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HomeHome / Total War: Attila / Kingdom of the Danes (Age of Charlemagne) / Buildings / Manor
Manor Kingdom of the Danes (Age of Charlemagne)Kingdom of the Danes (Age of Charlemagne) Town Level 2

Manor

The lord of the manor dictates the lives of all who live upon it.

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
Manor

Building Name

Manor

Level Name

cha_bld_manor_1

Building Chain

Town

Building Level

2

Create Time

2

Create Cost

2000

Effects

Wealth: 120 from agriculture (building_to_building_own)
Wealth: +5% from agricultural buildings (province_to_region_own)
Food consumption: -10 (region_to_region_own)
Growth: +2 (province_to_province_own)

Provides Garrison Army

160 Archers
Archers
(cha_vik_archers)
Missile Infantry
160 Axe Freemen
160 Axe Freemen
Axe Freemen
(cha_vik_axe_freemen)
Melee Infantry
160 Axemen
160 Axemen
Axemen
(cha_vik_axemen)
Melee Infantry
160 Viking Hunters
Viking Hunters
(cha_vik_hunters)
Missile 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
160 Archers
Missile Infantry / Missile Infantry / (cha_vik_archers)
Archers
A rain of arrows to slim down enemy numbers before the charge.
160 200 200 32 150 4 14 7 14 2 2 6 100 26
2
160 Axe Freemen
Melee Infantry / Melee Infantry / (cha_vik_axe_freemen)
Axe Freemen
Armed with axes, then pointed at the enemy. Freemen may yet surprise you.
160 300 300 45 32 30 32 6 100 36
3
160 Levy Freemen
Melee Infantry / Spear Infantry / (cha_vik_levy_freemen)
Levy Freemen
Free folk are often called to take up arms in times of war.
160 150 150 25 32 25 50 6 100 36
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