1 |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
|
Wooden Palisade (Upgrade) |
core_building 0 |
city village |
2 |
600 |
wall_level 0 tower_level 1 free_upkeep bonus 2 happiness_bonus bonus 2 recruitment_slots 1 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long. |
2 |
Wooden Wall (Upgrade) A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
|
Wooden Wall (Upgrade) |
core_building 1 |
city town |
3 |
1200 |
wall_level 1 gate_strength 1 tower_level 1 free_upkeep bonus 3 happiness_bonus bonus 3 recruitment_slots 2 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment. |
3 |
Stone Wall (Upgrade) Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
|
Stone Wall (Upgrade) |
core_building 2 |
city large_town |
4 |
2400 |
wall_level 2 tower_level 1 gate_strength 1 gate_defences 2 free_upkeep bonus 4 happiness_bonus bonus 4 recruitment_slots 2 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent. |
4 |
Large Stone Wall (Upgrade) A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
|
Large Stone Wall (Upgrade) |
core_building 3 |
city city |
5 |
4800 |
wall_level 3 tower_level 1 gate_strength 2 gate_defences 2 free_upkeep bonus 5 happiness_bonus bonus 5 recruitment_slots 3 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences. |
5 |
Huge Stone Wall (Upgrade) A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
|
Huge Stone Wall (Upgrade) |
core_building 4 |
city large_city |
6 |
9600 |
wall_level 4 tower_level 1 gate_strength 2 gate_defences 2 free_upkeep bonus 5 happiness_bonus bonus 5 recruitment_slots 3 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly. |
6 |
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
|
Motte and Bailey (Upgrade) |
core_castle_building 0 |
castle village |
2 |
600 |
wall_level 0 tower_level 1 free_upkeep bonus 1 law_bonus bonus 1 happiness_bonus bonus 2 recruitment_slots 1 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence. |
7 |
Wooden Castle (Upgrade) A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
|
Wooden Castle (Upgrade) |
core_castle_building 1 |
castle village |
3 |
1200 |
wall_level 1 gate_strength 1 free_upkeep bonus 2 tower_level 1 law_bonus bonus 2 happiness_bonus bonus 2 recruitment_slots 2 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities. |
8 |
Castle (Upgrade) A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
|
Castle (Upgrade) |
core_castle_building 2 |
castle town |
4 |
2400 |
wall_level 2 tower_level 1 gate_strength 1 gate_defences 2 free_upkeep bonus 3 law_bonus bonus 3 happiness_bonus bonus 2 recruitment_slots 3 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see. |
9 |
Fortress (Upgrade) A fortress is a permanent statement of ownership, and not something that is easily taken.
|
Fortress (Upgrade) |
core_castle_building 3 |
castle large_town |
5 |
4800 |
wall_level 3 tower_level 1 gate_strength 2 gate_defences 2 free_upkeep bonus 4 law_bonus bonus 4 happiness_bonus bonus 2 recruitment_slots 3 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A fortress is a permanent statement of ownership, and not something that is easily taken. |
10 |
Citadel (Upgrade) A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
|
Citadel (Upgrade) |
core_castle_building 4 |
castle city |
6 |
9600 |
wall_level 4 tower_level 1 gate_strength 2 gate_defences 2 free_upkeep bonus 4 law_bonus bonus 5 happiness_bonus bonus 2 recruitment_slots 3 recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1 recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
|
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare! |
11 |
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
Ballista Towers |
tower 0 |
city large_city |
3 |
3200 |
tower_level 2
|
Ballista Towers provide the defenders with enough firepower to keep attackers at bay. |
12 |
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
Ballista Towers |
castle_tower 0 |
castle large_city |
3 |
3200 |
tower_level 2
|
Ballista Towers provide the defenders with enough firepower to keep attackers at bay. |
13 |
Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
|
Town Watch |
barracks 0 |
city town |
3 |
1200 |
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
law_bonus bonus 1
|
The Town Watch have the minimum equipment and resources needed to train infantry. |
14 |
Town Guard A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
|
Town Guard |
barracks 1 |
city large_town |
4 |
1600 |
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
law_bonus bonus 2
|
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores. |
15 |
City Watch A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
|
City Watch |
barracks 2 |
city city |
5 |
3200 |
60
Axemen of Erebor heavy infantry Impetuous warriors, heavily armored and armed with a two-handed battleaxe. REQUIRES EREBOR
|
60
Dwarven Axemen heavy infantry Medium shock troops armed with two-handed axes.
