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index
Buildings
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- Town Hall:

> 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:

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

> Produces Stone. Productivity can be increased by bordering Rocks, Cottages and Stonemasons.
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- Iron Mine:

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

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

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

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

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

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

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

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

> 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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- Barracks:

> 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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- City Guard House:

> 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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- Training Ground:

> 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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- Stable:

> 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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- Workshop:

> 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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- Townhouse:

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

> 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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- City Wall:

> Increases the defense of infantry and cavalry units against looting and the defense of Scouts against scouting.
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- Defensive Tower:

> Helps defend infantry and cavalry units if the city is under attack.
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- Lookout Tower:

> Allows earlier warning of an impending attack against a city.
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- Ballista Tower:

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

> 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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- City Guard:

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

> 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.
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- Guardian:

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

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

> 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.
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- Mage:

> 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.
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- Scout:

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

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

> 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:

> Heavily armed and armored, Knights excel at attacking enemy cities. Once victorious, they are capable looters, being able to carry a large amount of booty.
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- Archmage:

> These mounted masters of magic spread terror and wonder in equal measure. While expensive to recruit, their devastating attacks can turn the tide of almost any conflict.
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- Ram:

> Heavy, slow and powerful, no city gate can withstand a Ram’s brute force for long.
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- Catapult:

> Potent offensive weapons best used to besiege enemy cities.
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- Ballista:

> Mounted in towers, Ballistae are powerful weapons against any unit that tries to besiege the city.
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- Baron:

> After any successful siege, a Baron is necessary to complete the takeover of an enemy city. They are also vital when founding a new city.
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