army recruitment capacity: +2 (province_to_province_own)
17 Court of Countless Kings Communal Grounds Level 5
Court of Countless Kings
Every tribe must have a king, but who does he answer to?
8 12000 Personal influence: +10 per turn (region_to_character_own)
Wealth: 1000 from culture (building_to_building_own)
Trade income: +20% trade agreement tariffs (factionwide)
Food consumption: -120 (region_to_region_own)
Public order: +12 (province_to_province_own)
Research rate: +20% (factionwide)
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