Language:
Royal Military Academy 皇家軍事學院
Home 首頁 / Third Age 3.1 魔戒第三紀元 3.1 / Mordor / Buildings 建築
Third Age 3.1 魔戒第三紀元 3.1
Mordor Mordor
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
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.
12 Town Guard barracks 1 city large_town 5 3200
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.
13 Barracks barracks 2 city city 6 4500
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.
14 Army Barracks barracks 3 city large_city 7 6400
100
100
80
100
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.
15 Mustering Hall castle_barracks 0 castle village 4 1600
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.
16 Garrison Quarters castle_barracks 1 castle town 5 3200
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.
17 Barracks castle_barracks 2 castle large_town 6 4500
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.
18 Army Barracks castle_barracks 3 castle city 7 6400
100
100
80
100
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.
19 Bowyer missiles 0 castle town 4 1800
60
A Bowyer allows for the recruitment of basic missile units.
20 Practice Range missiles 1 castle large_town 5 3400
60
60
A Practice Range allows for the recruitment of missile units.
21 Archery Range missiles 2 castle city 6 4800
60
60
60
An Archery Range allows for the recruitment of well trained 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 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.
25 Troll Cage troll_cages 0 large_town 4 2400
5
Troll Cages allow for the recruitment of mountain trolls.
26 Troll Breeder troll_cages 1 large_town 5 4800
5
Troll Breeders allow for the recruitment of mountain trolls.
27 Troll Training Ground troll_cages 2 city 6 9600
5
5
Troll Training Grounds allow for the recruitment of battle trolls.
28 Ballista Maker siege 0 city large_town 4 3400
36
A Ballista Maker allows the construction of ballista siege weaponry.
29 Catapult Maker siege 1 city city 5 4700
36
4
36
A Catapult Maker allows the construction of catapults and ballistae.
30 Ballista Maker castle_siege 0 castle large_town 4 3400
36
A Ballista Maker allows the construction of ballista siege weaponry.
31 Catapult Maker castle_siege 1 castle large_town 5 4700
36
4
36
A Catapult Maker allows the construction of catapults and ballistae.
32 Leather Tanner smith 0 city town 2 1000 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
33 Blacksmith smith 1 city large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
34 Armourer smith 2 city city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
35 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.
36 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.
37 Blacksmith castle_smith 1 castle large_town 3 1500 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
38 Armourer castle_smith 2 castle city 4 3200 armour 3
An Armourer can notably improve the armour available to new and retrained units.
39 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.
40 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.
41 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…
42 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.
43 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.
44 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.
45 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.
46 Pig Farm hinterland_farms 0 village 2 800 farming_level 1
A Pig Farm feeds the population and encourages growth.
47 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.
48 Pig Factory hinterland_farms 2 large_town 4 3500 farming_level 3
A Pig Factory keeps a large population adequately fed.
49 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.
50 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.
51 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.
52 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.
53 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.
54 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.
55 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.
56 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.
57 Thieves' Guild guild_thiefs_guild 0 city city 1 1000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
58 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.
59 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.
60 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.
61 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.
62 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.
63 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.
64 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.
65 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.
66 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.
67 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.
68 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.
69 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.
70 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.
71 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.
72 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.
73 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.
74 Barad-Dûr hinterland_barad 0 castle 0 0
Sauron's stronghold of immeasurable strength.
75 The Black Gate hinterland_gate 0 castle city 8 15000 gate_strength 4
Black Gate, the main entrance into Mordor.
76 The Towers of the Teeth hinterland_teeth 0 castle 0 0 tower_level 2
Watchtowers of the Black Gate
Royal Military Academy - Sitemaps
Total War: Rome II
Factions
Units
Units in Custom Battle
Buildings

Total War: Shogun 2
Factions
Units

Shogun 2: Rise of the Samurai
Shogun 2: Fall of the Samurai
Total War: Napoleon
Factions
Units

Total War: Empire
Factions
Units
Total War: Medieval II
Factions
Units
Army
Buildings
Mercenaries
Retinue
Traits
Regions
Ranking

Medieval II - Americas
Medieval II - Britannia
Medieval II - Crusades
Medieval II - Tutonic
Total War: Medieval II - MODs
Broken Crescent 1.05
Broken Crescent 2.02
Stainless Steel 5.1b
Stainless Steel 6.1
Deus Lo Vult 5.7
Deus Lo Vult 6.0
HTF: Eagle of the Elbe 05
The Long Road 2.0
Lands to Conquer Gold
DarthMod 1.4D: The Last Episode
Das Heilige Romische Reich 06
Third Age 1.3
Third Age 1.4
Third Age 2.1
Third Age 3.1
Copyright © 2008 - 2013, www.honga.net