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Home 首頁 / Third Age 3.1 魔戒第三紀元 3.1 / Isengard / Buildings 建築
Third Age 3.1 魔戒第三紀元 3.1
Isengard Isengard
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 Stables equestrian 0 castle town 5 2000 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
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 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
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
100
100
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
60
100
100
100
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
30
60
100
100
100
100
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
30
60
100
100
100
80
80
100
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 Mustering Hall castle_barracks 0 castle village 4 1600
100
100
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.
22 Garrison Quarters castle_barracks 1 castle town 5 3200
60
100
100
100
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.
23 Barracks castle_barracks 2 castle large_town 6 4500
30
60
100
100
100
100
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.
24 Army Barracks castle_barracks 3 castle city 7 6400
30
60
100
100
100
80
80
100
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.
25 Bowyer missiles 0 castle town 4 1800
60
A Bowyer allows for the recruitment of basic missile units.
26 Practice Range missiles 1 castle large_town 5 3400
60
60
A Practice Range allows for the recruitment of missile units.
27 Archery Range missiles 2 castle city 6 4800
60
60
60
An Archery Range allows for the recruitment of well trained missile units.
28 Bowyer c_missiles 0 city large_town 4 1800
60
A Bowyer allows for the recruitment of basic missile units.
29 Practice Range c_missiles 1 city city 5 3400
60
60
A Practice Range allows for the recruitment of missile units.
30 Archery Range c_missiles 2 city large_city 6 4800
60
60
60
An Archery Range allows for the recruitment of well trained missile units.
31 Ballista Maker siege 0 city large_town 4 3400
36
A Ballista Maker allows the construction of ballista siege weaponry.
32 Catapult Maker siege 1 city city 5 4700
36
36
A Catapult Maker allows the construction of catapults and ballistae.
33 Ballista Maker castle_siege 0 castle large_town 4 3400
36
A Ballista Maker allows the construction of ballista siege weaponry.
34 Catapult Maker castle_siege 1 castle large_town 5 4700
36
36
A Catapult Maker allows the construction of catapults and ballistae.
35 Leather Tanner smith 0 city town 2 1000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
36 Blacksmith smith 1 city large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
37 Armourer smith 2 city city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
38 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.
39 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.
40 Blacksmith castle_smith 1 castle large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
41 Armourer castle_smith 2 castle city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
42 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.
43 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.
44 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…
45 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.
46 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.
47 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.
48 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.
49 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.
50 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.
51 Pig Farm hinterland_farms 0 village 2 800 farming_level 1
A Pig Farm feeds the population and encourages growth.
52 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.
53 Pig Factory hinterland_farms 2 large_town 4 3500 farming_level 3
A Pig Factory keeps a large population adequately fed.
54 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.
55 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.
56 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.
57 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.
58 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.
59 Assassins' Guild guild_assassins_guild 0 city city 1 1000 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
60 Master Assassins' Guild guild_assassins_guild 1 city large_city 2 2000 law_bonus bonus 1
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
61 Assassins' Guild Headquarters guild_assassins_guild 2 city huge_city 3 3000 law_bonus bonus 2
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
62 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
63 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.
64 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.
65 Shrine of Melkor temple_catholic 0 city 0 0 religion_level bonus 2
pope_disapproval 1
A Shrine of Melkor converts a small percentage of the region to Followers of Morgoth, and improves happiness.
66 Temple of Melkor temple_catholic 1 city 0 0 religion_level bonus 3
pope_disapproval 1
A Temple of Melkor converts a moderate percentage of the region to Followers of Morgoth, improves happiness, and increases population growth in mountain and grassland regions.
67 Dark Temple of Melkor temple_catholic 2 city 0 0 religion_level bonus 4
pope_disapproval 1
A Dark Temple of Melkor converts a decent percentage of the region to Followers of Morgoth, and increases population growth in mountain and grassland regions.
68 Shrine of Melkor temple_catholic_castle 0 castle town 2 1200 religion_level bonus 2
pope_disapproval 1
A Shrine of Melkor converts a small percentage of the region to Followers of Morgoth, and improves happiness.
69 Temple of Melkor temple_catholic_castle 1 castle large_town 3 2500 religion_level bonus 3
pope_disapproval 1
A Temple of Melkor converts a moderate percentage of the region to Followers of Morgoth, and improves happiness.
70 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.
71 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.
72 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.
73 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.
74 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.
75 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.
76 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.
77 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.
78 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.
79 The Orthanc hinterland_orthanc 0 castle 0 0
60
The central tower of Isengard.
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