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Reikland (Mortal Empires) Reikland (Mortal Empires) Buildings

Woodlands Buildings




Woodlands

Woodman's Hut
Woodman's Hut
(wh_main_emp_resource_timber_1)
Level 0
Timber Mill
Timber Mill
(wh_main_emp_resource_timber_2)
Level 1
Lumberyard
Lumberyard
(wh_main_emp_resource_timber_3)
Level 2
Woodlands
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Woodman's Hut Woodlands Level 1
Woodman's Hut
Wood is an ever-needed resource, and yet the forests of the Old World are not safe places to harvest it.
2 750 Income generated: 100 (building_to_building_own)
Timber resource production: 20 logs (building_to_building_own)
Recruitment cost: -20% for Crossbowmen and Spearmen recruits (province_to_province_own_unseen)
2 Timber Mill Woodlands Level 2
Timber Mill
Wood in its natural form is hard to work with, so the timber mills turn it into lumber ready for sale.
3 1500 Income generated: 150 (building_to_building_own)
Timber resource production: 30 logs (building_to_building_own)
Recruitment cost: -25% for Crossbowmen and Spearmen recruits (province_to_province_own_unseen)
Recruit rank: +1 for Crossbowmen and Spearmen units (province_to_province_own_unseen)
3 Lumberyard Woodlands Level 3
Lumberyard
Lumber yards are wholesale markets where wood is stored in great quantities before being shipped to its final customer.
4 2500 Upkeep: -3% for Crossbowmen and Spearmen units (all armies)
Income generated: 200 (building_to_building_own)
Timber resource production: 45 logs (building_to_building_own)
Recruitment cost: -30% for Crossbowmen and Spearmen recruits (province_to_province_own_unseen)
Recruit rank: +2 for Crossbowmen and Spearmen units (province_to_province_own_unseen)