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index
Buildings
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- Town Hall:
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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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- Woodcutter’s Hut:
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> Produces wood. Any bordering woods, Cottages and Sawmills will increase productivity.
> - Quarry:
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> Produces Stone. Productivity can be increased by bordering Rocks, Cottages and Stonemasons.
> - Iron Mine:
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> Produces iron. Any bordering ore deposits, Cottages and Foundries will increase productivity.
> - Farm:
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> Produces food. Any bordering grassland, lakes, Cottages and Mills will increase productivity.
> - Cottage:
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> Increases the construction speed of all build orders in a city. Also increases productivity of bordering resource buildings.
> - Sawmill:
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> Increases the efficiency of bordering Woodcutter’s Huts and wood storage capacity of any bordering Storage.
> - Stonemason:
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> Increases the efficiency of bordering Quarries and stone storage capacity of any bordering Storage.
> - Foundry:
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> Increases the efficiency of bordering Ore Mines and iron storage capacity of bordering Storage.
> - Mill:
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> Increases the efficiency of bordering Farms and food storage capacity of any bordering Storage.
> - Storage:
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> Increases the storage capacity for all resources. Enhanced by any bordering Sawmill, Stonemason, Mill or Foundry.
> - Castle:
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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.
> - Barracks:
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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.
> - City Guard House:
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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.
> - Training Ground:
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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.
> - Stable:
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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.
> - Workshop:
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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.
> - Townhouse:
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> Enables taxation. Income from tax can be increased by connecting Marketplaces.
> - Marketplace:
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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.
> - City Wall:
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> Increases the defense of infantry and cavalry units against looting and the defense of Scouts against scouting.
> - Defensive Tower:
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> Helps defend infantry and cavalry units if the city is under attack.
> - Lookout Tower:
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> Allows earlier warning of an impending attack against a city.
> - Ballista Tower:
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> Helps defend siege units if a city is under attack.
> - Hideout:
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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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> 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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> 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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> These defensive units utilizes their long pikes to knock off enemy Cavalry Units of their Horses.
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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> On towers high above the City, Balistas are a major threat for every Unit that tries to besiege the City.
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> The Baron can capture a foreign city with castle, but he also can settle down a new city.
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