|
60
Dragonslayers of Ered-Mithrin heavy infantry Veteran warriors, heavily armored and armed with a great axe and a heavy iron shield. REQUIRES GREY MOUNTAINS
|
60
Dwarven Halberdmen heavy infantry Warriors armed with halberds and axes. Able to form a defensive wall.
|
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
law_bonus bonus 3
|
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury. |
16 |
Militia Drill Square A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
|
Militia Drill Square |
barracks 3 |
city large_city |
6 |
4800 |
60
Axemen of Erebor heavy infantry Impetuous warriors, heavily armored and armed with a two-handed battleaxe. REQUIRES EREBOR
|
60
Dwarven Axemen heavy infantry Medium shock troops armed with two-handed axes.
|
60
Dragonslayers of Ered-Mithrin heavy infantry Veteran warriors, heavily armored and armed with a great axe and a heavy iron shield. REQUIRES GREY MOUNTAINS
|
60
Dwarven Halberdmen heavy infantry Warriors armed with halberds and axes. Able to form a defensive wall.
|
60
Vault Wardens spearmen infantry Disciplined and heavily-armored warriors. Equipped with long pikes and able to form a defensive wall.
|
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Guards of Khazad-dûm heavy infantry Heavily armored elite wardens of Khazad-dûm sworn to restore Durin's legacy. REQUIRES KHAZAD-DÛM (MORIA)
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
law_bonus bonus 3
|
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions. |
17 |
Militia Barracks Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
|
Militia Barracks |
barracks 4 |
city huge_city |
7 |
8200 |
60
Axemen of Erebor heavy infantry Impetuous warriors, heavily armored and armed with a two-handed battleaxe. REQUIRES EREBOR
|
60
Dwarven Axemen heavy infantry Medium shock troops armed with two-handed axes.
|
60
Dragonslayers of Ered-Mithrin heavy infantry Veteran warriors, heavily armored and armed with a great axe and a heavy iron shield. REQUIRES GREY MOUNTAINS
|
60
Dwarven Halberdmen heavy infantry Warriors armed with halberds and axes. Able to form a defensive wall.
|
60
Vault Wardens spearmen infantry Disciplined and heavily-armored warriors. Equipped with long pikes and able to form a defensive wall.
|
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Iron Guard heavy infantry Veteran warriors armored in steel and equipped with longsword and buckler.
|
60
Guards of Khazad-dûm heavy infantry Heavily armored elite wardens of Khazad-dûm sworn to restore Durin's legacy. REQUIRES KHAZAD-DÛM (MORIA)
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
law_bonus bonus 3
|
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers. |
18 |
Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
|
Mustering Hall |
castle_barracks 0 |
castle village |
3 |
1200 |
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
|
Men must be gathered, selected and trained if military strength is to be maintained. |
19 |
Garrison Quarters A garrison is a source of much military wisdom and skill for new recruits to the army.
|
Garrison Quarters |
castle_barracks 1 |
castle town |
4 |
1600 |
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
|
A garrison is a source of much military wisdom and skill for new recruits to the army. |
20 |
Drill Square Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
|
Drill Square |
castle_barracks 2 |
castle large_town |
5 |
3200 |
60
Axemen of Erebor heavy infantry Impetuous warriors, heavily armored and armed with a two-handed battleaxe. REQUIRES EREBOR
|
60
Dwarven Axemen heavy infantry Medium shock troops armed with two-handed axes.
|
60
Dragonslayers of Ered-Mithrin heavy infantry Veteran warriors, heavily armored and armed with a great axe and a heavy iron shield. REQUIRES GREY MOUNTAINS
|
60
Dwarven Halberdmen heavy infantry Warriors armed with halberds and axes. Able to form a defensive wall.
|
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
|
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer… |
21 |
Barracks Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
|
Barracks |
castle_barracks 3 |
castle city |
6 |
4800 |
60
Axemen of Erebor heavy infantry Impetuous warriors, heavily armored and armed with a two-handed battleaxe. REQUIRES EREBOR
|
60
Dwarven Axemen heavy infantry Medium shock troops armed with two-handed axes.
