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Royal Military Academy 皇家軍事學院
Home 首頁 / Broken Crescent 2.02 破碎的新月 2.02 / The Abbasid Caliphate / Buildings 建築
Broken Crescent 2.02 破碎的新月 2.02
The Abbasid Caliphate The Abbasid Caliphate
No. Card
建築
Name
名稱
Building class
建築類型
City/Castle
城市/城堡
Construstion
建造時間
Cost
建造花費
Capability
建築效果
1 Wooden Palisade (Upgrade) core_building 0 city village 2 1000 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 4 1600
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 1
gate_strength 1
tower_level 1
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 7 3200
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 2
tower_level 1
gate_strength 1
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 10 6400
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 3
tower_level 1
gate_strength 2
happiness_bonus bonus 3
recruitment_slots 4
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 12 12800
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 4
tower_level 1
gate_strength 2
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 1000 wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 2
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 4 1600
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 1
gate_strength 1
tower_level 1
law_bonus bonus 2
recruitment_slots 3
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 7 3200
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 2
tower_level 1
gate_strength 1
law_bonus bonus 3
recruitment_slots 4
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 10 6400
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 3
tower_level 1
gate_strength 2
law_bonus bonus 4
recruitment_slots 5
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 12 12800
30
25
30
25
25
25
25
25
25
30
22
40
wall_level 4
tower_level 1
gate_strength 2
law_bonus bonus 5
recruitment_slots 5
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 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.
13 Stables equestrian 0 castle town 4 3200
30
A Stable allows for the recruitment of basic cavalry units.
14 Knight's Stables equestrian 1 castle large_town 6 4800
30
40
30
40
40
Knight's stables allow for the recruitment of cavalry units.
15 Baron's Stables equestrian 2 castle city 6 6400
25
30
40
30
40
30
40
30
40
30
30
22
Baron's stables allow for the recruitment of capable cavalry units.
16 Earl's Stables equestrian 3 castle large_city 8 9600
20
25
30
40
30
40
30
40
30
40
30
30
22
Earl's stables allow for the recruitment of elite cavalry units.
17 King's Stables equestrian 4 castle large_city 8 9600
20
25
30
40
30
40
30
40
30
40
30
30
22
King's stables allow for the recruitment of the penultimate cavalry units.
18 Town Watch barracks 0 city town 4 1600
60
60
60
60
60
60
60
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
19 Town Guard barracks 1 city large_town 4 3200
60
60
60
60
60
60
60
60
60
60
50
60
60
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
20 City Watch barracks 2 city city 6 6400
40
60
60
50
50
60
50
50
50
60
60
50
60
60
60
60
60
50
60
50
60
50
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
21 Militia Drill Square barracks 3 city large_city 8 6400
40
60
30
60
50
50
60
50
50
50
60
60
50
60
60
60
60
60
50
60
50
60
50
trade_base_income_bonus bonus 1
law_bonus bonus 4
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
22 Militia Barracks barracks 4 city huge_city 10 9600
40
60
30
60
50
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60
50
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60
60
60
60
60
50
60
50
60
50
trade_base_income_bonus bonus 2
law_bonus bonus 5
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
23 Mustering Hall castle_barracks 0 castle village 4 1600
60
60
60
60
law_bonus bonus 1
Men must be gathered, selected and trained if military strength is to be maintained.
24 Garrison Quarters castle_barracks 1 castle town 4 3200
40
60
60
60
60
60
60
60
60
50
60
recruits_exp_bonus bonus 1
A garrison is a source of much military wisdom and skill for new recruits to the army.
25 Drill Square castle_barracks 2 castle large_town 6 6400
40
40
60
50
50
60
50
50
50
60
60
50
60
60
60
60
50
60
recruits_exp_bonus bonus 1
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
26 Barracks castle_barracks 3 castle city 8 9600
40
40
60
50
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50
50
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60
60
50
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60
60
50
60
recruits_exp_bonus bonus 1
trade_base_income_bonus bonus 1
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
27 Armoury castle_barracks 4 castle large_city 10 12000
40
40
60
50
50
60
50
50
50
60
60
50
60
60
60
60
50
60
recruits_exp_bonus bonus 1
trade_base_income_bonus bonus 2
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
28 Bowyer missiles 0 castle village 4 1600
60
60
60
60
60
60
60
60
A Bowyer allows for the recruitment of basic missile units.
