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index

Buildings
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  1. Town Hall:

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![Townhall](/uploads/1/building_townhall.png)
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> Provides basic storage and wood production. Also determines the maximum number of buildings in a city.
> Only one can be built in each city.
> Cannot be totally demolished or destroyed.
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  1. Woodcutter’s Hut:
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    >![Woodcutter hut](/uploads/1/building_hut.png)
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    > Produces wood. Any bordering woods, Cottages and Sawmills will increase productivity.
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  2. Quarry:
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    ![Quarry](/uploads/1/building_stone_quarry.png)
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    > Produces Stone. Productivity can be increased by bordering Rocks, Cottages and Stonemasons.
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  3. Iron Mine:
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    ![Ore mine](/uploads/1/building_mine.png)
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    > Produces iron. Any bordering ore deposits, Cottages and Foundries will increase productivity.
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  4. Farm:
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    ![Farm](/uploads/1/building_farm.png)
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    > Produces food. Any bordering grassland, lakes, Cottages and Mills will increase productivity.
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  5. Cottage:
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    ![Cottage](/uploads/1/building_cottage.png)
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    > Increases the construction speed of all build orders in a city. Also increases productivity of bordering resource buildings.
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  6. Sawmill:
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    ![Sawmill](/uploads/1/building_lumber_mill.png)
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    > Increases the efficiency of bordering Woodcutter’s Huts and wood storage capacity of any bordering Storage.
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  7. Stonemason:
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    ![Stonemason](/uploads/1/building_stonecutter.png)
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    > Increases the efficiency of bordering Quarries and stone storage capacity of any bordering Storage.
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  8. Foundry:
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    ![Foundry](/uploads/1/building_fumace.png)
    > Increases the efficiency of bordering Ore Mines and iron storage capacity of bordering Storage.
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  9. Mill:
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    ![Mill](/uploads/1/building_mill.png)
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    > Increases the efficiency of bordering Farms and food storage capacity of any bordering Storage.
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  10. Storage:
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    ![Storage](/uploads/1/building_storage.png)
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    > Increases the storage capacity for all resources. Enhanced by any bordering Sawmill, Stonemason, Mill or Foundry.
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  11. Castle:
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    ![Castle](/uploads/1/building_stronghold.png)
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    > Construction of the Castle allows a lord to loot and conquer other cities. Note this in turn allows their holdings to be looted and conquered.
    > Allows the creation of armies larger than 5,000 Units.
    > Allows the plundering of other cities.
    > Allows lord to attack and to siege any city with a Castle.
    > Allows division of army into 10 smaller armies.
    > Only one can be built in each city.
    > Cannot be totally demolished or destroyed.
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  12. Barracks:
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    ![Barracks](/uploads/1/building_barracks.png)
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    > Increases the maximum army size of a city. Also increases the recruitment speed of all bordering Training Grounds, Stables and Workshops.
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  13. City Guard House:
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    ![Cityguard house](/uploads/1/building_cityguard_house.png)
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    > Allows recruitment of City Guards and, if upgraded, increases their recruitment speed. Placing a Barracks beside a City Guard House will also increase recruitment speed.
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  14. Training Ground:
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    ![Training ground](/uploads/1/building_casern.png)
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    > Allows recruitment of infantry units and, if upgraded, increases their recruitment speed. Placing a Barracks beside a Training Ground will also increase recruitment speed.
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  15. Stable:
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    ![Stable](/uploads/1/building_stables.png)
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    > Allows recruitment of cavalry units and, if upgraded, increases their recruitment speed. Placing a Barracks beside a Stable will also increase recruitment speed.
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  16. Workshop:
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    ![Workshop](/uploads/1/building_weapon_factory.png)
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    > Allows construction of siege engines and, if upgraded, increases their construction speed. Placing a Barracks beside a Workshop will also increase recruitment speed.
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  17. Townhouse:
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    ![Townhouse](/uploads/1/building_townhouse.png)
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    > Enables taxation. Income from tax can be increased by connecting Marketplaces.
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  18. Marketplace:
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    ![Marketplace](/uploads/1/building_market_place.png)
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    > Allows transport of resources between cities and enables trade with other players by land. Also increases the tax income of connected buildings.
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  19. City Wall:
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    ![City wall](/uploads/1/wall_t.png)
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    > Increases the defense of infantry and cavalry units against looting and the defense of Scouts against scouting.
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  20. Defensive Tower:
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    ![Defensetower](/uploads/1/wall_tower_guard.png)
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    > Helps defend infantry and cavalry units if the city is under attack.
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  21. Lookout Tower:
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    ![Look out tower](/uploads/1/wall_tower_lookout.png)
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    > Allows earlier warning of an impending attack against a city.
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  22. Ballista Tower:
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    ![Artillery tower](/uploads/1/wall_tower_cannon.png)
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    > Helps defend siege units if a city is under attack.
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  23. Hideout:
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    ![Hide out](/uploads/1/building_hideout.png)
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    > Allows safe storage of resources, preventing them from being reported by Scouts or plundered. Its capacity can be increased if built beside woods.
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Units =====

