1 |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
|
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) A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
|
Wooden Wall (Upgrade) |
core_building 1 |
city town |
4 |
1600 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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) Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
|
Stone Wall (Upgrade) |
core_building 2 |
city large_town |
7 |
3200 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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) A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
|
Large Stone Wall (Upgrade) |
core_building 3 |
city city |
10 |
6400 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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) A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
|
Huge Stone Wall (Upgrade) |
core_building 4 |
city large_city |
12 |
12800 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
|
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) A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
|
Wooden Castle (Upgrade) |
core_castle_building 1 |
castle village |
4 |
1600 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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) A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
|
Castle (Upgrade) |
core_castle_building 2 |
castle town |
7 |
3200 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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) A fortress is a permanent statement of ownership, and not something that is easily taken.
|
Fortress (Upgrade) |
core_castle_building 3 |
castle large_town |
10 |
6400 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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) A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
|
Citadel (Upgrade) |
core_castle_building 4 |
castle city |
12 |
12800 |
30
Aznvakan Horsemen missile cavalry Medium armored mounted nobility of the low to mid aristocracy, armed with sword, bow, and shield to serve as rugged skirmishing cavalry.
|
25
Karakalpak Nobles heavy cavalry Armored, motivated medium horse archers armed with saber, shield, bow and arrow. Still best served in a skirmishing role, rather than that of shock cavalry.
|
25
Aznauri Nobles heavy cavalry Lance and bow armed heavy cavalry.
|
30
Chauhamana Rajput Asvaka light cavalry Rajputs of the Chauhan clan astride fleet-hoofed steeds wielding sword and shield as zealous close quarters cavalry.
|
22
Raja Samnahya Saravani heavy cavalry Archers whose status atop Elephant Howdah affords them great range and accuracy upon their lower-borne and lower-standing foes.
|
25
Anatolikoi Eugeneis heavy cavalry Light-Medium cavalry, less eager in their service to non-Greek lords but far from irresponsible in their task as lancers who can either perform 'razzia' charge and retreat or something more dedicated.
|
40
Jagirdar Horse Archers missile cavalry Medium Horse Archers armed with Composite Bow and Mace, capable in melee once their foe has been softened up.
|
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 Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
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 Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
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 A Stable allows for the recruitment of basic cavalry units.
|
Stables |
equestrian 0 |
castle town |
4 |
3200 |
|
A Stable allows for the recruitment of basic cavalry units. |
14 |
Knight's Stables Knight's stables allow for the recruitment of cavalry units.
|
Knight's Stables |
equestrian 1 |
castle large_town |
6 |
4800 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Poulain Lancers light cavalry Well armoured mounted soilders, superb attackers whose charge makes the enemy tremble.
|
30
Turkopoles light cavalry Light-Medium Horse Archers, better armored than their tribal turkoman kin, but of weaker moral.
|
|
Knight's stables allow for the recruitment of cavalry units. |
15 |
Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
|
Baron's Stables |
equestrian 2 |
castle city |
6 |
6400 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
30
Bedouin Camel Riders light cavalry Stoic, indominitable light camelry wielding bow and sword.
|
40
Turko-Persian Horsemen missile cavalry Excellent mounted archers with stunning speed on the battlefield and capable of striking from anywhere.
|
30
Nomad Lancers light cavalry Finally able to afford good weapons, but still keeping light, these soldiers can deliver a surprising punch to enemy troops.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Ajnad Horsemen light cavalry Provincial horsemen of various backgrounds fighting as light lancers, well suited to 'Razzia' charge-retreating or a sustained assault on horsemen of similar worth or disorganized infantry.
|
30
Latin Knights heavy cavalry Medium-Heavy Cavalry, with the impetuous zeal and energy of a newly arrived Crusader. Best utilized to charge with couched lances and engage in melee only if they may not retreat for yet another charge.
|
30
Poulain Lancers light cavalry Well armoured mounted soilders, superb attackers whose charge makes the enemy tremble.
|
30
Agnivanshi Rajput Asvaka light cavalry Kshatriya of the "fire sprung" clans, descending from Agni, the Hindu God of Fire. They fight only for those of their fire-borne lineage as rough-riding light lancers.
|
22
Rajput Elephant Archers heavy cavalry Bound to wreak utter confusion and astonishment to foreign enemies, has 3 mounted archers and can stampede charge.
|
30
Turkopoles light cavalry Light-Medium Horse Archers, better armored than their tribal turkoman kin, but of weaker moral.
|
|
Baron's stables allow for the recruitment of capable cavalry units. |
16 |
Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
|
Earl's Stables |
equestrian 3 |
castle large_city |
8 |
9600 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
30
Bedouin Camel Riders light cavalry Stoic, indominitable light camelry wielding bow and sword.
|
40
Turko-Persian Horsemen missile cavalry Excellent mounted archers with stunning speed on the battlefield and capable of striking from anywhere.
