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Home 首頁 / Third Age 3.1 魔戒第三紀元 3.1 / Dwarves / Buildings 建築
Third Age 3.1 魔戒第三紀元 3.1
Dwarves Dwarves
No. Card
建築
Name
名稱
Building class
建築類型
City/Castle
城市/城堡
Construstion
建造時間
Cost
建造花費
Capability
建築效果
1 Wooden Palisade (Upgrade) core_building 0 city village 3 1000 wall_level 0
tower_level 1
free_upkeep bonus 1
recruitment_slots 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 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 5 1800 wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 2
recruitment_slots 2
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3 Stone Wall (Upgrade) core_building 2 city large_town 7 5200 wall_level 2
tower_level 1
gate_strength 1
free_upkeep bonus 3
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
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 8 7800 wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 4
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 9 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 4 requires event_counter is_the_ai 1
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5 Motte and Bailey (Upgrade) core_castle_building 0 castle village 3 800 wall_level 0
tower_level 1
free_upkeep bonus 1
recruitment_slots 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
6 Wooden Castle (Upgrade) core_castle_building 1 castle village 4 1600 wall_level 1
gate_strength 1
free_upkeep bonus 2
tower_level 1
recruitment_slots 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
7 Castle (Upgrade) core_castle_building 2 castle town 6 4800 wall_level 2
tower_level 1
gate_strength 1
free_upkeep bonus 3
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
8 Fortress (Upgrade) core_castle_building 3 castle large_town 7 6500 wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 4
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 9 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 4 requires event_counter is_the_ai 1
A fortress is a permanent statement of ownership, and not something that is easily taken.
9 Ballista Towers tower 0 city large_city 4 4500 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
10 Ballista Towers castle_tower 0 castle city 4 4200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
11 Town Watch barracks 0 city village 4 1600
60
law_bonus bonus 1
recruitment_slots 1
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
The Town Watch has the minimum equipment and resources needed to train infantry.
12 Town Guard barracks 1 city large_town 5 3200
60
60
law_bonus bonus 2
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
13 Barracks barracks 2 city city 6 4500
60
60
60
60
60
law_bonus bonus 3
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
The city barracks can employ some professional warriors to train recruits, and can equip them from its armoury.
14 Army Barracks barracks 3 city large_city 7 6400
60
60
60
60
60
60
60
60
law_bonus bonus 3
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
Army Barracks are the first training facilities capable of training full-time professional soldiers.
15 Royal Barracks barracks 4 city huge_city 8 8600
60
60
60
60
60
60
60
60
60
law_bonus bonus 3
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
16 Mustering Hall castle_barracks 0 castle village 4 1600
60
law_bonus bonus 1
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
Dwarves must be gathered, selected and trained if military strength is to be maintained.
17 Garrison Quarters castle_barracks 1 castle town 5 3200
60
60
law_bonus bonus 2
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
A garrison is a source of much military wisdom and skill for new recruits to the army.
18 Barracks castle_barracks 2 castle large_town 6 4500
60
60
60
60
60
law_bonus bonus 3
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
The city barracks can employ some professional warriors to train recruits, and can equip them from its armoury.
19 Army Barracks castle_barracks 3 castle city 7 6400
60
60
60
60
60
60
60
60
law_bonus bonus 3
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
Army Barracks are the first training facilities capable of training full-time professional soldiers.
20 Bowyer missiles 0 castle town 4 1800
60
A Bowyer allows for the recruitment of basic missile units.
21 Practice Range missiles 1 castle large_town 5 3400
60
60
A Practice Range allows for the recruitment of missile units.
22 Bowyer c_missiles 0 city large_town 4 1800
60
A Bowyer allows for the recruitment of basic missile units.
23 Practice Range c_missiles 1 city city 5 3400
60
60
A Practice Range allows for the recruitment of missile units.
24 Ballista Maker siege 0 city large_town 4 3400
24
A Ballista Maker allows the construction of ballista siege weaponry.
25 Catapult Maker siege 1 city city 5 4700
24
24
A Catapult Maker allows the construction of catapults and ballistae.
26 Ballista Maker castle_siege 0 castle large_town 4 3400
24
A Ballista Maker allows the construction of ballista siege weaponry.
