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HomeHome / Total War: Attila / Avars (Age of Charlemagne) / Buildings / Manorial Court
Manorial Court Avars (Age of Charlemagne)Avars (Age of Charlemagne) Town Level 3

Manorial Court

By the ruler's generosity, his vassals may acquire power and status of their own.

With the collapse the Empire, Europe of the Middle Ages evolved the Roman villa system into three elements; the feudal system, manorialism and serfdom. Feudalism divided the king's land into territories (or 'fiefs'), which were ruled by vassals in his name. Most of the land in Carolingian Europe was held 'allodially', meaning the vassal was vested with total control and (importantly) defence of the land in the name of the king. Manorialism legitimised the power they had, as the manor became the centre of local legal and economic authority. The lord of the manor became the most important local figure, his subjects tasked with working the surrounding land of the estate. At the bottom of this system (often represented by a triangle with the king at the apex) were the serfs, who were made to work the land in a system only slightly removed from slavery. The serfs worked the land for their own gain, but owed their masters a share of the produce that was grown. They were dependant on the lord's land to work, and were legally bound never to leave his service.

Town

Ruined Village
Ruined Village
(cha_bld_minor_ruin)
Town Level 0
Manor
Manor
(cha_bld_manor_1)
Town Level 1
Manorial Court
Manorial Court
(cha_bld_manor_2)
Town Level 2
Grand Manor
Grand Manor
(cha_bld_manor_3)
Town Level 3
Market Village
Market Village
(cha_bld_market_town_1)
Town Level 1
Market Town
Market Town
(cha_bld_market_town_2)
Town Level 2
Great Market Town
Great Market Town
(cha_bld_market_town_3)
Town Level 3
Manorial Court

Building Name

Manorial Court

Level Name

cha_bld_manor_2

Building Chain

Town

Building Level

3

Create Time

4

Create Cost

4000

Effects

Wealth: 180 from agriculture (building_to_building_own)
Wealth: +10% from agricultural buildings (province_to_region_own)
Food consumption: -30 (region_to_region_own)
Growth: +4 (province_to_province_own)

Provides Garrison Army

160 Avar Foot Archers
160 Avar Foot Archers
Avar Foot Archers
(cha_avar_foot_archers)
Missile Infantry
80 Avar Horse Archers
Avar Horse Archers
(cha_avar_horse_archers)
Missile Cavalry
160 Levy Archers
160 Levy Archers
Levy Archers
(cha_avar_levy_archers)
Missile Infantry
160 Levy Spearmen
160 Levy Spearmen
Levy Spearmen
(cha_avar_levy_spear)
Spear Infantry
160 Spearmen
160 Spearmen
Spearmen
(cha_avar_spear)
Spear Infantry

Recruitable Units

Recruitable Units Lv. 0
No. Unit Sol. Costom Cost Recru. Cost Unkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
1
80 Avar Horse Archers
Cavalry / Missile Cavalry / (cha_avar_horse_archers)
Avar Horse Archers
Horsemanship, matched by skill with the bow, is devastating on the field.
80 400 400 44 150 14 20 14 40 14 10 6 150 34
2
160 Levy Archers
Missile Infantry / Missile Infantry / (cha_avar_levy_archers)
Levy Archers
Shooting a bow is the easy part. Hitting your target? Not so simple.
160 200 200 44 135 5 14 7 9 2 2 6 100 28
3
160 Levy Spearmen
Melee Infantry / Spear Infantry / (cha_avar_levy_spear)
Levy Spearmen
To fight and maybe die, when the alternative is certain death, motivates the levied man somewhat.
160 150 150 25 32 25 50 6 100 30
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