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HomeHome / Total War: Attila / Westphalia (Age of Charlemagne) / Buildings / Manor
Manor Westphalia (Age of Charlemagne)Westphalia (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 Javelinmen
Javelinmen
(cha_sax_javelinmen)
Missile Infantry
160 Levy Javelinmen
Levy Javelinmen
(cha_sax_levy_javelinmen)
Missile Infantry
160 Seax Band
160 Seax Band
Seax Band
(cha_sax_seax_band)
Melee 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 Levy Javelinmen
Missile Infantry / Missile Infantry / (cha_sax_levy_javelinmen)
Levy Javelinmen
Skirmishers perform a useful tactical function. Sometimes that function is merely to distract the enemy.
160 170 170 70 80 7 5 7 14 2 22 6 100 26
2
80 Scout Cavalry
Cavalry / Missile Cavalry / (cha_sax_scout_cav)
Scout Cavalry
Ahead of the man force, these men give sight beyond sight.
80 400 425 90 80 5 2 37 32 40 33 10 150 34
3
160 Seax Band
Melee Infantry / Melee Infantry / (cha_sax_seax_band)
Seax Band
Short and deadly, a hacking weapon. Death by seax takes agonising, terrifying time.
160 300 300 37 32 14 44 6 100 34
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