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HomeHome / Total War: Attila / Roman Rebels (Age of Charlemagne) / Buildings / Grand Manor
Grand Manor Roman Rebels (Age of Charlemagne)Roman Rebels (Age of Charlemagne) Town Level 4

Grand Manor

Ambition held in check through the dissemination of privilege.

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
Grand Manor

Building Name

Grand Manor

Level Name

cha_bld_manor_3

Building Chain

Town

Building Level

4

Create Time

6

Create Cost

6000

Require Technology

Manorialism
Manorialism

Effects

Wealth: 240 from agriculture (building_to_building_own)
Wealth: +15% from agricultural buildings (province_to_region_own)
Food consumption: -60 (region_to_region_own)
Growth: +6 (province_to_province_own)

Provides Garrison Army

160 Archers
160 Archers
Archers
(cha_byz_archers)
Missile Infantry
160 Levy Spearmen
160 Levy Spearmen
160 Levy Spearmen
Levy Spearmen
(cha_byz_levy_spear)
Spear Infantry
80 Light Cavalry
Light Cavalry
(cha_byz_light_cav)
Melee Cavalry

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_byz_archers)
Archers
Volleys of arrows remove the slowest from the fight before the charge.
160 150 150 49 150 6 14 7 9 2 2 10 100 28
2
160 Levy Spearmen
Melee Infantry / Spear Infantry / (cha_byz_levy_spear)
Levy Spearmen
They will fight. Most of them will die. They have no choice in the matter.
160 150 150 20 32 20 60 6 100 30
3
80 Light Cavalry
Cavalry / Melee Cavalry / (cha_byz_light_cav)
Light Cavalry
Lightly-armed and armoured, speed and surprise are this cavalry's chief weapons.
80 450 450 28 32 50 37 10 150 36
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