|
60
Dragonslayers of Ered-Mithrin heavy infantry Veteran warriors, heavily armored and armed with a great axe and a heavy iron shield. REQUIRES GREY MOUNTAINS
|
60
Dwarven Halberdmen heavy infantry Warriors armed with halberds and axes. Able to form a defensive wall.
|
60
Vault Wardens spearmen infantry Disciplined and heavily-armored warriors. Equipped with long pikes and able to form a defensive wall.
|
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Guards of Khazad-dûm heavy infantry Heavily armored elite wardens of Khazad-dûm sworn to restore Durin's legacy. REQUIRES KHAZAD-DÛM (MORIA)
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
|
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard. |
22 |
Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
|
Armoury |
castle_barracks 4 |
castle large_city |
7 |
8200 |
60
Axemen of Erebor heavy infantry Impetuous warriors, heavily armored and armed with a two-handed battleaxe. REQUIRES EREBOR
|
60
Dwarven Axemen heavy infantry Medium shock troops armed with two-handed axes.
|
60
Dragonslayers of Ered-Mithrin heavy infantry Veteran warriors, heavily armored and armed with a great axe and a heavy iron shield. REQUIRES GREY MOUNTAINS
|
60
Dwarven Halberdmen heavy infantry Warriors armed with halberds and axes. Able to form a defensive wall.
|
60
Vault Wardens spearmen infantry Disciplined and heavily-armored warriors. Equipped with long pikes and able to form a defensive wall.
|
60
Dwarven Warriors heavy infantry Hardy warriors armed with hand axes and equipped with wooden shields.
|
60
Iron Guard heavy infantry Veteran warriors armored in steel and equipped with longsword and buckler.
|
60
Guards of Khazad-dûm heavy infantry Heavily armored elite wardens of Khazad-dûm sworn to restore Durin's legacy. REQUIRES KHAZAD-DÛM (MORIA)
|
60
Dwarven Miners light infantry Dwarves called from the mines to defend their homes. Lightly-armored and armed with a pickaxe.
|
|
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers. |
23 |
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
missiles 0 |
castle town |
3 |
1200 |
60
Axethrowers missile infantry Impetuous warriors who hurl throwing axes before a charge.
|
|
A Bowyer allows for the recruitment of basic missile units. |
24 |
Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
missiles 1 |
castle large_town |
4 |
2400 |
60
Axethrowers missile infantry Impetuous warriors who hurl throwing axes before a charge.
|
60
Iron Crossbowmen missile infantry Dwarves armed with powerful crossbows and equipped with a small shield for protection while reloading.
|
|
A Practice Range allows for the recruitment of missile units. |
25 |
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Bowyer |
c_missiles 0 |
city large_town |
3 |
1200 |
60
Axethrowers missile infantry Impetuous warriors who hurl throwing axes before a charge.
|
|
A Bowyer allows for the recruitment of basic missile units. |
26 |
Practice Range A Practice Range allows for the recruitment of missile units.
|
Practice Range |
c_missiles 1 |
city city |
4 |
2400 |
60
Axethrowers missile infantry Impetuous warriors who hurl throwing axes before a charge.
|
60
Iron Crossbowmen missile infantry Dwarves armed with powerful crossbows and equipped with a small shield for protection while reloading.
|
|
A Practice Range allows for the recruitment of missile units. |
27 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
siege 0 |
city large_town |
4 |
2500 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
28 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
siege 1 |
city city |
5 |
5000 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
29 |
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Ballista Maker |
castle_siege 0 |
castle large_town |
4 |
2500 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
|
A Ballista Maker allows the construction of ballista siege weaponry. |
30 |
Catapult Maker A Catapult Maker allows the construction of catapults and ballistae.
|
Catapult Maker |
castle_siege 1 |
castle large_town |
5 |
5000 |
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
|
A Catapult Maker allows the construction of catapults and ballistae. |
31 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Leather Tanner |
smith 0 |
city town |
2 |
1000 |
armour 1
|
A Leather Tanner offers the most basic armour improvements to new and retrained units. |
32 |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
|
Blacksmith |
smith 1 |
city large_town |
3 |
1500 |
armour 2
|
A Blacksmith can moderately improve the armour available to new and retrained units. |
33 |
Armourer An Armourer can notably improve the armour available to new and retrained units.
