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Home / Broken Crescent 1.05 / The Kingdom of Georgia / Buildings
Broken Crescent 1.05
The Kingdom of Georgia The Kingdom of Georgia
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 2 800 wall_level 0
tower_level 1
free_upkeep bonus 2
recruitment_slots 1
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2 Wooden Wall (Upgrade) core_building 1 city town 3 1600 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 3
happiness_bonus bonus 1
recruitment_slots 2
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city large_town 4 3200 wall_level 2
tower_level 1
gate_strength 1
free_upkeep bonus 4
happiness_bonus bonus 2
recruitment_slots 3
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
4 Large Stone Wall (Upgrade) core_building 3 city city 5 6400 wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 5
happiness_bonus bonus 3
recruitment_slots 3
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5 Huge Stone Wall (Upgrade) core_building 4 city large_city 6 12800 wall_level 4
tower_level 1
gate_strength 2
free_upkeep bonus 6
happiness_bonus bonus 4
recruitment_slots 4
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
6 Motte and Bailey (Upgrade) core_castle_building 0 castle village 2 800 wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 3
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
7 Wooden Castle (Upgrade) core_castle_building 1 castle village 3 1600 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 1
law_bonus bonus 2
recruitment_slots 4
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
8 Castle (Upgrade) core_castle_building 2 castle town 4 3200 wall_level 2
tower_level 1
gate_strength 1
law_bonus bonus 3
recruitment_slots 5
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
9 Fortress (Upgrade) core_castle_building 3 castle large_town 5 6400 wall_level 3
tower_level 1
gate_strength 2
law_bonus bonus 4
recruitment_slots 6
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 6 12800 wall_level 4
tower_level 1
gate_strength 2
law_bonus bonus 5
recruitment_slots 7
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city large_city 2 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Cannon Towers tower 1 city huge_city 3 4800 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle large_city 2 3200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
14 Cannon Towers castle_tower 1 castle large_city 3 4800 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 4 1600
32
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 4 3200
32
36
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 4 4800
32
20
36
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 4 6400
32
32
20
20
36
Earl's stables allow for the recruitment of elite cavalry units.
19 King's Stables equestrian 4 castle large_city 4 9600
32
20
32
20
20
36
King's stables allow for the recruitment of the penultimate cavalry units.
20 Town Watch barracks 0 city town 4 1600
60
60
60
60
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
21 Town Guard barracks 1 city large_town 4 3200
48
60
48
60
60
48
60
60
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
22 City Watch barracks 2 city city 4 4800
60
48
60
48
60
60
48
60
60
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
23 Militia Drill Square barracks 3 city large_city 4 6400
52
60
48
60
48
60
60
48
60
60
law_bonus bonus 4
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
24 Militia Barracks barracks 4 city huge_city 4 9600
52
52
60
48
60
48
60
60
48
60
60
law_bonus bonus 5
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
25 Mustering Hall castle_barracks 0 castle village 4 1600
60
Men must be gathered, selected and trained if military strength is to be maintained.
26 Garrison Quarters castle_barracks 1 castle town 4 3200
52
60
A garrison is a source of much military wisdom and skill for new recruits to the army.
27 Drill Square castle_barracks 2 castle large_town 4 4800
60
52
60
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
28 Barracks castle_barracks 3 castle city 4 6400
60
52
60
48
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
29 Armoury castle_barracks 4 castle large_city 4 9600
48
60
52
60
48
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
30 Bowyer missiles 0 castle town 4 1600
52
A Bowyer allows for the recruitment of basic missile units.
31 Practice Range missiles 1 castle large_town 4 3200
48
52
A Practice Range allows for the recruitment of missile units.
32 Archery Range missiles 2 castle city 4 4800
48
48
52
An Archery Range allows for the recruitment of well trained missile units.
33 Ballista Maker siege 0 city large_town 4 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
34 Catapult Maker siege 1 city city 4 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
35 Siege Works siege 2 city large_city 4 4800
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
36 Ballista Maker castle_siege 0 castle large_town 4 1600
16
A Ballista Maker allows the construction of ballista siege weaponry.
37 Catapult Maker castle_siege 1 castle city 4 3200
16
16
A Catapult Maker allows the construction of catapults and ballistae.
38 Siege Works castle_siege 2 castle large_city 4 4800
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
39 Leather Tanner smith 0 city town 4 1200 recruits_exp_bonus bonus 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
40 Blacksmith smith 1 city large_town 4 2400 recruits_exp_bonus bonus 2
A Blacksmith can moderately improve the armour available to new and retrained units.