29 Practice Range missiles 1 castle town 4 3200
60
60
60
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A Practice Range allows for the recruitment of missile units.
30 Archery Range missiles 2 castle large_town 6 6400
60
50
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An Archery Range allows for the recruitment of well trained missile units.
31 Marksman's Range missiles 3 castle city 8 9800
60
50
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60
A Marksman's Range allows for the recruitment of elite missile units.
32 Ballista Maker siege 0 city large_town 4 3200
16
A Ballista Maker allows the construction of ballista siege weaponry.
33 Catapult Maker siege 1 city city 8 6400
16
16
A Catapult Maker allows the construction of catapults and ballistae.
34 Siege Works siege 2 city large_city 10 9600
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
35 Ballista Maker castle_siege 0 castle large_town 4 3200
16
A Ballista Maker allows the construction of ballista siege weaponry.
36 Catapult Maker castle_siege 1 castle city 8 6400
16
16
A Catapult Maker allows the construction of catapults and ballistae.
37 Siege Works castle_siege 2 castle large_city 10 9600
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
38 Racing Track urban_equestrian 0 city city 4 3600 happiness_bonus bonus 1
stage_races 1
cavalry_bonus 1
A Racing Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness.
39 Sultan's Racing Track urban_equestrian 1 city large_city 4 4800 happiness_bonus bonus 2
stage_races 2
cavalry_bonus 2
A Sultan's Race Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness.
40 Leather Tanner smith 0 city town 4 1200
A Leather Tanner offers the most basic armour improvements to new and retrained units.
41 Blacksmith smith 1 city large_town 4 4800 weapon_melee_blade 1
A Blacksmith can moderately improve the armour available to new and retrained units.
42 Armourer smith 2 city city 6 6800 weapon_melee_blade 1
An Armourer can notably improve the armour available to new and retrained units.
43 Heavy Armourer smith 3 city large_city 8 9600 weapon_melee_blade 1
A Heavy Armourer can significantly improve the armour available to new and retrained units.
44 Leather Tanner castle_smith 0 castle town 4 1200
A Leather Tanner offers the most basic armour improvements to new and retrained units.
45 Blacksmith castle_smith 1 castle large_town 4 4800 weapon_melee_blade 1
A Blacksmith can moderately improve the armour available to new and retrained units.
46 Armourer castle_smith 2 castle city 6 6800 weapon_melee_blade 1
archer_bonus 1
An Armourer can notably improve the armour available to new and retrained units.
47 Heavy Armourer castle_smith 3 castle large_city 8 9800 weapon_melee_blade 1
archer_bonus 1
A Heavy Armourer can significantly improve the armour available to new and retrained units.
48 Port port 0 city large_town 3 2400
20
trade_base_income_bonus bonus 1
A Port allows a settlement to trade with the far-distant corners of the world.
49 Shipwright port 1 city city 4 4800
20
30
trade_base_income_bonus bonus 2
A Shipwright allows the construction of ships to be undertaken in earnest.
50 Dockyard port 2 city large_city 5 7200
50
20
30
trade_base_income_bonus bonus 3
A Dockyard allows the construction of larger ships, and improves trade.
51 Naval Drydock port 3 city huge_city 6 9600
50
20
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.
52 Port castle_port 0 castle large_town 3 1600
20
trade_base_income_bonus bonus 1
A Port allows a settlement to trade with the far-distant corners of the world.
53 Shipwright castle_port 1 castle city 4 3200
20
30
trade_base_income_bonus bonus 2
A Shipwright allows the construction of ships to be undertaken in earnest.
54 Dockyard castle_port 2 castle large_city 5 4800
50
20
30
trade_base_income_bonus bonus 3
A Dockyard allows the construction of larger ships, and improves trade.
55 Naval Drydock castle_port 3 castle large_city 6 6400
50
20
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.
56 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.
57 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.
58 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.
59 Grain Exchange market 0 city town 2 1200 trade_base_income_bonus bonus 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
60 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…
61 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.
62 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.
63 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.
64 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.
65 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.
66 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.
67 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.