|
Armourer |
smith 2 |
city city |
4 |
3000 |
armour 3
|
An Armourer can notably improve the armour available to new and retrained units. |
34 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
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. |
35 |
Master Armourer A Master Armourer substantially improves the armour available to new and retrained units.
|
Master Armourer |
smith 4 |
city huge_city |
6 |
10000 |
armour 5
|
A Master Armourer substantially improves the armour available to new and retrained units. |
36 |
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
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 A Blacksmith can moderately improve the armour available to new and retrained units.
|
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 An Armourer can notably improve the armour available to new and retrained units.
|
Armourer |
castle_smith 2 |
castle city |
4 |
3000 |
armour 3
|
An Armourer can notably improve the armour available to new and retrained units. |
39 |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
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 |
Master Armourer A Master Armourer substantially improves the armour available to new and retrained units.
|
Master Armourer |
castle_smith 4 |
castle large_city |
6 |
10000 |
armour 5
|
A Master Armourer substantially improves the armour available to new and retrained units. |
41 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
port 0 |
city large_town |
3 |
1200 |
trade_base_income_bonus bonus 2 trade_fleet 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
42 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
port 1 |
city city |
4 |
2500 |
trade_base_income_bonus bonus 3 trade_fleet 1
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
43 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
port 2 |
city large_city |
6 |
5000 |
trade_base_income_bonus bonus 3 trade_fleet 1
|
A Dockyard allows the construction of larger ships, and improves trade. |
44 |
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Port |
castle_port 0 |
castle large_town |
3 |
1200 |
trade_base_income_bonus bonus 2 trade_fleet 1
|
A Port allows a settlement to trade with the far-distant corners of the world. |
45 |
Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
|
Shipwright |
castle_port 1 |
castle city |
4 |
2500 |
trade_base_income_bonus bonus 3 trade_fleet 1
|
A Shipwright allows the construction of ships to be undertaken in earnest. |
46 |
Dockyard A Dockyard allows the construction of larger ships, and improves trade.
|
Dockyard |
castle_port 2 |
castle large_city |
6 |
5000 |
trade_base_income_bonus bonus 3 trade_fleet 1
|
A Dockyard allows the construction of larger ships, and improves trade. |
47 |
Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
|
Merchant's Wharf |
sea_trade 0 |
city city |
3 |
1600 |
trade_fleet 2 trade_base_income_bonus bonus 1
|
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement. |
48 |
Warehouse A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
|
Warehouse |
sea_trade 1 |
city large_city |
5 |
3200 |
trade_fleet 3 trade_base_income_bonus bonus 2
|
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement. |
49 |
Docklands Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
|
Docklands |
sea_trade 2 |
city huge_city |
6 |
6400 |
trade_fleet 4 trade_base_income_bonus bonus 3
|
Docklands allow three extra trade fleets, and greatly increases trade to the settlement. |
50 |
Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
|
Grain Exchange |
market 0 |
city town |
2 |
600 |
trade_base_income_bonus bonus 2
|
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made. |
|
51 |
Market A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
|
Market |
market 1 |
city large_town |
3 |
1200 |
trade_base_income_bonus bonus 3
|
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others… |
52 |
Fairground Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
|
Fairground |
market 2 |
city city |
4 |
2400 |
trade_base_income_bonus bonus 4
|
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area. |
53 |
Great Market A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
|
Great Market |
market 3 |
city large_city |
6 |
4800 |
trade_base_income_bonus bonus 5
|
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops. |
54 |
Merchants' Quarter A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
|
Merchants' Quarter |
market 4 |
city huge_city |
7 |
9600 |
trade_base_income_bonus bonus 6
|
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds. |
55 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
Dirt Roads |
hinterland_roads 0 |
city town |
2 |
800 |
road_level 0
|
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade. |
56 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
Paved Roads |
hinterland_roads 1 |
city city |
4 |
1600 |
road_level 1
|
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
57 |
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
Dirt Roads |
hinterland_castle_roads 0 |
castle town |
2 |
800 |
road_level 0
|
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade. |
58 |
Paved Roads Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
|
Paved Roads |
hinterland_castle_roads 1 |
castle city |
4 |
1600 |
road_level 1
|
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. |
59 |
Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
|
Land Clearance |
hinterland_farms 0 |
village |
2 |
800 |
farming_level 1
|
Land Clearance allows a region to begin producing enough food to encourage growth. |
60 |
Communal Farming Communal Farming improves farming productivity in the region to encourage growth and prosperity.
