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Royal Military Academy
Home / DarthMod 1.4 D: The Last Episode / Venice / Buildings
DarthMod 1.4 D: The Last Episode
Venice Venice
No. Card Name Building class City/Castle Construstion Cost Capability
1 Wooden Palisade (Upgrade) core_building 0 city village 2 1600
60
wall_level 0
tower_level 1
happiness_bonus bonus 1
recruitment_slots 1
free_upkeep bonus 1
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2 Wooden Wall (Upgrade) core_building 1 city town 4 3200
60
wall_level 1
gate_strength 1
tower_level 1
happiness_bonus bonus 1
recruitment_slots 2
free_upkeep bonus 2
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city large_town 8 9600
48
60
wall_level 2
tower_level 1
gate_strength 1
happiness_bonus bonus 1
recruitment_slots 3
free_upkeep bonus 4
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
4 Large Stone Wall (Upgrade) core_building 3 city city 12 12800
48
60
wall_level 3
tower_level 1
gate_strength 2
happiness_bonus bonus 2
recruitment_slots 3
free_upkeep bonus 6
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5 Huge Stone Wall (Upgrade) core_building 4 city large_city 16 16600
48
48
48
48
60
wall_level 4
tower_level 1
gate_strength 2
happiness_bonus bonus 3
recruitment_slots 4
free_upkeep bonus 8
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
6 Motte and Bailey (Upgrade) core_castle_building 0 castle village 2 1600
60
wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 1
free_upkeep bonus 1
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
7 Wooden Castle (Upgrade) core_castle_building 1 castle village 4 3200
60
wall_level 1
gate_strength 1
tower_level 1
law_bonus bonus 2
recruitment_slots 2
free_upkeep bonus 2
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
8 Castle (Upgrade) core_castle_building 2 castle town 8 8400
60
16
wall_level 2
tower_level 1
gate_strength 1
law_bonus bonus 3
recruitment_slots 3
free_upkeep bonus 3
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
9 Fortress (Upgrade) core_castle_building 3 castle large_town 14 14800
48
60
16
wall_level 3
tower_level 1
gate_strength 2
law_bonus bonus 4
recruitment_slots 3
free_upkeep bonus 4
A fortress is a permanent statement of ownership, and not something that is easily taken.
10 Citadel (Upgrade) core_castle_building 4 castle city 20 18400
48
48
48
60
16
wall_level 4
tower_level 1
gate_strength 2
law_bonus bonus 5
recruitment_slots 4
free_upkeep bonus 6
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11 Ballista Towers tower 0 city large_city 4 5200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12 Cannon Towers tower 1 city huge_city 6 9600 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13 Ballista Towers castle_tower 0 castle large_city 4 5200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
14 Cannon Towers castle_tower 1 castle large_city 6 9600 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15 Stables equestrian 0 castle town 3 2200
32
A Stable allows for the recruitment of basic cavalry units.
16 Knight's Stables equestrian 1 castle large_town 4 4400
32
32
Knight's stables allow for the recruitment of cavalry units.
17 Baron's Stables equestrian 2 castle city 6 6800
32
32
32
Baron's stables allow for the recruitment of capable cavalry units.
18 Earl's Stables equestrian 3 castle large_city 8 9600
32
32
32
32
32
Earl's stables allow for the recruitment of elite cavalry units.
19 King's Stables equestrian 4 castle large_city 10 12600
32
32
32
32
32
32
32
King's stables allow for the recruitment of the penultimate cavalry units.
20 Town Watch barracks 0 city town 2 1600
60
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
21 Town Guard barracks 1 city large_town 3 2500
60
60
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
22 City Watch barracks 2 city city 4 5000
60
60
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
23 Militia Drill Square barracks 3 city large_city 6 7600
32
60
60
law_bonus bonus 3
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
24 Militia Barracks barracks 4 city huge_city 8 10000
32
60
60
60
law_bonus bonus 3
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
25 Army Barracks barracks 5 city huge_city 10 12600
32
60
60
60
law_bonus bonus 3
Army Barracks are the first training facilities capable of training full-time professional soldiers.
26 Royal Barracks barracks 6 city huge_city 11 14600
32
60
60
60
law_bonus bonus 3
Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
27 Mustering Hall castle_barracks 0 castle village 2 1600
60
Men must be gathered, selected and trained if military strength is to be maintained.
28 Garrison Quarters castle_barracks 1 castle town 4 3200
60
60
A garrison is a source of much military wisdom and skill for new recruits to the army.
29 Drill Square castle_barracks 2 castle large_town 6 5000
60
48
60
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
30 Barracks castle_barracks 3 castle city 8 7600
60
48
48
48
60
48
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
31 Armoury castle_barracks 4 castle large_city 10 10600
60
48
48
48
60
48
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
32 Bowyer missiles 0 castle town 2 1500
48
A Bowyer allows for the recruitment of basic missile units.