|
30
Nomad Lancers light cavalry Finally able to afford good weapons, but still keeping light, these soldiers can deliver a surprising punch to enemy troops.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Ajnad Horsemen light cavalry Provincial horsemen of various backgrounds fighting as light lancers, well suited to 'Razzia' charge-retreating or a sustained assault on horsemen of similar worth or disorganized infantry.
|
20
Knights of Jerusalem heavy cavalry Very Heavy Cavalry able to charge like their lighter kin, yet suffer the melee of close combat far better.
|
30
Latin Knights heavy cavalry Medium-Heavy Cavalry, with the impetuous zeal and energy of a newly arrived Crusader. Best utilized to charge with couched lances and engage in melee only if they may not retreat for yet another charge.
|
25
Knights of Outremer heavy cavalry Heavy Cavalry, with greater willpower and caution than Latin Knights, armed with the armor-piercing mace to better fight in the melee that follows the Couched lance.
|
30
Poulain Lancers light cavalry Well armoured mounted soilders, superb attackers whose charge makes the enemy tremble.
|
30
Agnivanshi Rajput Asvaka light cavalry Kshatriya of the "fire sprung" clans, descending from Agni, the Hindu God of Fire. They fight only for those of their fire-borne lineage as rough-riding light lancers.
|
22
Rajput Elephant Archers heavy cavalry Bound to wreak utter confusion and astonishment to foreign enemies, has 3 mounted archers and can stampede charge.
|
30
Turkopoles light cavalry Light-Medium Horse Archers, better armored than their tribal turkoman kin, but of weaker moral.
|
|
Earl's stables allow for the recruitment of elite cavalry units. |
17 |
King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
equestrian 4 |
castle large_city |
8 |
9600 |
40
Turcoman Tribesmen missile cavalry Quick horse archers who are unarmored but can outrun the opposition.
|
30
Bedouin Camel Riders light cavalry Stoic, indominitable light camelry wielding bow and sword.
|
40
Turko-Persian Horsemen missile cavalry Excellent mounted archers with stunning speed on the battlefield and capable of striking from anywhere.
|
30
Nomad Lancers light cavalry Finally able to afford good weapons, but still keeping light, these soldiers can deliver a surprising punch to enemy troops.
|
40
Kypchak Tribal Cavalry missile cavalry Weak archer cavalry useful for skirmishing.
|
30
Ajnad Horsemen light cavalry Provincial horsemen of various backgrounds fighting as light lancers, well suited to 'Razzia' charge-retreating or a sustained assault on horsemen of similar worth or disorganized infantry.
|
20
Knights of Jerusalem heavy cavalry Very Heavy Cavalry able to charge like their lighter kin, yet suffer the melee of close combat far better.
|
30
Latin Knights heavy cavalry Medium-Heavy Cavalry, with the impetuous zeal and energy of a newly arrived Crusader. Best utilized to charge with couched lances and engage in melee only if they may not retreat for yet another charge.
|
25
Knights of Outremer heavy cavalry Heavy Cavalry, with greater willpower and caution than Latin Knights, armed with the armor-piercing mace to better fight in the melee that follows the Couched lance.
|
30
Poulain Lancers light cavalry Well armoured mounted soilders, superb attackers whose charge makes the enemy tremble.
|
30
Agnivanshi Rajput Asvaka light cavalry Kshatriya of the "fire sprung" clans, descending from Agni, the Hindu God of Fire. They fight only for those of their fire-borne lineage as rough-riding light lancers.
|
22
Rajput Elephant Archers heavy cavalry Bound to wreak utter confusion and astonishment to foreign enemies, has 3 mounted archers and can stampede charge.
|
30
Turkopoles light cavalry Light-Medium Horse Archers, better armored than their tribal turkoman kin, but of weaker moral.
|
|
King's stables allow for the recruitment of the penultimate cavalry units. |
18 |
Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
|
Town Watch |
barracks 0 |
city town |
4 |
1600 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
law_bonus bonus 1
|
The Town Watch have the minimum equipment and resources needed to train infantry. |
19 |
Town Guard A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
|
Town Guard |
barracks 1 |
city large_town |
4 |
3200 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
60
Sergeant Spearmen spearmen infantry Light-medium Spearmen, better armed and armored than many of their peers, and well able to be relied upon despite their semi-professional status.
|
60
Latium Halberdiers light infantry Semi-Professional levies armed with various sorts of polearms, terribly vulnerable to ranged weapons but cheap and effective against horsemen.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
law_bonus bonus 2
|
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores. |
20 |
City Watch A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
|
City Watch |
barracks 2 |
city city |
6 |
6400 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
50
Armoured Sergeant Spearmen spearmen infantry Trained and Disciplined Professional soldiers armed as medium spearmen, less armored but more cohesive and trained than a knight on foot.
|
60
Sergeant Spearmen spearmen infantry Light-medium Spearmen, better armed and armored than many of their peers, and well able to be relied upon despite their semi-professional status.
