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Royal Military Academy
Home / Third Age 3.1 / High Elves / Buildings
Third Age 3.1
High Elves High Elves
No. Card Name Building class City/Castle Construstion Cost Capability
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 Stables equestrian 0 castle town 5 2000
24
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
A Stable allows for the recruitment of basic cavalry units.
12 Knight's Stables equestrian 1 castle large_town 6 4800
24
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
Knight's stables allow for the recruitment of cavalry units.
13 Baron's Stables equestrian 2 castle city 8 7400
24
24
24
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
Baron's stables allow for the recruitment of capable cavalry units.
14 Stables c_equestrian 0 city large_town 5 2000
24
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
A Stable allows for the recruitment of basic cavalry units.
15 Knight's Stables c_equestrian 1 city city 6 4800
24
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
Knight's stables allow for the recruitment of cavalry units.
16 Baron's Stables c_equestrian 2 city large_city 8 7400
24
24
24
trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
Baron's stables allow for the recruitment of capable cavalry units.
17 Town Watch barracks 0 city village 4 1600
48
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.
18 Town Guard barracks 1 city large_town 5 3200
48
48
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.
19 Barracks barracks 2 city city 6 4500
48
48
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.
20 Army Barracks barracks 3 city large_city 7 6400
48
48
48
48
48
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.
21 Royal Barracks barracks 4 city huge_city 8 8600
48
48
48
48
48
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.
22 Mustering Hall castle_barracks 0 castle village 4 1600
48
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.
23 Garrison Quarters castle_barracks 1 castle town 5 3200
48
48
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.
24 Barracks castle_barracks 2 castle large_town 6 4500
48
48
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.
25 Army Barracks castle_barracks 3 castle city 7 6400
48
48
48
48
48
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.
26 Bowyer missiles 0 castle town 4 1800
48
A Bowyer allows for the recruitment of basic missile units.
27 Practice Range missiles 1 castle large_town 5 3400
48
48
A Practice Range allows for the recruitment of missile units.
28 Archery Range missiles 2 castle city 6 4800
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
29 Bowyer c_missiles 0 city large_town 4 1800
48
A Bowyer allows for the recruitment of basic missile units.
30 Practice Range c_missiles 1 city city 5 3400
48
48
A Practice Range allows for the recruitment of missile units.
31 Archery Range c_missiles 2 city large_city 6 4800
48
48
48
An Archery Range allows for the recruitment of well trained missile units.
32 Ballista Maker siege 0 city large_town 4 3400
18
A Ballista Maker allows the construction of ballista siege weaponry.
33 Catapult Maker siege 1 city city 5 4700
18
18
A Catapult Maker allows the construction of catapults and ballistae.
34 Ballista Maker castle_siege 0 castle large_town 4 3400
18
A Ballista Maker allows the construction of ballista siege weaponry.
35 Catapult Maker castle_siege 1 castle large_town 5 4700
18
18
A Catapult Maker allows the construction of catapults and ballistae.
36 Leather Tanner smith 0 city town 2 1000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
37 Blacksmith smith 1 city large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
38 Armourer smith 2 city city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
39 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.
40 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.
41 Blacksmith castle_smith 1 castle large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
42 Armourer castle_smith 2 castle city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
43 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.
44 Port port 0 city large_town 5 3500
30
trade_base_income_bonus bonus 1
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
45 Shipwright port 1 city city 6 5000
30
30
trade_base_income_bonus bonus 2
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
46 Dockyard port 2 city large_city 7 8000
30
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
47 Port castle_port 0 castle large_town 5 3500
30
trade_base_income_bonus bonus 1
trade_fleet 1
A Port allows a settlement to trade with the far-distant corners of the world.
48 Shipwright castle_port 1 castle city 6 5000
30
30
trade_base_income_bonus bonus 2
trade_fleet 1
A Shipwright allows the construction of ships to be undertaken in earnest.
49 Dockyard castle_port 2 castle large_city 7 8000
30
30
trade_base_income_bonus bonus 3
trade_fleet 1
A Dockyard allows the construction of larger ships, and improves trade.
50 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.
51 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.
52 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.
53 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.
54 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…
55 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.
56 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.
57 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.
58 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.
59 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.
60 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.
61 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.
62 Pig Farm hinterland_farms 0 village 2 800 farming_level 1
A Pig Farm feeds the population and encourages growth.
63 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.
64 Pig Factory hinterland_farms 2 large_town 4 3500 farming_level 3
A Pig Factory keeps a large population adequately fed.
65 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.
66 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.
67 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.
68 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.
69 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.
70 History Guild guild_greek_history_guild 0 city 0 0
The History Guild slightly increases population growth.
71 guild_greek_history_guild 1 city 0 0
72 guild_greek_history_guild 2 city 0 0
73 Sculptor's Workshop icon_art 0 city 0 0
A Sculptor's Workshop beautifies buildings.
74 Master Sculptor's Workshop icon_art 1 city 0 0
A Master Sculptor's Workshop brings the beauty of buildings to perfection.
75 Ruins of the Gwaith-i-Mírdain guild_gwaith_i_mirdain_guild 0 city large_town 3 5000 trade_base_income_bonus bonus 1
These ruins are the remnants of the house of the Gwaith-i-Mírdain.
76 Gwaith-i-Mírdain guild_gwaith_i_mirdain_guild 1 city 0 0
This is the re-established Gwaith-i-Mírdain.
77 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.
78 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.
79 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.
80 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.
81 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.
82 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.
83 Artist's Studio art 0 city town 2 1200 religion_level bonus 2
An Artist's Studio improves happiness and is prerequisite to convert a small percentage of the region to Elven culture.
84 Art Gallery art 1 city large_town 4 2500 religion_level bonus 3
An Art Gallery converts a moderate percentage of the region to Elven culture, and improves happiness.
85 Great Art Gallery art 2 city city 6 5000 religion_level bonus 4
A Great Art Gallery converts a decent percentage of the region to Elven culture, and improves happiness.
86 Artist's Studio art_castle 0 castle town 2 1200 religion_level bonus 2
An Artist's Studio improves happiness and is prerequisite to convert a small percentage of the region to Elven culture.
87 Art Gallery art_castle 1 castle large_town 4 2500 religion_level bonus 3
An Art Gallery converts a moderate percentage of the region to Elven culture, and improves happiness.
88 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.
89 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.
90 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.
91 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.
92 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.
93 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.
94 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.
95 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.
96 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.
97 Theatre music 0 city large_city 4 5200 happiness_bonus bonus 1
A Theatre improves public happiness throughout the settlement it graces.
98 Conservatorium music 1 city huge_city 7 9600 happiness_bonus bonus 2
A Conservatorium significantly improves the public happiness in the province.
99 The Last Homely House hinterland_elrond_house 0 city 0 0
Elrond's House
100 Gilraen's Memorial hinterland_gilraen 0 city 2 2400
Gilraen's Memorial
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