|
Communal Farming |
hinterland_farms 1 |
town |
3 |
1600 |
farming_level 2
|
Communal Farming improves farming productivity in the region to encourage growth and prosperity. |
61 |
Crop Rotation Crop Rotation results in improved yield from farming districts, all year round.
|
Crop Rotation |
hinterland_farms 2 |
large_town |
4 |
3200 |
farming_level 3
|
Crop Rotation results in improved yield from farming districts, all year round. |
62 |
Irrigation Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
|
Irrigation |
hinterland_farms 3 |
city |
6 |
4800 |
farming_level 4
|
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained. |
63 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
Mines |
hinterland_mines 0 |
city large_town |
3 |
2000 |
mine_resource 4
|
Mines increase the trade income generated by metal deposits in the region. |
64 |
Mining Network A Mining Network greatly increases the income generated by metal deposits in the region.
|
Mining Network |
hinterland_mines 1 |
city city |
4 |
3500 |
mine_resource 7
|
A Mining Network greatly increases the income generated by metal deposits in the region. |
65 |
Mining Complex A Mining Complex maximises the income generated by metal deposits in the region.
|
Mining Complex |
hinterland_mines 2 |
city city |
5 |
5000 |
mine_resource 10
|
A Mining Complex maximises the income generated by metal deposits in the region. |
66 |
Mines Mines increase the trade income generated by metal deposits in the region.
|
Mines |
hinterland_castle_mines 0 |
castle large_town |
3 |
2000 |
mine_resource 4
|
Mines increase the trade income generated by metal deposits in the region. |
67 |
Mining Network A Mining Network greatly increases the income generated by metal deposits in the region.
|
Mining Network |
hinterland_castle_mines 1 |
castle city |
4 |
3500 |
mine_resource 7
|
A Mining Network greatly increases the income generated by metal deposits in the region. |
68 |
Mining Complex A Mining Complex maximises the income generated by metal deposits in the region.
|
Mining Complex |
hinterland_castle_mines 2 |
castle city |
5 |
5000 |
mine_resource 10
|
A Mining Complex maximises the income generated by metal deposits in the region. |
69 |
Brewery A Brewery converts a small percentage of the region to Dwarven culture, and improves happiness.
|
Brewery |
temple_muslim 0 |
city town |
2 |
1200 |
happiness_bonus bonus 1 religion_level bonus 2
|
A Brewery converts a small percentage of the region to Dwarven culture, and improves happiness. |
70 |
Pub A Pub converts a moderate percentage of the region to Dwarven culture, and improves happiness.
|
Pub |
temple_muslim 1 |
city large_town |
3 |
2500 |
happiness_bonus bonus 1 religion_level bonus 3
|
A Pub converts a moderate percentage of the region to Dwarven culture, and improves happiness. |
71 |
Feast Hall A Feast Hall converts a decent percentage of the region to Dwarven culture, and improves happiness.
|
Feast Hall |
temple_muslim 2 |
city city |
4 |
5000 |
happiness_bonus bonus 2 religion_level bonus 4
|
A Feast Hall converts a decent percentage of the region to Dwarven culture, and improves happiness. |
72 |
Brewery A Brewery converts a small percentage of the region to Dwarven culture, and improves happiness.
|
Brewery |
temple_muslim_castle 0 |
castle town |
2 |
1200 |
happiness_bonus bonus 1 religion_level bonus 2
|
A Brewery converts a small percentage of the region to Dwarven culture, and improves happiness. |
73 |
Pub A Pub converts a moderate percentage of the region to Dwarven culture, and improves happiness.