|
60
Latium Halberdiers light infantry Semi-Professional levies armed with various sorts of polearms, terribly vulnerable to ranged weapons but cheap and effective against horsemen.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
50
Samvita Senya spearmen infantry Lightly armored Spearmen of decent training and motivation.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
50
Soomro Kshatriya Warriors light infantry Mobile medium infantry armed with straight sword and javelins, strong on offense and in support of defending spearmen.
|
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 A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
|
Militia Drill Square |
barracks 3 |
city large_city |
8 |
6400 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
50
Armoured Sergeant Spearmen spearmen infantry Trained and Disciplined Professional soldiers armed as medium spearmen, less armored but more cohesive and trained than a knight on foot.
|
25
Dismounted Knights of Jerusalem spearmen infantry Highly disciplined and motivated spearmen, well suited to crucial parts of the battle line or ramparts.
|
60
Sergeant Spearmen spearmen infantry Light-medium Spearmen, better armed and armored than many of their peers, and well able to be relied upon despite their semi-professional status.
|
60
Latium Halberdiers light infantry Semi-Professional levies armed with various sorts of polearms, terribly vulnerable to ranged weapons but cheap and effective against horsemen.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
50
Samvita Senya spearmen infantry Lightly armored Spearmen of decent training and motivation.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
50
Soomro Kshatriya Warriors light infantry Mobile medium infantry armed with straight sword and javelins, strong on offense and in support of defending spearmen.
|
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 Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
|
Militia Barracks |
barracks 4 |
city huge_city |
10 |
9600 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
50
Armoured Sergeant Spearmen spearmen infantry Trained and Disciplined Professional soldiers armed as medium spearmen, less armored but more cohesive and trained than a knight on foot.
|
25
Dismounted Knights of Jerusalem spearmen infantry Highly disciplined and motivated spearmen, well suited to crucial parts of the battle line or ramparts.
|
60
Sergeant Spearmen spearmen infantry Light-medium Spearmen, better armed and armored than many of their peers, and well able to be relied upon despite their semi-professional status.
|
60
Latium Halberdiers light infantry Semi-Professional levies armed with various sorts of polearms, terribly vulnerable to ranged weapons but cheap and effective against horsemen.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Bharat Light Spearmen spearmen infantry Lacking in any armor, these spearmen should only be used for defense in cities or to attack cavalry, not as a standing force.
|
60
Bharat Armoured Spearmen spearmen infantry Loyal to their families and to defending their homes, these soldiers fight with spirit. Effective defensively or versus cavalry, but cannot stand under overwhelming missile fire.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
50
Samvita Senya spearmen infantry Lightly armored Spearmen of decent training and motivation.
|
60
Jat Spearmen spearmen infantry Rugged light spearmen, capable in light defense as well as offense.
|
50
Soomro Kshatriya Warriors light infantry Mobile medium infantry armed with straight sword and javelins, strong on offense and in support of defending spearmen.
|
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 Men must be gathered, selected and trained if military strength is to be maintained.
|
Mustering Hall |
castle_barracks 0 |
castle village |
4 |
1600 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
law_bonus bonus 1
|
Men must be gathered, selected and trained if military strength is to be maintained. |
24 |
Garrison Quarters A garrison is a source of much military wisdom and skill for new recruits to the army.
|
Garrison Quarters |
castle_barracks 1 |
castle town |
4 |
3200 |
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Poulain Men-at-Arms heavy infantry Professional Infantry, and one of the best the Kingdom of Jerusalem has to offer, well armed in the task of engaging other heavy infantry with axe and tall kite shield.
|
60
Outremer Swordsmen light infantry Trained and Disciplined Professional soldiers armed as light offensive infantry, less armored but more cohesive and trained than a knight on foot.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
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 Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
|
Drill Square |
castle_barracks 2 |
castle large_town |
6 |
6400 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
50
Poulain Men-at-Arms heavy infantry Professional Infantry, and one of the best the Kingdom of Jerusalem has to offer, well armed in the task of engaging other heavy infantry with axe and tall kite shield.
|
25
Dismounted Latin Knights heavy infantry Heavily armored soldiers with a bias to fighting on foot, and a lack of training in fighting together as a unit.
|
60
Outremer Swordsmen light infantry Trained and Disciplined Professional soldiers armed as light offensive infantry, less armored but more cohesive and trained than a knight on foot.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
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 Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
|
Barracks |
castle_barracks 3 |
castle city |
8 |
9600 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
50
Poulain Men-at-Arms heavy infantry Professional Infantry, and one of the best the Kingdom of Jerusalem has to offer, well armed in the task of engaging other heavy infantry with axe and tall kite shield.
|
25
Dismounted Latin Knights heavy infantry Heavily armored soldiers with a bias to fighting on foot, and a lack of training in fighting together as a unit.