33 Practice Range missiles 1 castle large_town 4 3000
48
48
A Practice Range allows for the recruitment of missile units.
34 Archery Range missiles 2 castle city 6 6800
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
35 Marksman's Range missiles 3 castle large_city 8 9600
48
48
48
A Marksman's Range allows for the recruitment of elite missile units.
36 Ballista Maker siege 0 city large_town 4 3200
16
A Ballista Maker allows the construction of ballista siege weaponry.
37 Catapult Maker siege 1 city large_town 6 6400
16
16
A Catapult Maker allows the construction of catapults and ballistae.
38 Siege Works siege 2 city city 8 9600
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
39 Ballista Maker castle_siege 0 castle large_town 4 3200
16
A Ballista Maker allows the construction of ballista siege weaponry.
40 Catapult Maker castle_siege 1 castle large_town 6 6400
16
16
A Catapult Maker allows the construction of catapults and ballistae.
41 Siege Works castle_siege 2 castle city 8 9600
16
16
16
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
42 Gunsmith cannon 0 city city 4 1800
16
A Gunsmith allows the construction of a bombard cannon.
43 Cannon Maker cannon 1 city large_city 5 3600
16
16
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
44 Cannon Foundry cannon 2 city huge_city 6 7200
16
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
45 Royal Arsenal cannon 3 city huge_city 8 9800
16
16
16
16
16
weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
46 Gunsmith castle_cannon 0 castle city 4 1800
16
A Gunsmith allows the construction of a bombard cannon.
47 Cannon Maker castle_cannon 1 castle large_city 5 3600
16
16
16
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
48 Cannon Foundry castle_cannon 2 castle large_city 6 7200
16
16
16
16
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
49 Royal Arsenal castle_cannon 3 castle large_city 8 9800
16
16
16
16
16
weapon_naval_gunpowder 1
A Royal Arsenal allows for the construction of the finest siege artillery available.
50 Leather Tanner smith 0 city town 4 1600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
51 Blacksmith smith 1 city large_town 5 3200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
52 Armourer smith 2 city city 6 6400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
53 Heavy Armourer smith 3 city large_city 7 9600 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
54 Master Armourer smith 4 city huge_city 8 12600 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
55 Armour Factory smith 5 city huge_city 9 15000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
56 Leather Tanner castle_smith 0 castle town 4 1600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
57 Blacksmith castle_smith 1 castle large_town 5 3200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
58 Armourer castle_smith 2 castle city 6 6400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
59 Heavy Armourer castle_smith 3 castle large_city 7 9600 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
60 Master Armourer castle_smith 4 castle large_city 8 12600 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
61 Armour Factory castle_smith 5 castle large_city 9 15000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
62 Port port 0 city large_town 4 3600
20
trade_base_income_bonus bonus 2
A Port allows a settlement to trade with the far-distant corners of the world.
63 Shipwright port 1 city city 6 5200
20
30
trade_base_income_bonus bonus 3
A Shipwright allows the construction of ships to be undertaken in earnest.
64 Dockyard port 2 city large_city 8 9600
40
20
30
trade_base_income_bonus bonus 4
A Dockyard allows the construction of larger ships, and improves trade.
65 Naval Drydock port 3 city huge_city 10 12200
50
40
20
30
trade_base_income_bonus bonus 5
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
66 Port castle_port 0 castle large_town 4 3600
20
trade_base_income_bonus bonus 2
A Port allows a settlement to trade with the far-distant corners of the world.
67 Shipwright castle_port 1 castle city 6 5200
20
30
trade_base_income_bonus bonus 3
A Shipwright allows the construction of ships to be undertaken in earnest.
68 Dockyard castle_port 2 castle large_city 8 9600
40
20
30
trade_base_income_bonus bonus 4
A Dockyard allows the construction of larger ships, and improves trade.
69 Naval Drydock castle_port 3 castle large_city 10 12200
50
40
20
30
trade_base_income_bonus bonus 5
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
70 Merchant's Wharf sea_trade 0 city city 4 3800 trade_fleet 1
trade_base_income_bonus bonus 2
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
71 Warehouse sea_trade 1 city large_city 6 5200 trade_fleet 2
trade_base_income_bonus bonus 3
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
72 Docklands sea_trade 2 city huge_city 8 8400 trade_fleet 3
trade_base_income_bonus bonus 4
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
73 Grain Exchange market 0 city town 2 1200
trade_base_income_bonus bonus 2
agent_limit merchant 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
74 Market market 1 city large_town 3 2400
trade_base_income_bonus bonus 3
agent_limit merchant 1
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
75 Fairground market 2 city city 6 4800
trade_base_income_bonus bonus 4
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.