27 Catapult Maker castle_siege 1 castle large_town 5 4700
24
24
A Catapult Maker allows the construction of catapults and ballistae.
28 Leather Tanner smith 0 city town 2 1000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
29 Blacksmith smith 1 city large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
30 Armourer smith 2 city city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
31 Heavy Armourer smith 3 city large_city 5 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
32 Master Armourer smith 4 city large_city 6 8200 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
33 Leather Tanner castle_smith 0 castle town 2 1000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
34 Blacksmith castle_smith 1 castle large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
35 Armourer castle_smith 2 castle city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
36 Heavy Armourer castle_smith 3 castle large_city 5 6400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
37 Master Armourer castle_smith 4 castle large_city 6 8200 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
38 Port port 0 city large_town 5 3500 trade_base_income_bonus bonus 1
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
39 Shipwright port 1 city city 6 5000 trade_base_income_bonus bonus 2
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
40 Dockyard port 2 city large_city 7 8000 trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
41 Port castle_port 0 castle large_town 5 3500 trade_base_income_bonus bonus 1
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
42 Shipwright castle_port 1 castle city 6 5000 trade_base_income_bonus bonus 2
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
43 Dockyard castle_port 2 castle large_city 7 8000 trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
44 Merchant's Wharf sea_trade 0 city city 4 5000 trade_fleet 2
trade_base_income_bonus bonus 1
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
45 Warehouse sea_trade 1 city large_city 5 7500 trade_fleet 3
trade_base_income_bonus bonus 2
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
46 Docklands sea_trade 2 city huge_city 6 10000 trade_fleet 4
trade_base_income_bonus bonus 3
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
47 Grain Exchange market 0 city town 2 600 trade_base_income_bonus bonus 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
48 Market market 1 city large_town 3 1300 trade_base_income_bonus bonus 2
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
49 Fairground market 2 city city 4 2800 trade_base_income_bonus bonus 3
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
50 Great Market market 3 city large_city 6 6300 trade_base_income_bonus bonus 4
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
51 Merchants' Quarter market 4 city huge_city 7 9600 trade_base_income_bonus bonus 5
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
52 Dirt Roads hinterland_roads 0 city town 4 1500 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.
53 Paved Roads hinterland_roads 1 city city 6 3500 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.
54 Dirt Roads hinterland_castle_roads 0 castle town 4 1500 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.
55 Paved Roads hinterland_castle_roads 1 castle city 6 3500 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.
56 Pig Farm hinterland_farms 0 village 2 800 farming_level 1
A Pig Farm feeds the population and encourages growth.
57 Large Pig Farm hinterland_farms 1 town 3 1600 farming_level 2
A Large Pig Farm is capable of producing more food than a standard Pig Farm encouraging growth and prosperity.
58 Pig Factory hinterland_farms 2 large_town 4 3500 farming_level 3
A Pig Factory keeps a large population adequately fed.
59 Slaughterhouse hinterland_farms 3 city 6 5200 farming_level 4
The Slaughterhouse is the pinnacle of pork production, a must in ensuring larger populations can be properly sustained.
60 Mines hinterland_mines 0 city 0 0 mine_resource 3
Mines increase the trade income generated by metal deposits in the region and increase population growth for Dwarves.
61 Mining Network hinterland_mines 1 city 0 0 mine_resource 5
A Mining Network greatly increases the income generated by metal deposits in the region and increase population growth for Dwarves.
62 Mining Complex hinterland_mines 2 city 0 0 mine_resource 7
A Mining Complex maximises the income generated by metal deposits in the region and increases population growth for Dwarves.
63 Mines hinterland_castle_mines 0 castle town 4 3500 mine_resource 3
Mines increase the trade income generated by metal deposits in the region and increase population growth for Dwarves.
64 Mining Network hinterland_castle_mines 1 castle large_town 6 5400 mine_resource 5
A Mining Network greatly increases the income generated by metal deposits in the region and increase population growth for Dwarves.
65 Mining Complex hinterland_castle_mines 2 castle city 8 7200 mine_resource 7
A Mining Complex maximises the income generated by metal deposits in the region and increases population growth for Dwarves.
66 Mithril Mines mithril_mines 0 city huge_city 8 8000 mine_resource 8
Mithril Mines increase the trade income generated by mithril deposits and also may resurrect the last Balrogs in Middle-earth.