|
Pub |
temple_muslim_castle 1 |
castle large_town |
3 |
2500 |
happiness_bonus bonus 1 religion_level bonus 3
|
A Pub converts a moderate percentage of the region to Dwarven culture, and improves happiness. |
74 |
Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
|
Brothel |
taverns 0 |
city town |
3 |
1200 |
happiness_bonus bonus 1 agent_limit spy 1
|
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy. |
75 |
Inn An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
Inn |
taverns 1 |
city large_town |
4 |
2400 |
happiness_bonus bonus 2 agent_limit assassin 1 agent_limit spy 1
|
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins. |
76 |
Tavern A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
Tavern |
taverns 2 |
city city |
5 |
4800 |
happiness_bonus bonus 3 agent_limit assassin 1 agent_limit spy 1
|
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins. |
77 |
Coaching House A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
|
Coaching House |
taverns 3 |
city large_city |
6 |
9600 |
happiness_bonus bonus 4 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. |
78 |
Pleasure Palace A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
|
Pleasure Palace |
taverns 4 |
city huge_city |
7 |
12500 |
happiness_bonus bonus 5 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. |
79 |
Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
|
Town Hall |
city_hall 0 |
city large_town |
2 |
800 |
law_bonus bonus 1 population_health_bonus bonus 1 agent_limit diplomat 1
|
A Town Hall helps maintain law and order, as well as reduce squalor. |
80 |
Council Chambers Council Chambers help to maintain law and order, as well as reduce squalor.
|
Council Chambers |
city_hall 1 |
city city |
3 |
1600 |
law_bonus bonus 2 population_health_bonus bonus 2 agent_limit diplomat 1
|
Council Chambers help to maintain law and order, as well as reduce squalor. |
81 |
City Hall A City Hall does much to maintain law and order, as well as reduce urban squalor.
|
City Hall |
city_hall 2 |
city large_city |
4 |
3200 |
law_bonus bonus 3 population_health_bonus bonus 4 agent_limit diplomat 1
|
A City Hall does much to maintain law and order, as well as reduce urban squalor. |
82 |
Mayor's Palace A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
|
Mayor's Palace |
city_hall 3 |
city huge_city |
5 |
5600 |
law_bonus bonus 4 population_health_bonus bonus 5 agent_limit diplomat 2
|
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably. |
83 |
Merchant Bank A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant.
|
Merchant Bank |
bank 0 |
city large_city |
4 |
4800 |
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. |
84 |
Merchant Bank Merchant Vaults improve trade in the region significantly, and allows the recruitment of two extra merchants.
|
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. |
85 |
Masons' Guild A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
|
Masons' Guild |
guild_masons_guild 0 |
city |
1 |
1000 |
construction_cost_bonus_stone bonus 30 happiness_bonus bonus 1
|
A Masons' Guild house reduces the cost of stone buildings, and improves happiness. |
86 |
Master Masons' Guild A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
|
Master Masons' Guild |
guild_masons_guild 1 |
large_city |
2 |
2000 |
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. |
87 |
Masons' Guild Headquarters The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
|
Masons' Guild Headquarters |
guild_masons_guild 2 |
huge_city |
3 |
3000 |
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. |
88 |
Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
|
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. |
89 |
Master Merchants' Guild A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
|
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. |
90 |
Merchants' Guild Headquarters The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
|
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. |
91 |
Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
|
Thieves' Guild |
guild_thiefs_guild 0 |
city city |
1 |
1000 |
|
A Thieves' Guild house improves the quality of spies hired in the same settlement. |
92 |
Master Thieves' Guild A Master Thieves' Guild improves the quality of spies hired in the same settlement.
|
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. |
93 |
Thieves' Guild Headquarters The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
|
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. |
94 |
Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
|
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. |
95 |
Master Explorers' Guild A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
|
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. |
96 |
Explorers' Guild Headquarters The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route.
|
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. |
97 |
The Chamber of Mazarbul The Chamber of Mazarbul, or Chamber of Records, was the name of a chamber in Moria, where Balin's tomb is placed.
|
The Chamber of Mazarbul |
chamber 0 |
castle large_city |
10 |
9600 |
retrain_cost_bonus bonus 2
|
The Chamber of Mazarbul, or Chamber of Records, was the name of a chamber in Moria, where Balin's tomb is placed. |
98 |
The Bridge of Khazad-dûm Bridge between the First Hall and Second Hall of Khazad-dûm.
|
The Bridge of Khazad-dûm |
stair 0 |
castle large_city |
6 |
6500 |
trade_base_income_bonus bonus 1
|
Bridge between the First Hall and Second Hall of Khazad-dûm. |