76 Great Market market 3 city large_city 8 9600
trade_base_income_bonus bonus 5
agent_limit merchant 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
77 Merchants' Quarter market 4 city huge_city 9 16600
trade_base_income_bonus bonus 6
agent_limit merchant 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
78 Dirt Roads hinterland_roads 0 city town 4 6800 road_level 0
trade_base_income_bonus bonus 1
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
79 Paved Roads hinterland_roads 1 city city 8 12000 trade_base_income_bonus bonus 2
road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
80 Dirt Roads hinterland_castle_roads 0 castle town 4 6800 trade_base_income_bonus bonus 1
road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
81 Paved Roads hinterland_castle_roads 1 castle city 8 12000 trade_base_income_bonus bonus 2
road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
82 Land Clearance hinterland_farms 0 village 2 1200 farming_level 2
Land Clearance allows a region to begin producing enough food to encourage growth.
83 Communal Farming hinterland_farms 1 town 4 2400 farming_level 4
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
84 Crop Rotation hinterland_farms 2 large_town 6 4800 farming_level 5
Crop Rotation results in improved yield from farming districts, all year round.
85 Irrigation hinterland_farms 3 city 8 6800 farming_level 6
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
86 Mines hinterland_mines 0 city large_town 4 4000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
87 Mining Network hinterland_mines 1 city city 6 8000 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
88 Mines hinterland_castle_mines 0 castle large_town 4 4000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
89 Mining Network hinterland_castle_mines 1 castle city 6 8000 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
90 Alchemist's Lab academic 0 city large_city 4 3600 weapon_missile_gunpowder 1
An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
91 Alchemy School academic 1 city huge_city 6 6400 weapon_missile_gunpowder 1
weapon_artillery_gunpowder 1
An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
92 University academic 2 city huge_city 8 9600 weapon_projectile 1
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
93 Small Church temple_catholic 0 city town 2 1300
happiness_bonus bonus 1
religion_level bonus 1
pope_disapproval 1
agent_limit priest 1
A Small Church converts a very small percentage of the region to Catholicism, and improves happiness.
94 Church temple_catholic 1 city large_town 4 2600
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1
pope_disapproval 1
A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
95 Abbey temple_catholic 2 city city 6 5200
happiness_bonus bonus 2
religion_level bonus 3
agent_limit priest 2
pope_disapproval 1
An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
96 Cathedral temple_catholic 3 city large_city 8 10000
happiness_bonus bonus 2
religion_level bonus 4
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 1
A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
97 Huge Cathedral temple_catholic 4 city huge_city 14 18000
happiness_bonus bonus 3
religion_level bonus 5
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 3
A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
98 Small Chapel temple_catholic_castle 0 castle town 2 1300
happiness_bonus bonus 1
religion_level bonus 2
pope_disapproval 1
agent_limit priest 1
A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness.
99 Chapel temple_catholic_castle 1 castle large_town 4 2600
happiness_bonus bonus 1
religion_level bonus 3
agent_limit priest 1
pope_disapproval 1
A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
100 Brothel taverns 0 city town 3 1400
happiness_bonus bonus 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
101 Inn taverns 1 city large_town 4 2600
happiness_bonus bonus 2
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
102 Tavern taverns 2 city city 6 4800
happiness_bonus bonus 3
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
103 Coaching House taverns 3 city large_city 7 6400
happiness_bonus bonus 4
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
104 Pleasure Palace taverns 4 city huge_city 8 10000
happiness_bonus bonus 5
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
105 Town Hall city_hall 0 city large_town 3 1600
law_bonus bonus 1
population_health_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
106 Council Chambers city_hall 1 city city 5 3200
24
law_bonus bonus 2
population_health_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
107 City Hall city_hall 2 city large_city 7 6400
24
law_bonus bonus 3
population_health_bonus bonus 4
A City Hall does much to maintain law and order, as well as reduce urban squalor.
108 Mayor's Palace city_hall 3 city huge_city 8 9600
24
law_bonus bonus 4
population_health_bonus bonus 5
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
109 Artist's Studio art 0 city large_city 5 4400 happiness_bonus bonus 1
An Artist's Studio improves public happiness in the region.
110 Art Gallery art 1 city huge_city 6 6800 happiness_bonus bonus 2
population_health_bonus bonus 1
An Art Gallery notably improves happiness within its host city, and also reduces squalor.
111 Merchant Bank bank 0 city large_city 4 8800 trade_base_income_bonus bonus 2
agent_limit merchant 1
A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant.
112 Merchant Bank bank 1 city huge_city 6 12600 trade_base_income_bonus bonus 3
agent_limit merchant 2
Merchant Vaults improve trade in the region significantly, and allows the recruitment of two extra merchants.
