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index

Buildings
=====

  1. Town Hall:

![Townhall](/uploads/1/building_townhall.png)

> 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.
>

  1. Woodcutter’s Hut:

![Woodcutter hut](/uploads/1/building_hut.png)

> Produces wood. Any bordering woods, Cottages and Sawmills will increase productivity.
>

  1. Quarry:

![Quarry](/uploads/1/building_stone_quarry.png)

> Produces Stone. Productivity can be increased by bordering Rocks, Cottages and Stonemasons.
>

  1. Iron Mine:

![Ore mine](/uploads/1/building_mine.png)

> Produces iron. Any bordering ore deposits, Cottages and Foundries will increase productivity.
>

  1. Farm:

![Farm](/uploads/1/building_farm.png)

> Produces food. Any bordering grassland, lakes, Cottages and Mills will increase productivity.
>

  1. Cottage:

![Cottage](/uploads/1/building_cottage.png)

> Increases the construction speed of all build orders in a city. Also increases productivity of bordering resource buildings.
>

  1. Sawmill:

![Sawmill](/uploads/1/building_lumber_mill.png)

> Increases the efficiency of bordering Woodcutter’s Huts and wood storage capacity of any bordering Storage.
>

  1. Stonemason:

![Stonemason](/uploads/1/building_stonecutter.png)

> Increases the efficiency of bordering Quarries and stone storage capacity of any bordering Storage.
>

  1. Foundry:

![Foundry](/uploads/1/building_fumace.png)

> Increases the efficiency of bordering Ore Mines and iron storage capacity of bordering Storage.
>

  1. Mill:

![Mill](/uploads/1/building_mill.png)

> Increases the efficiency of bordering Farms and food storage capacity of any bordering Storage.
>

  1. Storage:

![Storage](/uploads/1/building_storage.png)

> Increases the storage capacity for all resources. Enhanced by any bordering Sawmill, Stonemason, Mill or Foundry.
>

  1. Castle:

![Castle](/uploads/1/building_stronghold.png)

> 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.
>

  1. Barracks:

![Barracks](/uploads/1/building_barracks.png)

> Increases the maximum army size of a city. Also increases the recruitment speed of all bordering Training Grounds, Stables and Workshops.
>

  1. City Guard House:

![Cityguard house](/uploads/1/building_cityguard_house.png)

> 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.
>

  1. Training Ground:

![Training ground](/uploads/1/building_casern.png)

> Allows recruitment of infantry units and, if upgraded, increases their recruitment speed. Placing a Barracks beside a Training Ground will also increase recruitment speed.
>

  1. Stable:

![Stable](/uploads/1/building_stables.png)

> Allows recruitment of cavalry units and, if upgraded, increases their recruitment speed. Placing a Barracks beside a Stable will also increase recruitment speed.
>

  1. Workshop:

![Workshop](/uploads/1/building_weapon_factory.png)

> Allows construction of siege engines and, if upgraded, increases their construction speed. Placing a Barracks beside a Workshop will also increase recruitment speed.
>

  1. Townhouse:

![Townhouse](/uploads/1/building_townhouse.png)

> Enables taxation. Income from tax can be increased by connecting Marketplaces.
>

  1. Marketplace:

![Marketplace](/uploads/1/building_market_place.png)

> Allows transport of resources between cities and enables trade with other players by land. Also increases the tax income of connected buildings.
>

  1. City Wall:

![City wall](/uploads/1/wall_t.png)

> Increases the defense of infantry and cavalry units against looting and the defense of Scouts against scouting.
>

  1. Defensive Tower:

![Defensetower](/uploads/1/wall_tower_guard.png)

> Helps defend infantry and cavalry units if the city is under attack.
>

  1. Lookout Tower:

![Look out tower](/uploads/1/wall_tower_lookout.png)

> Allows earlier warning of an impending attack against a city.
>

  1. Ballista Tower:

![Artillery tower](/uploads/1/wall_tower_cannon.png)

> Helps defend siege units if a city is under attack.
>

  1. Hideout:

![Hide out](/uploads/1/building_hideout.png)

> Allows safe storage of resources, preventing them from being reported by Scouts or plundered. Its capacity can be increased if built beside woods.
>

Units =====

  1. City Guard:

![Cityguard](/uploads/1/icon_units_cityguard.png)

> Enforcers of law and order, these stalwart fighters are trained to deal with any threat within a city’s walls.
>

  1. Ranger:

![Ranger](/uploads/1/icon_units_ranger.png)

> Skilled bowmen whose keen eyes and deadly arrows can rain misery on infantry units. A key element of any army and especially useful for defending castles.
>

  1. Guardian:

![Guardian](/uploads/1/icon_units_guardian.png)

> Defensive soldiers especially trained to unhorse mounted units using their deadly pikes.
>

  1. Templar:

![Templar](/uploads/1/icon_units_templar.png)

> Famed for their sturdy shields and unshakeable code of honor, Templars are capable warriors even able to redirect magical attacks back at their enemies.
>

  1. Berserker:

![Berserk](/uploads/1/icon_units_berserker.png)

> Fearsome warriors driven by a thirst for blood and glory. It is said the war cry of the Berserker makes brave men weep and women swoon.
>

  1. Mage:

![Mage](/uploads/1/icon_units_mage.png)

> Wielders of arcane might a Mage’s spells are potent enough to trouble almost any warrior. Be sure to protect them from enemy reprisal, however.
>

  1. Scout:

![Scout](/uploads/1/icon_units_scout.png)

> Sneaky, cunning and brave, Scouts provide commanders vital intelligence on enemy cities. Use larger groups of Scouts to obtain more detailed reports.
>

  1. Crossbowman:

![Crossbowman](/uploads/1/icon_units_crossbowman.png)

> A ranged unit capable of wreaking havoc against enemy cavalry, Crossbowmen strike fear into the heart of almost any enemy.
>
![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.
>
![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.
>
![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.
>
![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.
>
![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.
>
![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.
>
![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.
>