![Cityguard](/uploads/1/icon_units_cityguard.png)
> Armed with Halberds they are patroling the City Streets and enforcing Law and Order. They do not leave the City and can only defend.
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![Ranger](/uploads/1/icon_units_ranger.png)
> With keen eyes and sharp arrows Hunters are deadly to every oncomming Infantry from afar. They are the backbone of your army and especially useful for defending castles.
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![Guardian](/uploads/1/icon_units_guardian.png)
> These defensive units utilizes their long pikes to knock off enemy Cavalry Units of their Horses.
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![Templar](/uploads/1/icon_units_templar.png)
> Templars are known for their sturdy shields and unshakeable code of honor. They are living Bulwarks that can even redirect magic attacks onto their enemies.
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![Berserk](/uploads/1/icon_units_berserker.png)
> Fearsome sounds the Berserks Warcry before he charges the enemy lines with his baneful Axes. His aggressivness makes him a feared offensive unit.
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![Mage](/uploads/1/icon_units_mage.png)
> Fearsome sounds the Berserker Warcry before he charges the enemy lines with his baneful Axes. His aggressivness makes him a feared offensive unit.
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![Scout](/uploads/1/icon_units_scout.png)
> With his devestating attack spells he can get even well equiped warriors into serious trouble, but be advised to protect him from enemy attacks.
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![Crossbowman](/uploads/1/icon_units_crossbowman.png)
> The Crossbowman is adept in using his Crossbow while being mounted. With his great Range he excels at killing enemy Cavalry Units.
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![Paladin](/uploads/1/icon_units_paladin.png)
> You can recognize the holy banners of the paladins even from afar. Faithful they will protect Kings and even whole armies against their magic arch-enemies.
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![Knight](/uploads/1/icon_units_knight.png)
> Knights are heavily armed and can deal devestating blows when attacking an enemy city. They are best suited for Looting Cities, as they are swift, strong and can carry a large amount of Loot.
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![Archmage](/uploads/1/icon_units_warlock.png)
> These powerful and feared Mages spread terror amongst enemies from atop of their Horses. They are expensive but compensate for this with devestating attacks.
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![Ram](/uploads/1/icon_units_ram.png)
> There is no City Gate that can withstand the Forces of 10 men and a steel head for too long. But as heavy as the ram is, its movement speed is very slow.
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![Catapult](/uploads/1/icon_units_catapult.png)
> The Catapult is best for besieging enemy cities. If your enemy is well entrenched the key to victory lies within destroying the defense bit by bit.
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![Balista](/uploads/1/icon_units_balista.png)
> On towers high above the City, Balistas are a major threat for every Unit that tries to besiege the City.
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![Baron](/uploads/1/icon_units_baron.png)
> The Baron can capture a foreign city with castle, but he also can settle down a new city.
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