67 Masons' Guild guild_masons_guild 0 city 1 1000 construction_cost_bonus_stone bonus 30
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
68 Master Masons' Guild guild_masons_guild 1 large_city 2 2000 construction_cost_bonus_stone bonus 30 faction_capability construction_cost_bonus_stone bonus 20
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
69 Masons' Guild Headquarters guild_masons_guild 2 huge_city 3 3000 construction_cost_bonus_stone bonus 30 faction_capability construction_cost_bonus_stone bonus 30
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
70 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.
71 Master Merchants' Guild guild_merchants_guild 1 city large_city 2 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.
72 Merchants' Guild Headquarters guild_merchants_guild 2 city huge_city 3 3800 trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
73 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
74 Master Thieves' Guild guild_thiefs_guild 1 city large_city 2 2000
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
75 Thieves' Guild Headquarters guild_thiefs_guild 2 city huge_city 3 3000
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
76 Explorers' Guild guild_explorers_guild 0 city city 1 1000
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
77 Master Explorers' Guild guild_explorers_guild 1 city large_city 2 2000
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
78 Explorers' Guild Headquarters guild_explorers_guild 2 city huge_city 3 3000
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route.
79 Brewery temple_muslim 0 city town 2 1200 religion_level bonus 2
A Brewery converts a small percentage of the region to Dwarven culture, and improves happiness.
80 Pub temple_muslim 1 city large_town 4 2500 religion_level bonus 3
A Pub converts a moderate percentage of the region to Dwarven culture, and improves happiness.
81 Feast Hall temple_muslim 2 city city 6 5000 religion_level bonus 4
A Feast Hall converts a decent percentage of the region to Dwarven culture, and improves happiness.
82 Brewery temple_muslim_castle 0 castle town 2 1200 religion_level bonus 2
A Brewery converts a small percentage of the region to Dwarven culture, and improves happiness.
83 Pub temple_muslim_castle 1 castle large_town 4 2500 religion_level bonus 3
A Pub converts a moderate percentage of the region to Dwarven culture, and improves happiness.
84 Brothel taverns 0 city town 3 900
agent_limit spy 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
85 Inn taverns 1 city large_town 4 2400
agent_limit assassin 1
agent_limit spy 1
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
86 Tavern taverns 2 city city 5 4800
happiness_bonus bonus 1
agent_limit assassin 1
agent_limit spy 1
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
87 Coaching House taverns 3 city large_city 6 9600
happiness_bonus bonus 2
agent_limit assassin 1
agent_limit spy 2
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
88 Pleasure Palace taverns 4 city huge_city 7 12500
happiness_bonus bonus 3
agent_limit assassin 2
agent_limit spy 2
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
89 Town Hall city_hall 0 city large_town 3 1200
law_bonus bonus 1
agent_limit diplomat 1
A Town Hall helps maintain law and order, as well as reduce squalor.
90 Council Chambers city_hall 1 city city 4 2600
law_bonus bonus 2
population_health_bonus bonus 1
agent_limit diplomat 1
Council Chambers help to maintain law and order, as well as reduce squalor.
91 City Hall city_hall 2 city large_city 5 4800
law_bonus bonus 3
population_health_bonus bonus 2
agent_limit diplomat 1
A City Hall does much to maintain law and order, as well as reduce urban squalor.
92 Mayor's Palace city_hall 3 city huge_city 6 6900
law_bonus bonus 4
population_health_bonus bonus 3
agent_limit diplomat 2
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
93 Merchant Bank bank 0 city large_city 4 5200 trade_base_income_bonus bonus 1
agent_limit merchant 1
A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant.
94 Merchant Bank bank 1 city huge_city 6 9600 trade_base_income_bonus bonus 2
agent_limit merchant 1
Merchant Vaults improve trade in the region significantly, and allows the recruitment of two extra merchants.
95 The Chamber of Mazarbul hinterland_chamber 0 city 0 0
The Chamber of Mazarbul, or Chamber of Records, was the name of a chamber in Moria, where Balin's tomb is placed.
96 The Bridge of Khazad-dûm hinterland_stair 0 city 0 0
Bridge between the First Hall and Second Hall of Khazad-dûm.
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