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Bordeleaux (Mortal Empires) Buildings
Couronne Buildings
Couronne
Couronne | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Couronne Level 1 Couronne Ruins This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat. |
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1 | 0 | |||||
2 |
Couronne Level 2 Couronne (Hamlet) Formed in an ancient Elven stronghold many centuries ago, the city of Couronne houses the palace and ruling court of King Leoncoeur. |
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2 | 800 |
Grants 2 construction slots in the settlement (this_building) Income from all buildings: +30% (all regions in this province) Income from all buildings: +15% (all regions in adjacent provinces) Income generated: 40 (building_to_building_own) [HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own) Growth: +10 (region_to_province_own) {{tr:public_order_effect}}: +1 (province_to_province_own_unseen) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) |
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3 |
Couronne Level 3 Couronne (Village) Formed in an ancient Elven stronghold many centuries ago, the city of Couronne houses the palace and ruling court of King Leoncoeur. |
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3 | 1600 |
Grants 4 construction slots in the settlement (this_building) Income from all buildings: +35% (all regions in this province) Income from all buildings: +18% (all regions in adjacent provinces) Income generated: 60 (building_to_building_own) [HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own) Growth: +20 (region_to_province_own) {{tr:public_order_effect}}: +2 (province_to_province_own_unseen) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) Improved tower projectiles: Arrows (region_to_region_own) |
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4 |
Couronne Level 4 Couronne (Town) Formed in an ancient Elven stronghold many centuries ago, the city of Couronne houses the palace and ruling court of King Leoncoeur. |
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4 | 3200 |
Grants 6 construction slots in the settlement (this_building) Income from all buildings: +40% (all regions in this province) Income from all buildings: +20% (all regions in adjacent provinces) Income generated: 80 (building_to_building_own) [HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own) Growth: +30 (region_to_province_own) {{tr:public_order_effect}}: +3 (province_to_province_own_unseen) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) Improved tower projectiles: Blessed Stones (region_to_region_own) |
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5 |
Couronne Level 5 Couronne (City) Formed in an ancient Elven stronghold many centuries ago, the city of Couronne houses the palace and ruling court of King Leoncoeur. |
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5 | 4800 |
Grants 8 construction slots in the settlement (this_building) Income from all buildings: +45% (all regions in this province) Income from all buildings: +23% (all regions in adjacent provinces) Income generated: 100 (building_to_building_own) [HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own) Growth: +40 (region_to_province_own) {{tr:public_order_effect}}: +4 (province_to_province_own_unseen) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) Improved tower projectiles: Carcasses (region_to_region_own) |
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6 |
Couronne Level 6 Couronne (Duchy Capital) Formed in an ancient Elven stronghold many centuries ago, the city of Couronne houses the palace and ruling court of King Leoncoeur. |
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6 | 7200 |
Grants 9 construction slots in the settlement (this_building) Income from all buildings: +50% (all regions in this province) Income from all buildings: +25% (all regions in adjacent provinces) Income generated: 120 (building_to_building_own) [HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own) Growth: +50 (region_to_province_own) {{tr:public_order_effect}}: +5 (province_to_province_own_unseen) [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (region_to_region_own) Improved tower projectiles: Carcasses (region_to_region_own) |
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