68 Land Clearance hinterland_farms 0 village 2 2400 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
69 Communal Farming hinterland_farms 1 town 4 4800 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
70 Crop Rotation hinterland_farms 2 large_town 6 7200 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
71 Irrigation hinterland_farms 3 city 8 9600 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
72 Mines hinterland_mines 0 city large_town 2 2400 mine_resource 3
Mines increase the trade income generated by metal deposits in the region.
73 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.
74 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.
75 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.
76 Bimaristan hospital 0 city large_city 4 6400 retrain_cost_bonus bonus 1
population_health_bonus bonus 2
A Great Bimaristan improves public health markedly, and also significantly lowers retraining costs in its host city.
77 Great Bimaristan hospital 1 city huge_city 4 9600 retrain_cost_bonus bonus 2
population_health_bonus bonus 4
A Bimaristan improves public health, and also reduces retraining costs in its host city.
78 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.
79 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.
80 University academic 2 city huge_city 4 6400
20
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.
81 Small Masjid temple_muslim 0 city town 2 1600 happiness_bonus bonus 1
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
82 Masjid temple_muslim 1 city large_town 4 3200
20
happiness_bonus bonus 2
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
83 Minareted Masjid temple_muslim 2 city city 6 6400
20
happiness_bonus bonus 2
religion_level bonus 1
agent_limit priest 1
A Minareted Masjid converts a moderate percentage of the region to Islam, improves happiness, and allows the Imam agent.
84 Jama temple_muslim 3 city large_city 8 9600
20
happiness_bonus bonus 3
religion_level bonus 2
agent_limit priest 1
A Jama converts a decent percentage of the region to Islam, improves happiness, and allows the Imam agent.
85 Great Jama temple_muslim 4 city huge_city 8 12800
20
happiness_bonus bonus 4
religion_level bonus 3
agent_limit priest 2
A Great Jama converts a sizable percentage of the region to Islam, improves happiness, and allows the Imam agent.
86 Small Masjid temple_muslim_castle 0 castle town 3 2400 happiness_bonus bonus 1
A Small Masjid converts a very small percentage of the region to Islam, and improves happiness.
87 Masjid temple_muslim_castle 1 castle large_town 6 4800 happiness_bonus bonus 2
religion_level bonus 1
A Masjid converts a small percentage of the region to Islam, improves happiness, and allows the Imam agent.
88 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.
89 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.
90 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.
91 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.
92 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.
93 Town Hall city_hall 0 city large_town 2 1600
law_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
94 Council Chambers city_hall 1 city city 3 3200
law_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
95 City Hall city_hall 2 city large_city 4 4800
law_bonus bonus 3
A City Hall does much to maintain law and order, as well as reduce urban squalor.
96 Mayor's Palace city_hall 3 city huge_city 5 6400
law_bonus bonus 4
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
97 Hashashim's Guild guild_assassins_muslim_guild 0 city city 1 1200
A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins.
98 Master Hashashim's Guild guild_assassins_muslim_guild 1 city large_city 1 2400
A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins.
99 Hashashim's Guild Headquarters guild_assassins_muslim_guild 2 city huge_city 1 3600
The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
100 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.
101 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.
102 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.
103 Theologians' Guild guild_theologians_guild 0 city city 1 1200
A Theologians' Guild house improves the quality of priests created in the region.
104 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.
105 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.
106 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.
107 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.
108 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.
109 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.
110 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.
111 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.
112 Thieves' Guild guild_thiefs_guild 0 city city 1 1200
A Thieves' Guild house improves the quality of spies hired in the same settlement.
113 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.
114 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.
115 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.
116 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.
117 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.
118 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.
119 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.
120 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.
121 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.
122 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.
123 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.
124 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.
125 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.
126 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.
127 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.
128 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.
129 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.
130 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.
131 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.
132 --- madrassa 0 city city 2 2400 religion_level bonus 1
population_health_bonus bonus 1
A madrassa helps teach the quran and proper Islamic morals while providing a place of teaching for the Ulema.
133 --- madrassa 1 city large_city 4 4800 religion_level bonus 2
population_health_bonus bonus 2
The Great Madrassa is a school for scholars and clergy alike to pursue learning and studies and is a symbol of a truly advanced city.
134 --- c_madrassa 0 castle city 2 2400 religion_level bonus 1
population_health_bonus bonus 1
A madrassa helps teach the quran and proper Islamic morals while providing a place of teaching for the Ulema.