41 Armourer smith 2 city city 4 3600 recruits_exp_bonus bonus 3
An Armourer can notably improve the armour available to new and retrained units.
42 Heavy Armourer smith 3 city large_city 4 4800 recruits_exp_bonus bonus 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
43 Master Armourer smith 4 city huge_city 4 6000 recruits_exp_bonus bonus 5
A Master Armourer substantially improves the armour available to new and retrained units.
44 Leather Tanner castle_smith 0 castle town 4 1200 recruits_exp_bonus bonus 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
45 Blacksmith castle_smith 1 castle large_town 4 2400 recruits_exp_bonus bonus 2
A Blacksmith can moderately improve the armour available to new and retrained units.
46 Armourer castle_smith 2 castle city 4 3600 recruits_exp_bonus bonus 3
An Armourer can notably improve the armour available to new and retrained units.
47 Heavy Armourer castle_smith 3 castle large_city 4 4800 recruits_exp_bonus bonus 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
48 Master Armourer castle_smith 4 castle large_city 4 6000 recruits_exp_bonus bonus 5
A Master Armourer substantially improves the armour available to new and retrained units.
49 Port port 0 city large_town 3 2400
30
48
trade_base_income_bonus bonus 1
A Port allows a settlement to trade with the far-distant corners of the world.
50 Shipwright port 1 city city 4 4800
30
48
30
trade_base_income_bonus bonus 2
A Shipwright allows the construction of ships to be undertaken in earnest.
51 Dockyard port 2 city large_city 5 7200
30
30
48
30
trade_base_income_bonus bonus 3
A Dockyard allows the construction of larger ships, and improves trade.
52 Naval Drydock port 3 city huge_city 6 9600
30
30
48
30
trade_base_income_bonus bonus 4
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
53 Port castle_port 0 castle large_town 3 1600
30
48
trade_base_income_bonus bonus 1
A Port allows a settlement to trade with the far-distant corners of the world.
54 Shipwright castle_port 1 castle city 4 3200
30
48
30
trade_base_income_bonus bonus 2
A Shipwright allows the construction of ships to be undertaken in earnest.
55 Dockyard castle_port 2 castle large_city 5 4800
30
30
48
30
trade_base_income_bonus bonus 3
A Dockyard allows the construction of larger ships, and improves trade.
56 Naval Drydock castle_port 3 castle large_city 6 6400
30
30
48
30
trade_base_income_bonus bonus 4
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
57 Merchant's Wharf sea_trade 0 city city 2 2400 trade_fleet 1
trade_base_income_bonus bonus 1
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
58 Warehouse sea_trade 1 city large_city 3 4800 trade_fleet 2
trade_base_income_bonus bonus 2
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
59 Docklands sea_trade 2 city huge_city 4 7200 trade_fleet 3
trade_base_income_bonus bonus 3
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
60 Grain Exchange market 0 city town 2 1200
trade_base_income_bonus bonus 1
agent_limit merchant 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
61 Market market 1 city large_town 3 2400
trade_base_income_bonus bonus 2
agent_limit merchant 1
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
62 Fairground market 2 city city 4 3600
trade_base_income_bonus bonus 3
agent_limit merchant 1
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
63 Great Market market 3 city large_city 5 4800
trade_base_income_bonus bonus 4
agent_limit merchant 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
64 Merchants' Quarter market 4 city huge_city 6 6000
trade_base_income_bonus bonus 5
agent_limit merchant 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
65 Dirt Roads hinterland_roads 0 city town 2 2400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
66 Paved Roads hinterland_roads 1 city city 4 4800 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
67 Dirt Roads hinterland_castle_roads 0 castle town 2 2400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
68 Paved Roads hinterland_castle_roads 1 castle city 4 4800 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
69 Land Clearance hinterland_farms 0 village 2 1200 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
70 Communal Farming hinterland_farms 1 town 4 2400 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
71 Crop Rotation hinterland_farms 2 large_town 6 3600 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
72 Irrigation hinterland_farms 3 city 8 4800 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
73 Mines hinterland_mines 0 city large_town 2 2400 mine_resource 3
Mines increase the trade income generated by metal deposits in the region.
74 Mining Network hinterland_mines 1 city large_city 4 4800 mine_resource 6
A Mining Network maximises the income generated by metal deposits in the region.
75 Mines hinterland_castle_mines 0 castle large_town 2 2400 mine_resource 3
Mines increase the trade income generated by metal deposits in the region.
76 Mining Network hinterland_castle_mines 1 castle large_city 4 4800 mine_resource 6
A Mining Network maximises the income generated by metal deposits in the region.
77 Public Baths health 0 city large_city 4 6400 population_health_bonus bonus 2
population_growth_bonus bonus 1
WARNING! This text should never appear on screen!