|
60
Outremer Swordsmen light infantry Trained and Disciplined Professional soldiers armed as light offensive infantry, less armored but more cohesive and trained than a knight on foot.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
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 An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
|
Armoury |
castle_barracks 4 |
castle large_city |
10 |
12000 |
50
Abid' Al-Shira Spearmen spearmen infantry Disciplined light/medium African Spearmen, reliable and durable as line infantry.
|
50
Anatolikoi Hillmen light infantry Light rugged infantry bearing axe and shield but limited motivation beyond a chance at easy plunder.
|
60
Northern Axemen Militia light infantry Light infantry armed with axes and broad shields.
|
50
Vishap Warriors heavy infantry Light-Medium Swordsmen well suited to fighting offensively.
|
50
Pashtun Lashkar light infantry Hearty, savage men, they are best employed in zealous assault against any enemy unwilling to face such a daunting charge.
|
50
Shubosani Molashqre spearmen infantry Georgian Militia and conscripted part time soldiers, equipped by feudal lord or invading power in cheap leather and mail to serve as light spearmen.
|
60
Harafisha Volunteers light infantry Undisciplined light infantry best used as throw-away warriors, garrison work, or a means to bulk up one's numbers.
|
60
Ahdath Infantry spearmen infantry A militia levied from the villages, farms and cities of the Islamic world, they possess fleeting discipline and moral and should be expected of little beyond the garrisoning of their homelands, or bolstering an army by sheer force of numbers.
|
50
Kurdish Swordsmen heavy infantry Kurdish tribesmen of strong and reliable abilities, clad in medium armor and more than capable in close combat.
|
50
Poulain Men-at-Arms heavy infantry Professional Infantry, and one of the best the Kingdom of Jerusalem has to offer, well armed in the task of engaging other heavy infantry with axe and tall kite shield.
|
25
Dismounted Latin Knights heavy infantry Heavily armored soldiers with a bias to fighting on foot, and a lack of training in fighting together as a unit.
|
60
Outremer Swordsmen light infantry Trained and Disciplined Professional soldiers armed as light offensive infantry, less armored but more cohesive and trained than a knight on foot.
|
60
Kabuli Axemen light infantry Brawny from years of farm work these levy axemen can present a powerful charge. Great for shocking lighter troops.
|
60
Afghani Hillmen light infantry These Afghan men grow their beards traditionally long and wear their customary robes. Armed with only an axe and a small wicker shield they fight with vigor.
|
60
Levy Spearmen spearmen infantry Commoners thrust into the lines with only a spear and weak shield to save their souls.
|
60
Jat Axemen light infantry Unarmored Axemen, lacking in staying power but swift of foot and good of spirit. Best utilized as light aggressive infantry, or in support of heavier allies.
|
50
Indian Swordsmen light infantry Quality infantry with sharp scimitars. They can wreak havoc in enemy spearmen ranks, but are vulnerable to a cavalry charge.
|
60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
|
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 A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
missiles 0 |
castle village |
4 |
1600 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
|
A Bowyer allows for the recruitment of basic missile units. |
29 |
Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
missiles 1 |
castle town |
4 |
3200 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Azat Archers missile infantry Armored archers from the ancestral homelands of Armenians, adept at marksmanship and limited melee.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Ahdath Bowmen missile infantry
|
60
Levantine Crossbowmen missile infantry Semi-Professional Crossbowmen, weak in the face of incoming archery, but able to truly shine when supported by spearmen.
|
60
Afghan Bowmen missile infantry Agile hunters who excel at ambush in Afghanistan’s remote villages and hilly terrain.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Levy Archers missile infantry Archers from the hills of Anatolia, a mix of Christians and Muslims.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Hindu Longbowmen missile infantry Using their longbows, these young men are effective against most enemies.
|
60
Iranian Archers missile infantry This unit of pressed men will rain arrows from afar, but in close combat they wont last long.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
60
Turkopole Archers missile infantry Light-medium Foot Archers armed with spear, light shield and composite bow, best used to help defend against enemy horse archers.
|
|
A Practice Range allows for the recruitment of missile units. |
30 |
Archery Range An Archery Range allows for the recruitment of well trained missile units.
|
Archery Range |
missiles 2 |
castle large_town |
6 |
6400 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Azat Archers missile infantry Armored archers from the ancestral homelands of Armenians, adept at marksmanship and limited melee.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Ahdath Bowmen missile infantry
|
50
Latin Crossbowmen missile infantry Hybrid warriors of ranged and close combat. Not "Jacks of All Trades, Masters of None", but rather masters of the crossbow, and adepts at the sword.
|
60
Levantine Crossbowmen missile infantry Semi-Professional Crossbowmen, weak in the face of incoming archery, but able to truly shine when supported by spearmen.
|
60
Afghan Bowmen missile infantry Agile hunters who excel at ambush in Afghanistan’s remote villages and hilly terrain.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Levy Archers missile infantry Archers from the hills of Anatolia, a mix of Christians and Muslims.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Hindu Longbowmen missile infantry Using their longbows, these young men are effective against most enemies.