113 Assassins' Guild guild_assassins_guild 0 city city 1 2000 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
114 Master Assassins' Guild guild_assassins_guild 1 city large_city 1 4000 law_bonus bonus 1
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
115 Assassins' Guild Headquarters guild_assassins_guild 2 city huge_city 1 6000 law_bonus bonus 2
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
116 Masons' Guild guild_masons_guild 0 city city 1 2000 construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
117 Master Masons' Guild guild_masons_guild 1 city large_city 1 4000 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.
118 Masons' Guild Headquarters guild_masons_guild 2 city huge_city 1 6000 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.
119 Theologians' Guild guild_theologians_guild 0 city city 1 2000
A Theologians' Guild house improves the quality of priests created in the region.
120 Master Theologians' Guild guild_theologians_guild 1 city large_city 1 4000
A Master Theologians' Guild improves the quality of priests created in the region.
121 Theologians' Guild Headquarters guild_theologians_guild 2 city huge_city 1 6000
The Theologians' Guild Headquarters improves the quality of priests created in the region.
122 Merchants' Guild guild_merchants_guild 0 city city 1 2000 trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
123 Master Merchants' Guild guild_merchants_guild 1 city large_city 1 4000 trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
124 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 1 6000 trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
125 Alchemists' Guild guild_alchemists_guild 0 city city 1 2000 gun_bonus 1
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
126 Master Alchemists' Guild guild_alchemists_guild 1 city large_city 1 4000 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.
127 Alchemists' Guild Headquarters guild_alchemists_guild 2 city huge_city 1 6000 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.
128 Thieves' Guild guild_thiefs_guild 0 city city 1 2000 law_bonus bonus 1
A Thieves' Guild house improves the quality of spies hired in the same settlement.
129 Master Thieves' Guild guild_thiefs_guild 1 city large_city 1 4000 law_bonus bonus 1
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
130 Thieves' Guild Headquarters guild_thiefs_guild 2 city huge_city 1 6000 law_bonus bonus 2
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
131 Explorers' Guild guild_explorers_guild 0 city city 1 2000 trade_base_income_bonus bonus 1
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
132 Master Explorers' Guild guild_explorers_guild 1 city large_city 1 4000 trade_base_income_bonus bonus 1
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
133 Explorers' Guild Headquarters guild_explorers_guild 2 city huge_city 1 6000 trade_base_income_bonus bonus 2
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
134 Swordsmiths' Guild guild_swordsmiths_guild 0 city 1 2000 weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
135 Master Swordsmiths' Guild guild_swordsmiths_guild 1 large_city 1 4000 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.
136 Swordsmiths' Guild Headquarters guild_swordsmiths_guild 2 large_city 1 6000 weapon_melee_blade 1 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.
137 Templars' Minor Chapter House guild_templars_chapter_house 0 city 1 2000
32
A Templars' Minor Chapter House allows the recruitment of Templar knights.
138 Templars' Major Chapter House guild_templars_chapter_house 1 large_city 1 4000
32
A Templars' Major Chapter House allows the recruitment of experienced Templar knights.
139 Templars' Headquarters guild_templars_chapter_house 2 large_city 1 6000
32
The Templars' Headquarters allows the recruitment of veteran Templar knights.
140 St Johns' Minor Chapter House guild_st_johns_chapter_house 0 city 1 2000
32
population_health_bonus bonus 1
A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
141 St Johns' Major Chapter House guild_st_johns_chapter_house 1 large_city 1 4000
32
population_health_bonus bonus 2
A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights.
142 St Johns' Headquarters guild_st_johns_chapter_house 2 large_city 1 6000
32
population_health_bonus bonus 3
The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights.
143 Horse Breeders' Guild guild_horse_breeders_guild 0 city city 1 2000 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
144 Master Horse Breeders' Guild guild_horse_breeders_guild 1 city large_city 1 4000 cavalry_bonus 1 faction_capability cavalry_bonus 1
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
145 Horse Breeders' Guild Headquarters guild_horse_breeders_guild 2 city huge_city 1 6000 cavalry_bonus 1 faction_capability cavalry_bonus 2
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
146 Convert to Motte and Bailey convert_to_castle 0 city village 2 1800
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
147 Convert to Wooden Castle convert_to_castle 1 city town 4 3600
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
148 Convert to Castle convert_to_castle 2 city large_town 6 7200
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
149 Convert to Village convert_to_city 0 castle village 2 1800
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
150 Convert to Town convert_to_city 1 castle town 4 3600
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
151 Convert to Large Town convert_to_city 2 castle large_town 6 7200
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
152 Convert to City convert_to_city 3 castle city 8 12600
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
153 Convert to City convert_to_city 4 castle large_city 10 16400
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
Royal Military Academy - Sitemaps
Total War: Rome II
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Total War: Shogun 2
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Shogun 2: Rise of the Samurai
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Total War: Medieval II
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Total War: Medieval II - MODs
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Stainless Steel 5.1b
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HTF: Eagle of the Elbe 05
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