78 Aqueduct health 1 city huge_city 4 9600 population_health_bonus bonus 4
population_growth_bonus bonus 2
WARNING! This text should never appear on screen!
79 Alchemist's Lab academic 0 city city 2 3200 law_bonus bonus 1
population_health_bonus bonus 1
An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
80 Alchemy School academic 1 city large_city 3 4800 law_bonus bonus 2
population_health_bonus bonus 2
An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
81 University academic 2 city huge_city 4 6400 law_bonus bonus 3
population_health_bonus bonus 3
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
82 Small Orthodox Church temple_orthodox 0 city town 1 800 happiness_bonus bonus 1
A Small Church converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
83 Orthodox Church temple_orthodox 1 city large_town 2 1600 happiness_bonus bonus 2
A Church converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
84 Orthodox Abbey temple_orthodox 2 city city 4 3200 happiness_bonus bonus 3
religion_level bonus 1
An Abbey converts a moderate percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
85 Orthodox Cathedral temple_orthodox 3 city large_city 6 6400
happiness_bonus bonus 4
religion_level bonus 2
agent_limit priest 1
A Cathedral converts a decent percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
86 Huge Orthodox Cathedral temple_orthodox 4 city huge_city 8 12800
happiness_bonus bonus 5
religion_level bonus 3
agent_limit priest 2
A Huge Cathedral converts a sizable percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
87 Small Orthodox Chapel temple_orthodox_castle 0 castle town 1 1200 happiness_bonus bonus 1
A Small Chapel converts a very small percentage of the region to Orthodox Christianity, and improves happiness.
88 Orthodox Chapel temple_orthodox_castle 1 castle large_town 2 2400 happiness_bonus bonus 2
religion_level bonus 1
A Chapel converts a small percentage of the region to Orthodox Christianity, improves happiness, and allows the Priest agent.
89 Brothel taverns 0 city town 1 1200
happiness_bonus bonus 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
90 Inn taverns 1 city large_town 2 2400
happiness_bonus bonus 2
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
91 Tavern taverns 2 city city 3 3600
happiness_bonus bonus 3
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
92 Coaching House taverns 3 city large_city 4 4800
happiness_bonus bonus 4
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
93 Pleasure Palace taverns 4 city huge_city 5 6400
happiness_bonus bonus 5
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
94 Town Hall city_hall 0 city large_town 2 1600
law_bonus bonus 1
population_health_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
95 Council Chambers city_hall 1 city city 3 3200
law_bonus bonus 2
population_health_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
96 City Hall city_hall 2 city large_city 4 4800
law_bonus bonus 3
population_health_bonus bonus 3
A City Hall does much to maintain law and order, as well as reduce urban squalor.
97 Mayor's Palace city_hall 3 city huge_city 5 6400
law_bonus bonus 4
population_health_bonus bonus 4
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
98 Ikoner's Studio icon_art 0 city large_city 4 4800 happiness_bonus bonus 1
population_health_bonus bonus 1
amplify_religion_level 1.5
An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
99 Master Ikoner's Studio icon_art 1 city huge_city 6 9600 happiness_bonus bonus 2
population_health_bonus bonus 2
amplify_religion_level 2
A Master Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
100 Castle Library castle_academic 0 castle city 2 1600
A Library allows the recruitment of spies and diplomats in a castle.
101 Academy castle_academic 1 castle large_city 4 3200
An Academy allows the recruitment of spies, assassins and diplomats from a castle.
102 Assassins' Guild guild_assassins_guild 0 city city 1 1200 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
103 Master Assassins' Guild guild_assassins_guild 1 city large_city 1 2400 law_bonus bonus 2
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
104 Assassins' Guild Headquarters guild_assassins_guild 2 city huge_city 1 3600 law_bonus bonus 3
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
105 Masons' Guild guild_masons_guild 0 city city 1 1200 construction_cost_bonus_stone bonus 30
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
106 Master Masons' Guild guild_masons_guild 1 city large_city 1 2400 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1 faction_capability construction_cost_bonus_stone bonus 20
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
107 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 3600 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 2 faction_capability construction_cost_bonus_stone bonus 30
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
108 Theologians' Guild guild_theologians_guild 0 city city 1 1200
A Theologians' Guild house improves the quality of priests created in the region.
109 Master Theologians' Guild guild_theologians_guild 1 city large_city 1 2400
A Master Theologians' Guild improves the quality of priests created in the region.
110 Theologians' Guild Headquarters guild_theologians_guild 2 city huge_city 1 3600
The Theologians' Guild Headquarters improves the quality of priests created in the region.