|
60
Iranian Archers missile infantry This unit of pressed men will rain arrows from afar, but in close combat they wont last long.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
60
Turkopole Archers missile infantry Light-medium Foot Archers armed with spear, light shield and composite bow, best used to help defend against enemy horse archers.
|
|
An Archery Range allows for the recruitment of well trained missile units. |
31 |
Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
|
Marksman's Range |
missiles 3 |
castle city |
8 |
9800 |
60
Kurdish Javelinmen missile infantry Javelinmen from the hills of northern Iraq.
|
60
Azat Archers missile infantry Armored archers from the ancestral homelands of Armenians, adept at marksmanship and limited melee.
|
60
Caucasus Hillmen missile infantry Light javelin-bearing Irregulars with little more motivation than bandits, best served in guerilla warfare or idle harassment of the enemy.
|
60
Ahdath Bowmen missile infantry
|
50
Latin Crossbowmen missile infantry Hybrid warriors of ranged and close combat. Not "Jacks of All Trades, Masters of None", but rather masters of the crossbow, and adepts at the sword.
|
60
Levantine Crossbowmen missile infantry Semi-Professional Crossbowmen, weak in the face of incoming archery, but able to truly shine when supported by spearmen.
|
60
Afghan Bowmen missile infantry Agile hunters who excel at ambush in Afghanistan’s remote villages and hilly terrain.
|
60
Nuristani Tribesmen missile infantry Lacking in armor or steel weaponry, but fierce at heart, they throw showers of dangerous javelins at oncoming soldiers. Much more useful en masse.
|
60
Levy Archers missile infantry Archers from the hills of Anatolia, a mix of Christians and Muslims.
|
60
Tribal Indian Javelinmen missile infantry Light and mobile, the javelin is an ideal infantry weapon. These men can disrupt enemy’s ranks efficiently, but fear cavalry flanks.
|
60
Hindu Longbowmen missile infantry Using their longbows, these young men are effective against most enemies.
|
60
Iranian Archers missile infantry This unit of pressed men will rain arrows from afar, but in close combat they wont last long.
|
60
Persian Militia missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
|
60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
|
60
Gakhari Tribesmen missile infantry Unarmored Skirmishers, best utilized to harass enemy forces and to fall upon their distracted foe's flank and rear.
|
60
Turkopole Archers missile infantry Light-medium Foot Archers armed with spear, light shield and composite bow, best used to help defend against enemy horse archers.
|
|
A Marksman's Range allows for the recruitment of elite missile units. |
32 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
siege 0 |
city large_town |
4 |
3200 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
33 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
siege 1 |
city city |
8 |
6400 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
34 |
Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
|
Siege Works |
siege 2 |
city large_city |
10 |
9600 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
|
|
A Siege Works allows the construction of all siege weaponry that does not use gunpowder. |
35 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
castle_siege 0 |
castle large_town |
4 |
3200 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
36 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
castle_siege 1 |
castle city |
8 |
6400 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
37 |
Siege Works A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
|
Siege Works |
castle_siege 2 |
castle large_city |
10 |
9600 |
16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters skewering men with ease.
|
16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
16
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
|
|
A Siege Works allows the construction of all siege weaponry that does not use gunpowder. |
38 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Leather Tanner |
smith 0 |
city town |
4 |
1200 |
|
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
39 |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
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. |
40 |
Armourer An Armourer can notably improve the armour available to new and retrained units.
|
Armourer |
smith 2 |
city city |
6 |
6800 |
weapon_melee_blade 1
|
An Armourer can notably improve the armour available to new and retrained units. |
41 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
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. |
42 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Leather Tanner |
castle_smith 0 |
castle town |
4 |
1200 |
|
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
43 |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
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. |
44 |
Armourer An Armourer can notably improve the armour available to new and retrained units.
|
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. |
45 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
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. |
46 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
port 0 |
city large_town |
3 |
2400 |
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
trade_base_income_bonus bonus 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
47 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
port 1 |
city city |
4 |
4800 |
40
Crusader Sergeants spearmen infantry Motivated and well equipped pilgrims, mercenaries, and settled Franks serving the Christendom of the East as sturdy spear-bearing infantry.
|
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 2
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
48 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
port 2 |
city large_city |
5 |
7200 |
40
Crusader Sergeants spearmen infantry Motivated and well equipped pilgrims, mercenaries, and settled Franks serving the Christendom of the East as sturdy spear-bearing infantry.
|
40
Galleass light ship The strongest galley available to generals. With cannons facing all the way around the prow, it can devastate most opposition.
|
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 3
|
A Dockyard allows the construction of larger ships, and improves trade. |
49 |
Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
|
Naval Drydock |
port 3 |
city huge_city |
6 |
9600 |
40
Crusader Sergeants spearmen infantry Motivated and well equipped pilgrims, mercenaries, and settled Franks serving the Christendom of the East as sturdy spear-bearing infantry.