135 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.
136 Silk Road silkroad 1 city city 4 4800
40
trade_base_income_bonus bonus 2
Silk Road Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
137 Silk Highway silkroad 2 city large_city 6 7200
40
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.
138 Slave Market slavemarket 0 city large_town 2 2400 trade_base_income_bonus bonus 1
This market provides slave-merchants a respectable place to display their wares and offerings.
139 Slave Bazaar slavemarket 1 city city 3 4800
30
40
25
30
trade_base_income_bonus bonus 2
This bazaar expands the slave markets to accomodate more higher quantities of product.
140 Slave Barracks slavemarket 2 city large_city 4 7200
30
40
25
30
trade_base_income_bonus bonus 2
Slave Barracks allow the amir to train a dedicated corps of loyal warriors and enforce proper order on the settlement.
141 Royal Palace Guard slavemarket 3 city large_city 5 9600
30
40
25
30
trade_base_income_bonus bonus 2
The Royal Palace Guard is the ultimate symbol of the sultan's authority and the headquarters of his elite slave guards.
142 Slave Market c_slavemarket 0 castle large_town 2 2400 trade_base_income_bonus bonus 1
This market provides slave-merchants a respectable place to display their wares and offerings.
143 Slave Bazaar c_slavemarket 1 castle city 3 4800
30
40
25
30
trade_base_income_bonus bonus 2
This bazaar expands the slave markets to accomodate more higher quantities of product.
144 Slave Barracks c_slavemarket 2 castle large_city 4 7200
30
40
25
30
trade_base_income_bonus bonus 2
Slave Barracks allow the amir to train a dedicated corps of loyal warriors and enforce proper order on the settlement.
145 Royal Palace Guard c_slavemarket 3 castle large_city 5 9600
30
40
25
30
trade_base_income_bonus bonus 2
The Royal Palace Guard is the ultimate symbol of the sultan's authority and the headquarters of his elite slave guards.
146 The Kaaba hinterland_kaaba 0 city city 8 100000 happiness_bonus bonus 1
law_bonus bonus 1
.......
147 Nizamiyya nizamiyya 0 city huge_city 8 9600 law_bonus bonus 2
population_health_bonus bonus 2
.......
148 Indian Ocean Trade (Level 1) itrade 0 city town 2 2400 trade_base_income_bonus bonus 1
Accomodating and investing in trade across the Indian ocean brings in great wealth.
149 Indian Ocean Trade (Level 2) itrade 1 city large_town 4 3600 trade_base_income_bonus bonus 2
Accomodating and investing in trade across the Indian ocean brings in great wealth.
150 Indian Ocean Trade (Level 3) itrade 2 city city 6 4800 trade_base_income_bonus bonus 3
Accomodating and investing in trade across the Indian ocean brings in great wealth.
151 The Dome of Rock hinterland_drock 0 city city 8 100000 happiness_bonus bonus 1
.......
152 The Church of the Holy Sepulchre hinterland_sepulchre 0 city city 8 100000 happiness_bonus bonus 1
.......
153 The House of Wisdom hinterland_hwisdom 0 city city 8 100000 population_health_bonus bonus 2
.......
154 The Grand Mosque of Damascus hinterland_umosque 0 city city 8 100000 happiness_bonus bonus 1
Originally a Byzantine Church purporting to hold the remains of John the Baptist, the grand mosque of Damascus is one of the oldest and important mosques of Islam.
155 Vineyard vineyard 0 city large_town 3 2400 trade_base_income_bonus bonus 1
Vineyards are plantations of grape-bearing vines for the main purpose of wine-making.
Royal Military Academy - Sitemaps
Total War: Rome II
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Total War: Shogun 2
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Shogun 2: Rise of the Samurai
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Medieval II - Americas
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Total War: Medieval II - MODs
Broken Crescent 1.05
Broken Crescent 2.02
Stainless Steel 5.1b
Stainless Steel 6.1
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Deus Lo Vult 6.0
HTF: Eagle of the Elbe 05
The Long Road 2.0
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DarthMod 1.4D: The Last Episode
Das Heilige Romische Reich 06
Third Age 1.3
Third Age 1.4
Third Age 2.1
Third Age 3.1
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