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HomeHome / Total War: Attila / Westphalia (Age of Charlemagne) / Buildings / Chieftain's Keep
Chieftain's Keep Westphalia (Age of Charlemagne)Westphalia (Age of Charlemagne) Royal Household (Town) Level 4

Chieftain's Keep

A wise warlord keeps his strongest men about him at all times.

As barbarian society developed the need for larger settlements was greater, in order to house their ever-larger populations. This gave rise to an increase in the number of fortified settlements built on areas with natural defences such as hilltops, cliffs or river banks. Stone or wooden defences were then added, setting them apart from smaller settlements. Some historians argue that the addition of fortifications was not a defensive decision but was, in fact, a matter of tribal prestige. As such, a tribe could have more than one fortified settlement and their sizes varied significantly. Julius Caesar, in his study of the Gauls, named their versions 'oppidum', noting that the differing sizes appeared to indicate the power structure within each tribe.

Royal Household (Town)

Chieftain's House
Chieftain's House
(att_bld_barbarian_civic_minor_chieftain_1_legendary)
Royal Household (Town) Level 0
Chieftain's Hall
Chieftain's Hall
(att_bld_barbarian_civic_minor_chieftain_2_legendary)
Royal Household (Town) Level 1
Chieftain's Hold
Chieftain's Hold
(att_bld_barbarian_civic_minor_chieftain_3_legendary)
Royal Household (Town) Level 2
Chieftain's Keep
Chieftain's Keep
(att_bld_barbarian_civic_minor_chieftain_4_legendary)
Royal Household (Town) Level 3
Chieftain's Castle
Chieftain's Castle
(att_bld_barbarian_civic_minor_chieftain_5_legendary)
Royal Household (Town) Level 4
Chieftain's Keep

Building Name

Chieftain's Keep

Level Name

att_bld_barbarian_civic_minor_chieftain_4_legendary

Building Chain

Royal Household (Town)

Building Level

4

Create Time

6

Create Cost

8000

Effects

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)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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