|
40
Galleass light ship The strongest galley available to generals. With cannons facing all the way around the prow, it can devastate most opposition.
|
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
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. |
50 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
castle_port 0 |
castle large_town |
3 |
1600 |
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
trade_base_income_bonus bonus 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
|
51 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
castle_port 1 |
castle city |
4 |
3200 |
40
Crusader Sergeants spearmen infantry Motivated and well equipped pilgrims, mercenaries, and settled Franks serving the Christendom of the East as sturdy spear-bearing infantry.
|
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 2
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
52 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
castle_port 2 |
castle large_city |
5 |
4800 |
40
Crusader Sergeants spearmen infantry Motivated and well equipped pilgrims, mercenaries, and settled Franks serving the Christendom of the East as sturdy spear-bearing infantry.
|
40
Galleass light ship The strongest galley available to generals. With cannons facing all the way around the prow, it can devastate most opposition.
|
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
trade_base_income_bonus bonus 3
|
A Dockyard allows the construction of larger ships, and improves trade. |
53 |
Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
|
Naval Drydock |
castle_port 3 |
castle large_city |
6 |
6400 |
40
Crusader Sergeants spearmen infantry Motivated and well equipped pilgrims, mercenaries, and settled Franks serving the Christendom of the East as sturdy spear-bearing infantry.
|
40
Galleass light ship The strongest galley available to generals. With cannons facing all the way around the prow, it can devastate most opposition.
|
20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
|
30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
|
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. |
54 |
Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
|
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. |
55 |
Warehouse A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
|
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. |
56 |
Docklands Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
|
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. |
57 |
Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
|
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. |
58 |
Market A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
|
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… |
59 |
Fairground Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
|
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. |
60 |
Great Market A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
|
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. |
61 |
Merchants' Quarter A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
|
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. |
62 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
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. |
63 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
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. |
64 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
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. |
65 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
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. |
66 |
Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
|
Land Clearance |
hinterland_farms 0 |
village |
2 |
2400 |
farming_level 1
|
Land Clearance allows a region to begin producing enough food to encourage growth. |
67 |
Communal Farming Communal Farming improves farming productivity in the region to encourage growth and prosperity.
|
Communal Farming |
hinterland_farms 1 |
town |
4 |
4800 |
farming_level 2
|
Communal Farming improves farming productivity in the region to encourage growth and prosperity. |
68 |
Crop Rotation Crop Rotation results in improved yield from farming districts, all year round.
|
Crop Rotation |
hinterland_farms 2 |
large_town |
6 |
7200 |
farming_level 3
|
Crop Rotation results in improved yield from farming districts, all year round. |
69 |
Irrigation Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
|
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. |
70 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
Mines |
hinterland_mines 0 |
city large_town |
2 |
2400 |
mine_resource 3
|
Mines increase the trade income generated by metal deposits in the region. |
71 |
Mining Network A Mining Network maximises the income generated by metal deposits in the region.
|
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. |
72 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
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. |
73 |
Mining Network A Mining Network maximises the income generated by metal deposits in the region.
|
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. |
74 |
Alchemist's Lab An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
|
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. |
75 |
Alchemy School An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
|
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. |
76 |
University A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
|
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. |
77 |
Small Church A Small Church converts a very small percentage of the region to Catholicism, and improves happiness.
|
Small Church |
temple_catholic 0 |
city town |
1 |
800 |
happiness_bonus bonus 1
|
A Small Church converts a very small percentage of the region to Catholicism, and improves happiness. |
78 |
Church A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
|
Church |
temple_catholic 1 |
city large_town |
2 |
1600 |
20
Norman Knights heavy cavalry Highly skilled Knights from Norman Sicily, Antioch, distant Normandy and England possessing the very same tremendous charge which first won the Holy Lands to the hands of Christendom.
|
happiness_bonus bonus 2
|
A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
79 |
Abbey An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
|
Abbey |
temple_catholic 2 |
city city |
4 |
3200 |
20
Norman Knights heavy cavalry Highly skilled Knights from Norman Sicily, Antioch, distant Normandy and England possessing the very same tremendous charge which first won the Holy Lands to the hands of Christendom.
|
|
happiness_bonus bonus 2 religion_level bonus 1 agent_limit priest 1
|
An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
80 |
Cathedral A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
|
Cathedral |
temple_catholic 3 |
city large_city |
6 |
6400 |
20
Norman Knights heavy cavalry Highly skilled Knights from Norman Sicily, Antioch, distant Normandy and England possessing the very same tremendous charge which first won the Holy Lands to the hands of Christendom.
|
|
happiness_bonus bonus 3 religion_level bonus 2 agent_limit priest 2
|
A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
81 |
Huge Cathedral A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
|
Huge Cathedral |
temple_catholic 4 |
city huge_city |
8 |
12800 |
20
Norman Knights heavy cavalry Highly skilled Knights from Norman Sicily, Antioch, distant Normandy and England possessing the very same tremendous charge which first won the Holy Lands to the hands of Christendom.