111 Merchants' Guild guild_merchants_guild 0 city city 1 1200 trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
112 Master Merchants' Guild guild_merchants_guild 1 city large_city 1 2400 trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
113 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 1 3600 trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
114 Alchemists' Guild guild_alchemists_guild 0 city city 1 1200 gun_bonus 1
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
115 Master Alchemists' Guild guild_alchemists_guild 1 city large_city 1 2400 gun_bonus 1 faction_capability gun_bonus 1
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
116 Alchemists' Guild Headquarters guild_alchemists_guild 2 city huge_city 1 3600 gun_bonus 1 faction_capability gun_bonus 2
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
117 Thieves' Guild guild_thiefs_guild 0 city city 1 1200
A Thieves' Guild house improves the quality of spies hired in the same settlement.
118 Master Thieves' Guild guild_thiefs_guild 1 city large_city 1 2400
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
119 Thieves' Guild Headquarters guild_thiefs_guild 2 city huge_city 1 3600
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
120 Explorers' Guild guild_explorers_guild 0 city city 1 1200
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
121 Master Explorers' Guild guild_explorers_guild 1 city large_city 1 2400
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
122 Explorers' Guild Headquarters guild_explorers_guild 2 city huge_city 1 3600
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
123 Swordsmiths' Guild guild_swordsmiths_guild 0 city 1 1200 weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
124 Master Swordsmiths' Guild guild_swordsmiths_guild 1 large_city 1 2400 weapon_melee_blade 1 faction_capability heavy_cavalry_bonus bonus 1
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
125 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 1 3600 weapon_melee_blade 2 faction_capability heavy_cavalry_bonus bonus 1
The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
126 Horse Breeders' Guild guild_horse_breeders_guild 0 city city 1 1200 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
127 Master Horse Breeders' Guild guild_horse_breeders_guild 1 city large_city 1 2400 cavalry_bonus 1 faction_capability cavalry_bonus 1
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
128 Horse Breeders' Guild Headquarters guild_horse_breeders_guild 2 city huge_city 1 3600 cavalry_bonus 1 faction_capability cavalry_bonus 2
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
129 Convert to Motte and Bailey convert_to_castle 0 city village 1 800
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
130 Convert to Wooden Castle convert_to_castle 1 city town 2 1600
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
131 Convert to Castle convert_to_castle 2 city large_town 2 3200
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
132 Convert to Village convert_to_city 0 castle village 1 800
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
133 Convert to Town convert_to_city 1 castle town 2 1600
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
134 Convert to Large Town convert_to_city 2 castle large_town 2 3200
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
135 Convert to City convert_to_city 3 castle city 3 4800
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
136 Convert to City convert_to_city 4 castle large_city 4 6400
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
137 Silk Caravan silkroad 0 city large_town 2 2400 trade_base_income_bonus bonus 1
Silk Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
138 Silk Road silkroad 1 city city 4 4800 trade_base_income_bonus bonus 2
Silk Road Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
139 Silk Highway silkroad 2 city large_city 6 7200 trade_base_income_bonus bonus 3
Silk Road Caravan stop expands existing silk road trading hubs to meet with the ever-growing demands for far-eastern goods.
140 Monastery monastery 0 city city 2 3600 religion_level bonus 1
population_health_bonus bonus 2
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
141 Monastery c_monastery 0 castle city 2 3600 religion_level bonus 1
population_health_bonus bonus 2
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
142 Grand Monastery c_monastery 1 castle large_city 4 6400 religion_level bonus 2
population_health_bonus bonus 4
A monastery allows the pious monks of the settlement to pursue their holy activies and offer services for faithful christians.
143 The Hagia Sophia hinterland_hagiasophia 0 city city 8 100000 happiness_bonus bonus 2
law_bonus bonus 2
population_health_bonus bonus 2
.......
144 Mediterranean Trader mtrade 0 city town 2 2400 trade_base_income_bonus bonus 1
Accomodating and investing in trade across the mediteranean sea brings in great wealth.
145 Mediterranean Trading Port mtrade 1 city large_town 4 3600 trade_base_income_bonus bonus 2
Accomodating and investing in trade across the mediteranean sea brings in great wealth.
146 Mediterranean Merchant Fleet mtrade 2 city city 6 4800 trade_base_income_bonus bonus 3
Accomodating and investing in trade across the mediteranean sea brings in great wealth.
147 Vineyard vineyard 0 city large_town 2 2400 trade_base_income_bonus bonus 1
Vineyards are plantations of grape-bearing vines for the main purpose of wine-making.
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Broken Crescent 1.05
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