|
|
happiness_bonus bonus 4 religion_level bonus 3 agent_limit priest 3
|
A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent. |
82 |
Small Chapel A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness.
|
Small Chapel |
temple_catholic_castle 0 |
castle town |
1 |
1200 |
happiness_bonus bonus 1
|
A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness. |
83 |
Chapel A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
|
Chapel |
temple_catholic_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 Catholicism, improves happiness, and allows the Priest agent. |
84 |
Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
|
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. |
85 |
Inn An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
86 |
Tavern A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
87 |
Coaching House A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
88 |
Pleasure Palace A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
|
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. |
89 |
Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
|
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. |
90 |
Council Chambers Council Chambers help to maintain law and order, as well as reduce squalor.
|
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. |
91 |
City Hall A City Hall does much to maintain law and order, as well as reduce urban squalor.
|
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. |
92 |
Mayor's Palace A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
|
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. |
93 |
Jousting Lists Jousting Lists improve the quality of knights recruited here.
|
Jousting Lists |
tourney 0 |
castle city |
3 |
4800 |
happiness_bonus bonus 1 heavy_cavalry_bonus bonus 1
|
Jousting Lists improve the quality of knights recruited here. |
94 |
Tourney Field A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle.
|
Tourney Field |
tourney 1 |
castle large_city |
4 |
6400 |
happiness_bonus bonus 2 heavy_cavalry_bonus bonus 2 free_upkeep bonus 1
|
A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle. |
95 |
Assassins' Guild An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
|
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. |
96 |
Master Assassins' Guild{m_eastern_assassins_guild_african A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
|
Master Assassins' Guild{m_eastern_assassins_guild_african |
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. |
97 |
Assassins' Guild Headquarters The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
|
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. |
98 |
Masons' Guild A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
|
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. |
99 |
Master Masons' Guild A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
|
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. |
100 |
Masons' Guild Headquarters The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
|
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. |
|
101 |
Theologians' Guild A Theologians' Guild house improves the quality of priests created in the region.
|
Theologians' Guild |
guild_theologians_guild 0 |
city city |
1 |
1200 |
|
A Theologians' Guild house improves the quality of priests created in the region. |
102 |
Master Theologians' Guild A Master Theologians' Guild improves the quality of priests created in the region.
|
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. |
103 |
Theologians' Guild Headquarters The Theologians' Guild Headquarters improves the quality of priests created in the region.
|
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. |
104 |
Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
|
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. |
105 |
Master Merchants' Guild A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
|
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. |
106 |
Merchants' Guild Headquarters The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
|
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. |
107 |
Alchemists' Guild An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
|
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. |
108 |
Master Alchemists' Guild An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
|
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. |
109 |
Alchemists' Guild Headquarters The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
|
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. |
110 |
Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
|
Thieves' Guild |
guild_thiefs_guild 0 |
city city |
1 |
1200 |
|
A Thieves' Guild house improves the quality of spies hired in the same settlement. |
111 |
Master Thieves' Guild A Master Thieves' Guild improves the quality of spies hired in the same settlement.
|
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. |
112 |
Thieves' Guild Headquarters The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
|
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. |
113 |
Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
|
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. |
114 |
Master Explorers' Guild A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
|
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. |
115 |
Explorers' Guild Headquarters The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
|
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. |
116 |
Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
|
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. |
117 |
Master Swordsmiths' Guild A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
|
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. |
118 |
Swordsmiths' Guild Headquarters The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
|
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. |
119 |
Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
|
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. |
120 |
Master Horse Breeders' Guild A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
|
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. |
121 |
Horse Breeders' Guild Headquarters The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
|
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. |
122 |
Convert to Motte and Bailey Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
123 |
Convert to Wooden Castle Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
124 |
Convert to Castle Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
125 |
Convert to Village Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
|
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. |
126 |
Convert to Town Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
127 |
Convert to Large Town Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
128 |
Convert to City Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
129 |
Convert to City Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
|
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. |
130 |
Silk Caravan Silk Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
|
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. |
131 |
Silk Road Silk Road Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
|
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. |
132 |
Silk Highway Silk Road Caravan stop expands existing silk road trading hubs to meet with the ever-growing demands for far-eastern goods.
|
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. |
133 |
Mediterranean Trader Accomodating and investing in trade across the mediteranean sea brings in great wealth.
|
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. |
134 |
Mediterranean Trading Port Accomodating and investing in trade across the mediteranean sea brings in great wealth.
|
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. |
135 |
Mediterranean Merchant Fleet Accomodating and investing in trade across the mediteranean sea brings in great wealth.
|
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. |
136 |
Vineyard Vineyards are plantations of grape-bearing vines for the main purpose of wine-making.
|
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. |
137 |
Request Papal Assistance Request the Papal father to rally Christendom for Jerusalem
|
Request Papal Assistance |
hinterland_crusade_city 0 |
city town |
1 |
100 |
|
Request the Papal father to rally Christendom for Jerusalem |
138 |
Request Papal Assistance Request the Papal father to rally Christendom for Jerusalem
|
Request Papal Assistance |
hinterland_crusade_castle 0 |
castle town |
1 |
100 |
|
Request the Papal father to rally Christendom for Jerusalem |
139 |
Templar Order Station The Templars' Station allows the recruitment of veteran Templar knights.
|
Templar Order Station |
bc_templar 0 |
castle large_town |
3 |
3600 |
25
Dismounted Templars heavy infantry Dismounted templars. Armed with sword and equiped with medium chainmail armor, this unit will serve as great offensive infantry against light to medium infantry opponents.
|
50
Templar Brother-Sergeant Spearmen spearmen infantry Clad with light aketon padded armor and a kite shield, these brother-sergeants are reliable if light spearmen.
|
25
Templar Cavalry heavy cavalry Templar Order cavalry. Armed with lance and sword and equiped with medium chainmail armor, this unit will serve as great offensive cav against light to medium cavalry opponents.
|
trade_base_income_bonus bonus 1 law_bonus bonus 1 religion_level bonus 1
|
The Templars' Station allows the recruitment of veteran Templar knights. |
140 |
Chapter of the Order of the Temple The Templars' Order House allows the recruitment of veteran Templar knights.
|
Chapter of the Order of the Temple |
bc_templar 1 |
castle city |
6 |
7200 |
25
Dismounted Templars heavy infantry Dismounted templars. Armed with sword and equiped with medium chainmail armor, this unit will serve as great offensive infantry against light to medium infantry opponents.
|
20
Dismounted Templar Knights heavy infantry Shock Infantry armed with a heavy two handed axe, perfect to lead the charge on foot as they would lead the charge on horseback.
|
20
Templar Knights heavy cavalry Zealous Knights with no regards to their own safety, their minds entirely upon their foe's destruction. Willing to engage their enemy to the point of annihilation of both they and the infidel.
|
50
Templar Brother-Sergeant Spearmen spearmen infantry Clad with light aketon padded armor and a kite shield, these brother-sergeants are reliable if light spearmen.
|
25
Templar Cavalry heavy cavalry Templar Order cavalry. Armed with lance and sword and equiped with medium chainmail armor, this unit will serve as great offensive cav against light to medium cavalry opponents.
|
trade_base_income_bonus bonus 2 law_bonus bonus 2 religion_level bonus 2
|
The Templars' Order House allows the recruitment of veteran Templar knights. |
141 |
Hospital of the Order of St. John The St. Johns' Hospital allows the recruitment of veteran Hospitaller knights.
|
Hospital of the Order of St. John |
bc_hospitaller 0 |
city large_town |
3 |
3600 |
25
Dismounted Hospitaller Brother-Knight heavy infantry Heavy Swordsmen best used to support or lead an assault, not to stand on the battle line and take the enemy's attack.
|
30
Hospitaller Mounted Brother-Sergeant light cavalry Light but decently armored and highly motivated horsemen capable of chasing away harassing light enemies, or assisting heavier brethren in the attack.
|
20
Knights of St.John heavy cavalry Late period Hospitaller knights. Heavily armored and with use of mace, these knights can sustain all type of cavalry engagement. Excellent for attacking heavy cavalry.
|
20
Dismounted Knights of St.John heavy infantry Dismounted late period Hospitaller knights. Armed with sword, these units can provide excellent protection of settlement walls during the siege attack.
|
population_health_bonus bonus 1 religion_level bonus 1 happiness_bonus bonus 1
|
The St. Johns' Hospital allows the recruitment of veteran Hospitaller knights. |
142 |
Chapter of the Order of St. John The St. Johns' Chapter House allows the recruitment of veteran Hospitaller knights.
|
Chapter of the Order of St. John |
bc_hospitaller 1 |
city city |
6 |
7200 |
25
Dismounted Hospitaller Brother-Knight heavy infantry Heavy Swordsmen best used to support or lead an assault, not to stand on the battle line and take the enemy's attack.
|
25
Hospitaller Brother-Knight heavy cavalry Disciplined heavy cavalry willing to lay their lives down for the cause of the Crusade.
|
30
Hospitaller Mounted Brother-Sergeant light cavalry Light but decently armored and highly motivated horsemen capable of chasing away harassing light enemies, or assisting heavier brethren in the attack.
|
20
Knights of St.John heavy cavalry Late period Hospitaller knights. Heavily armored and with use of mace, these knights can sustain all type of cavalry engagement. Excellent for attacking heavy cavalry.
|
20
Dismounted Knights of St.John heavy infantry Dismounted late period Hospitaller knights. Armed with sword, these units can provide excellent protection of settlement walls during the siege attack.
|
population_health_bonus bonus 2 religion_level bonus 2 happiness_bonus bonus 2
|
The St. Johns' Chapter House allows the recruitment of veteran Hospitaller knights. |